13.12.17

The Filt-Four Rubros: Apologist's gang

This one's name was Viggsy Carbolic, a verti-docker working the breach from the filtration districts down to where the Chemsalt Opens began. Every morning he woke up to the distant cry of ratowls out over the cavernous sea chambers; eyes sore, muscles tight across his back.

Muscle. That's what Carbolic could provide. He'd be introduced to me as a useful man to have in a tight spot; ex-ganger, ex-dealer, ex-enforcer – in-house, of course; the 'Ficials wouldn't have taken a second-look at him – and ex-criminal.

'That's a lot of exes,' I'd commented, when we'd met at last. His scarred old face had pulled up into that sad, distant half-smile I'd later remember him by.

'You should meet the ex-wives.' 

I'd grinned. In truth, Carbolic was over-the-hill – an old man of nearly thirty, and already showing the greying skin of oxide build-up that takes us all in Water IV. Still, there was something about him; and the Throne alone knew that I couldn't afford to turn down a proper ganger; not when the rest of the block was skinny, excitable juves and a few loosescrews who couldn't make ends meet elsewise.

'So why the change of heart, Carbolic? What makes you want to get back into the game?'

Again, that sad smile. He didn't catch my eye; kept looking down at the pitted old table.

'You don't choose gang life, Fito. Gang life chooses you.'


+++

I'll be building a gang from House Nur-Memmot for this campaign. Tentatively calling themselves Los Filt-Four Rubros – a reference to the bloodshot eyes of those who live in Filtration IV, part of the mass of habs and workshops downhive of the catastrophically-polluted Chemsalt Opens. 

The Rubros have made their bolthole in a particularly down-at-heel and crime-riddled section of the western Uro Bloc habs, near the House's traditional Hagtown settlements.

Having finally got a copy of the rules, I'll be using the Cawdor legacy rules from Necromunda.com

Here's the core line-up – an initial 635 credits spend. I'll pick some equipment for these guys and gals and find out what skills my gang have picked up, then see what's left over to expand the gang.
  • Fito Bratva [Leader] 115 credits
    • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
    • 5"  3+  4+  3  3  2   4+  2   4+  6+  5+  5+
    • Equipment: Mesh armour
    • Skills: [1 pending]
  • Viggsy Carbolic [Champion] 95 credits
    • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
    • 5"  4+  3+  3  3  2   4+  2  5+  6+  7+  6+ 
    • Equipment: Flak armour
    • Skills: [1 pending]
    • 'Filthmouth' [Champion] 95 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 5"  4+  3+  3  3  2   4+  2  5+  6+  7+  6+ 
      • Equipment: Flak armour
      • Skills: [1 pending]
    • Ibixi Clotts [Juve] 20 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 6"  5+  5+  3  3  1   3+  1  8+  8+  8+  9+  
      • Equipment: None
      • Skills: None
    • Doggsie Cognito [Juve] 20 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 6"  5+  5+  3  3  1   3+  1  8+  8+  8+  9+  
      • Equipment: None
      • Skills: None
    • Cho Tripee [Juve] 20 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int
      • 6"  5+  5+  3  3  1   3+  1  8+  8+  8+  9+   
      • Equipment: None
      • Skills: None
    • Sewer-Sung Xen [Ganger] 45 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 5"  4+  4+  3  3  1   4+  1  7+  7+  7+  7+ 
      • Equipment: Flak armour
      • Skills: None
    • Lana Ghastly [Ganger] 45 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 5"  4+  4+  3  3  1   4+  1  7+  7+  7+  7+ 
      • Equipment: Flak armour
      • Skills: None
    • Casement Jack [Ganger] 45 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 5"  4+  4+  3  3  1   4+  1  7+  7+  7+  7+ 
      • Equipment: Flak armour
      • Skills: None
    • Sten Varmi [Ganger] 45 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 5"  4+  4+  3  3  1   4+  1  7+  7+  7+  7+ 
      • Equipment: Flak armour
      • Skills: None
    • Carlos Bragt [Ganger] 45 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 5"  4+  4+  3  3  1   4+  1  7+  7+  7+  7+ 
      • Equipment: Flak armour
      • Skills: None
    • 'Two-cred' Piotr [Ganger] 45 credits
      • M WS BS  S  T  W   I    A  Ld   Cl  Wil  Int 
      • 5"  4+  4+  3  3  1   4+  1  7+  7+  7+  7+ 
      • Equipment: Flak armour
      • Skills: None


    7.12.17

    Denizens of Confronsis

    Denizens of Confronsis


    With Sanguinalia Christmas looming large, hobby time is a scarce resource. While it's hard to find time for painting and modelling, there's nothing to stop you delving into the underhive of your imagination, and making plans for what you'll do when you do get some time again. With this in mind, you might like to find a few minutes to scribble out some outlines to see which threads you want to follow for your gang. 

    As a group, even though modelling and painting has not yet started (at least, so far as I'm aware) the PCRC are about midway through generating the backgrounds for our houses/groups – check 'em out below, or use the tabs at the top:


    If you've followed one of our blogs before (perhaps on the now-depleted Warseer), you'll be familiar with the general mix of analogues, homages (and dreadful in-jokes) we to populate our stuff with – see what you can spot.

    Archetypes

    Golgotham obviously owes a lot to Necromunda, but I'm finding it interesting how it's already differing from its parent game. Rather than six large and interdependent houses, the PCRC's groups show a diverse range of backgrounds, from relatively stable major houses to wobbly minor houses and independent gangs. I'm looking forward to seeing what the others have got planned – Warmtamale and Lucifer216 dropped some juicy hints about their background recently, and their groups sound great.

    On one level, the background won't have any bearing on the gaming side. We'll still likely be using the gang lists and limitations of the houses from Necromunda – you can see analogues in the Van Saar for the Lambda Tech-Guild, Cawdor for Nur-Memmot, and Delaque for Moldoff, for example – but making up our own stories gives flexibility. 

    We've got the freedom to combine aesthetics; so it'd be entirely possible to use House Goliath rules to represent an Industrotech gang that gets its strength from augmetics rather than gene-crafting. Identical rules, different looks. 

    This opens up the veins of creativity – I've been toying with using the new Blood Bowl Elven Union team to build some figures, for example. Kitbashed with the new Escher, they'd make for a great dynamic gang.



    Civilians

    On a personal note, I'm particularly looking forward to making and painting some civilians – not least because they'll provide me with some extra colour for my Court of the Sun King project, and help me to clear the painting decks a bit. I'm not sure if the civilians will end up with rules or act as scenery, but either way, it'll be fun to look at the 40k universe in more detail.

    Astropaths are important dignitaries – if a rival House is foolish enough to leave one unguarded, they'd make a great kidnap/rescue plot.

    +++

    [Apologist]

    26.11.17

    Hive Confronsis

    Planetrise: From the pock-marked moon of Foretithe, the blighted planet Golgotham emerges over the horizon.
    The second moon; Corest, is visible on the left of the image.
    Like most hive-cities of Golgotham, Confronsis runs on hyperfedual lines; with a few powerful spire families extending their patronage glutinously and insidiously into the depths of the hive-belly, where the industrotech clans – great organisations of affiliated family groups roughly equivalent to nation-states – toil ceaselessly beneath the ever-watchful eyes of the spires and authorities in order to feed the rapacious needs of the Imperium at large. Beneath these in turn are the benighted inhabitants of the largely lawless underhive; who live brief, scuttling, parasitical lives of equal parts freedom and fear.




    The Spire nobility

    Like a maddeningly vast tree or fungus, wealth is drawn ever upwards through Hive Confronsis, out to orbit. The dynastic spire houses jealously guard exclusive rights to communication with the outside Imperium; maintaining their position through strangleholds over advancement and development. The methods for this vary from house to house; but the oldest and most powerful houses operate every means at their disposal – legal and clandestine.
    A typically well-equipped bodyman of House Graveney.
    The hypercompetitive nature of life on Golgotham means that the noble houses of the spires are united in just one thing; pursuit of advancement. True charitable works and attempts at general improvements for the populace are, for the most part, long-forgotten – such experiments leading to exploitation by competitors, or causing riots amongst the ever-suspicious industrotech clans, who fear alteration in the status quo.

    There are a few dozen noble houses; with a population running in the low millions between them. All own controlling stakes in at least one spire, while the most influential – Houses Serpentine, Graveney, Ur, Falconbrook, tegeus-Cromis and Neckinger – dominate swathes of the skyline as well as substantial holdings in the hive itself. Similarly, all will have vassal and allied industrotech houses that operate exclusively for the nobles. Many also have a – carefully shrouded – hand in the underhive; exploiting every possible source of wealth or power the hive has to offer.

    As long as they pay their share of the planet's ruinous tithe, Imperial Commander Barquentine – the Planetary Governor – is content for the heads of the houses (generally termed the paterfamilias or materfamilias) to operate as they see fit. Generally, this means appallingly aggressive – and often blatantly immoral or illegal – acts are commonplace. While open conflict between the noble houses themselves is rare (though far from unheard-of), proxy wars between the forces of the industrotech houses that are tithed and bound to the respective Spires are near-constant, as the noble forces tussle for power and influence.

    While there are wastrels, fever-seekers and fops in every house, the nobility of Confronsis are monstrously capable and marvellously astute – and to cross them is to be drawn almost inevitably into sadistically protracted ruin to serve as an example to others.




    Many bored spire-dwellers become thrill seekers – some so criminally as to attract the attention of the Inquisition...

    Brat gangs

    The children and scions of the Spire nobles are, for the most part, spoiled; wealthy beyond the dreams of avarice. Most are rigorously trained; indoctrinated and cultivated as potential successors to the head of the household, for even within the household proper, there is intrigue and danger. Granted influence, power and wealth, most are completely divorced from the realities of life in the hive; and regard the industrotech and underhive populace as a form of game or vermin. Many so called 'brats' form gangs and delve in search of danger and excitement, baiting and killing the very source of their wealth by engaging the industrotech guards in firefights – simply for the thrill.
    One might think that such gangs would be no match for the underhivers, but no noble house lasts long without a core of steel. The children of the spire nobles are clandestinely equipped with the best the Imperium has to offer – many indulgent noble houses openly tolerate such 'hive safaris'. Many brats are stimmed with combat drugs, genhanced, or trained by family militia bodyguards. Even exotica as personal protection fields, automedicae and similarly advanced tech is not unknown to the brat-gangs.

    The Industrotech clans

    Numbering in the billions, the industrotech populace of Golgotham eke a tiring, precarious existence of production, deprivation and daily risk. Their lot is the punishingly physical labour that keeps the crumbling manufactories, refineries, mineheads and mills of Golgotham operating. Most live in cramped cell-quarters near – or even within – their dangerous, noisy workplaces; rarely straying beyond the confines of their occupation.
    Bowed, malnourished and resentful, the bulk of the industrotechs are monitored and driven to such disspirited levels of exhaustion that meaningful rebellion is kept simmering; though protests and riots are commonplace. Equally commonplace is the brutal punishment laid down on such rebels; both from without, by the militia of the House's noble sponsors and the Enforcers; and from within, by the House's own internal forces.

    Most industrotechs live from hour to hour, avoiding conflict and finding what diversion they can in prescribed diversionary holos and the Church. Of course, with such a vast populace, it is impossible for the overseers to monitor everyone – resources are thin, and impoverished prefects easily bribed. Grey and black markets abound around synthohol, narcotics, pitfighting and other semi-tolerated diversions.

    Crime, both openly violent and the less visible – such as smuggling, protection rackets and gambling – is common. As a result, all inhabitants of Hive Confronsis will bear a knife, hatchet, shortsword or club as a matter of course. Most will carry an improvised firearm of some sort; with many clans issuing signature or honorific weaponry to their workers.

    The minor houses

    Low-ranking overseer-adepts of the Mechanicus are a relatively common
    sight on Golgotham, though they are rarely tangled up in gang-fighting.
    The vast majority of the population belongs to – or is indentured to – an industrotech clan, or house – the terms are interchangeable. The minor clan-houses – of which there are thousands – tend to be broadly related in massive extended families sharing a distinctive genotype, though exceptions to this are common enough. Small and relatively nimble, the minor houses operate in unique and constantly adaptive manners, producing short runs of a dizzying variety of materiel and product as licenses expire or tithes are withdrawn by sponsors for faults or errors in production. While a vast quantity of materiel is exported from Golgotham, this represents only a tiny proportion of what is produced – most is swallowed up by the hive-cities themselves.
    So diverse and large is the industrotech population – even within a single hive like Confronsis – that it is hard to make sense of the melange of cultures and subcultures that make them up. Most of the minor industrotech houses produce goods under monotask license to the Forge Worlds of the sector; stamping out arms and armour for the Imperium's armies alongside agricultural gear for the sector's agriworlds; and gewgaws and fripperies for the civilised worlds. An industrotech might easily spend their adult life as a factotum; moving just one arm in an endless action, stamping out near-worthless keyrings or plastek novelties for distant planets.

    Few minor houses make a large profit – there is little incentive, as excess is skimmed off by the protectionist nobles; and obvious growth will lead to raids from and conflict with rival industrotech houses. Most minor houses are grindingly conservative; favouring stability – however gloomy and thin – over additional danger. The minor houses jealously guard their slivers of territory – which may focus around a warehouse district, group of hab-blocks, or perhaps a refino-mill and its surrounding spoilheaps. The territories are as varied as any one might imagine; and limited not to the horizontal plane – indeed, many mining clans will control great vertical shafts through fathoms of the hive, taxing travellers who use these useful means of ascent.

    The major houses

    Houses that do successfully make a break for profit can find themselves elevated into the major houses – those that can afford to dominate and control subservient minor houses; or completely annex and exterminate them. Such events – where a new major industrotech house expands its ancestral territory – is inevitably the result of bloodshed, and usually leads to further conflict. Most such attempts result in the destruction of at least one minor house; its scions being enslaved or forced into the underhive as they lose what little protection the ancient clan-territories could provide.

    The result is a new extended clan that combines to form a major house. Some are alliances tempered in blood, with two or more previous rival clans combining permanently through intermarriage, ritual vows of mutual kinship, or through more esoteric means, such as genesplicing or body-piloting.
    Ill-starred mercenaries, like deserters from the guard or abhumans
    are tolerated at midhive, Some achieve notoriety.
    More commonly, one clan will become dominant over another, forcing the members of the lesser house into a subservient existence as thralls or bondsmen. Subservient houses generally form an oppressed slave caste; branded, electooed, maimed or otherwise marked as 'undermen', and gradually exterminated over time by giving them the most dangerous roles of all, or forcibly tithing them to the Guard draft. Particularly ruthless (or paranoid) house masters will lobotomise their serfs to become automats; deny them breeding rights, or chemically/physically castrate the workers to prevent a future rebellion, while maintaining their ability to labour. Such is the brutal reality of life in hive Confronsis.

    The major houses form their own tier within the hive proper. Able to afford, bribe or bully their way into prime locations near the hive skin or the great thermal vents at the core, the major houses have extensive territories that are (relatively) well-powered or include views onto the outside world. To modern eyes, such a view – of a chemically colourful ash wasteland covered by brooding, churning clouds – would be terrifying, but to a hive-dweller, seeing a horizon is a thing of such wonder that many attribute to the outside world a holy quality.
    At the current date, there are thirteen major houses; all bitter rivals. Each has its own distinctive characteristics from long-held prejudices, specialisations and beliefs. Hugely varied, each major house of Confronsis has its own form of government, its own culture, and its own indentured militia, which serve as part of the Planetary Defence Force. These forces range from the lithe and subtle warriors of House Demogorgon, to the muscle-brutes of House Ordovic, and the violence-choirs of House Sephulcrave. 

    Industrotech gangs

    The hive is vast and echoing. Seething though it is with humanity (and other denizens), vast though claustrophic tracts are unexploited. While the industrotech houses have large territories, these are continually shifting. Unfortunate outlying habs can be cut off from house territories by attack or natural disaster – indeed, there are tales of isolated habs remaining under siege for months or years before succumbing. Unless an area is important to a house – such as containing a taxable link to the heatsink ,or providing some particularly valuable export, many houses will simply write off the losses because reclaiming them is economically unviable.
    It is not just possible but commonplace for entire complexes of warehouses, throughways and hab-blocks to be lost as a result of hive quakes, plagues, internecine conflicts or population migrations. Officially restricted from exploiting such neutral territories, it is the gangs of the industrotech houses that explore and exploit such areas.

    In addition to their official militaries, all of the major industrotech houses overlook a semi-tolerated gang culture that operates beneath scrutiny and without official support. These provide the houses with groups of unbalanced, frustrated or potentially dangerous house members who are encouraged to explore the hive, raiding, disrupting and unbalancing rival houses – or finding rich plots of land to exploit. Word travels fast in the warren-like bounds of the hive, and a gang that manages to find a route into a warehouse or isolated settlement will soon find itself having to fight to maintain its territory.
    While their activities are de-facto criminal, gangs provide kin of the house with much-needed protection, comradeship and a substitute family structure. More importantly to the industrotech house councils is the fact that the gangs – often workmates – work more productively together, and act as a permanent watch and defence against attacks – from rival industrotech houses, from spire safaris, and from uprising underdweller groups.
    Gangs are as varied as any group of humanity. Some favour a unifrom paramilitary appearance; others revel in individuality. Distictive and extreme clothing and hairstyles; along with piercings, tattooes, and body modification are common amongst the underhivers – and more so amongst gangers. There is no such thing as a typical gang, but some name themselves after their territories – Cromerty Piston Killers, the Eighteenth-Parallel or Gutterwell Boys are example – or a particular ritual practise; such as the Headtakers, Widowmen or Mara Cavorta. Still others pick a seemingly meaningless, intimidating or even whimsical name – the Yellow Henry Gang, Black Gates or Whistling Sheers.


    The Underhive

    Beneath the spires, beneath the belly of the hive, beneath even the lowest of the minor industrotech houses, are the twisted and tangled tunnels and caverns of the planet's surface itself. Remnants of ancient mines and ruins of the original settlements, the underhive is where the lowest of the low can be found – scav-gangs, scions of vanished or destroyed minor houses, escaped slaves, abhumans and mutants like the near-mythical vermen all make an uneasy and uncertain living here.
    While the hive proper sees gang warfare between rival houses, the underhive is the true palette for the artistry of gang warfare. Here, there are no enforcers to sweep down; no house militia to scatter the small gangs. In the underhive, the heaviest of weaponry can be deployed; proscribed drugs and practices indulged, and the worst crimes of all committed in the name of wealth and personal power. It is a heady cocktail for the young men and women that make up the gangs...

    The underhive of Confronsis is lethally dangerous, with precious and long-forgotten technology mingling with brutal chemical pollution. Deluges of literal acid rain – formed by the gradual leaching of chemical waste from uphive mixing with the steamsweat of the populace – is a continual threat, and the thick, close air is tainted with metallic air-borne gasses and poisons. Movement of the hive itself, as it settles further into its agonisingly prolonged but inevitable ruin, sends great gouts of dust and ash shooting up from ancient shafts and tunnels as they collapse; and yawning sinkholes and pits can open up with little or no warning.
    The tangled territories of the underhive do not directly contribute to the hive's wealth or society; nor do they benefit from the uncertain benefits of 'trickle-down wealth' that supposedly benefits the industrotechs. Down at hive bottom, banditry and raiding are near-essential to survival. One is either a killer, or a victim.

    Nevertheless, there are some things found in the underhive that are found nowhere else – great vaults of archeotech, exploitable hive fungus and direct power couplings are just a few of these. All are of immeasurable value to the industrotech houses and beyond; but too unpredictable to waste already desperately-thin resources on exploiting. This is left to the gangs, who descend to fight each other and claim the spoils.

    Map of Hive Confronsis

    You can rarely trust cartographers; particularly those of House Moff – notorious delinquents, the lot of them...
    Fr. Kossety; priest of Murder Falls Parish (dec.)


    25.11.17

    Project beginnings


    By Gas Mask and Fire Hydrant: Golgotham

    (With apologies to M. John Harrison and the authors of Confrontation for the amorphous kitbash of their ideas and writing!)

    The Planet

    The world that came to be known as Golgotham was settled – as far as the Imperium's patchy and unreliable records can tell – as a mining and manufacturing planet nearly 14,000 years ago. In its purpose, little has changed in the ensuing millennia. Encrusted with manufactories, processing facilities and refineries; and pocked with mines, docks and launches, little of the surface is visible. Nothing would be familiar to the early settlers: the oceans have been reduced to shrunken chemical sludge-ponds, the mountains razed to rubble, the topography churned and devoured by the ravenous demands of the Imperium. 
    The great urban developments – combined housing and factory blocks known as hive-cities – have swelled and proliferated to form great carbuncles that far overtop the lost mountains of ancient times, after which many are named. Sections of these ever-growing hive-cities have expanded, collapsed and broken out into divided city-spires, each building on the ruins of those that came before. Groups, or 'Clusters' of hive-cities that sit closely in geographical terms form interconnected and entwined structures as their roads, tunnels and flight paths form physical networks that mirror the electromatiic, telegraphic and psychic communication networks. Between these clusters are the vast deserts of industrial ash that cover the surface of the planet with a mobile, corrosive skin. Over this desert lies a cloud layer of airborne pollution, so that the great spires of the city hives rise from a drifting mist of tainted vapour like islands out of the sea. 
    Despite its environmental decline, Golgotham remains productive; and thus of importance to the Imperium. Its natural resources long-depleted, the waste-heaps of previous generations have become a new source of riches. Indeed, the populace, high-born and low alike, are united by the necessity of reclaiming everything – from the food they eat to the air they breathe – from the accumulated wastes of the declining, exhausted world. The planet lives by dint of autocannibalisation; and it is wholly reliant on imported or synthetic nutrition. As with hive cities across the Imperium, each incorporates numerous factory-clusters dedicated solely to converting used organic matter – all organic matter – into synth-food. Real food is an expensive luxury for the most prestigious and affluent aristocrats; and little more than a myth to the bulk of the hive-dwellers.
    It is unlikely that the population will ever be tallied; and all estimates are almost inevitably laughably inaccurate; because like all hive worlds, Golgotham's population is vast. An attempted census of just the uphive zones of a single comparatively well-ordered Hive, Confronsis, recorded over a billion inhabitants; but the hive proper sits on a vastly larger warren of abandoned factories, overbuilt habitations and other ruins; whose enormous population can only be guessed at.

    What is Golgotham?

    In short, it's a thinly-veiled ersatz Necromunda – as you've probably guessed from the suspiciously familiar text above; which is a quickly and loosely rewritten version of the original Confrontation background – which can be read in full through this link.

    This introduction to the planet, in the opinion of the narrator at least, was never bettered, and not having such detail present in the later release of Necromunda was a terrible shame. Sure, it was 'god-level narration', but having comparisons with the real world made it all the more clear what a crapsack world the planet was.

    With the new Necromunda out, the PCRC are enthused;
    Golgotham is the result. The gangs of the PCRC will be duking it out through the underhive (and beyond?) or Hive Confronsis. By shifting the setting to Antona Australis, we've bought ourselves a little freedom. Different members will be adopting the familiar Houses – this might be as simple as a change of name, or might be a full rewrite and reskin of the underlying house tropes.