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]