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Author Topic: [Pulp Alley] Battle Report: The HellGate  (Read 1094 times)

Offline Katsuhiko JiNNai

  • Mastermind
  • Posts: 1635
    • My BLOG
[Pulp Alley] Battle Report: The HellGate
« on: June 02, 2017, 08:05:13 PM »
the eighth scenario of my new rogue trader campaign I played two weeks ago.

Background
borderline world of Issus (called "Somewhere" by the settlers).

The Interrogation of the traitor was difficult but profitable.
Now the Inquisitor knew about the origin of the evil hidden on Issus.
The leadership of the Cult was hidding in the underground of a small imperial palace, under the protection of imperial guards under the control of the alien infestation.
The Inquisitor should act faster: the head of the Cult should be cut, or soon all the planet could be doomed.
He requested the assistance of the Adeptus Arbites, they were still loyal servants of the Emperor and they could be useful in this battle.
Arago: "This is our only chance to eradicate the evil cancer before it could spread... if we fail, we have only another choice: Exterminatus... We will NOT fail."

Overview of the board & deployment of leagues:



Special: the winner of the major plot point will have initiative in the next and last scenario.

Major plot point: The gate of the Imperial Palace


The Leagues:



Genestealer Cult
Perk (4): Ancient sect, Animals (Genestealers, Ogryn Hybrid, Familiar)

Leader (0): Magus
H d10 B 3d8 S 3d10 D 3d10 M 2d8 F 3d10 C 4d10
Abilities: Commander, Tactician, Dread Gaze, Ispiring
Optional Kit: Sci Fi

Sidekick (3): Hierarch
H d8 B 4d8 S 3d8 D 2d6 M 3d8 F 2d6 C 3d6
Abilities: Moxie, Bodyguard
Optional Kit: Sci Fi
Weapon kit: Heavy

Ally (2): Ogryn Hybrid
H d8 B 4d6 S - D - M 4d8 F - C 1d6
Ability: Big, Burst Fire
Optional Kit: Sci Fi

Follower (1) Familiar

H d6* B 1d6 S - D 4d6 M 1d6 F 3d6 C 1d6
Ability: Agile
Optiona kit: Sci Fi
Weapon kit: Light

x5 Gang (2): Hybrids

H - B 3d6 S 4d6 D 2d6 M 3d6 F 1d6 C 1d6
Ability: Armed
Optiona kit: Sci Fi
Weapon kit: Basic

x5 Gang (2): Hybrids
H - B 3d6 S 4d6 D 2d6 M 3d6 F 1d6 C 1d6
Ability: Armed
Optiona kit: Sci Fi
Weapon kit: Basic

Models: 14 figures



a Genestealer Magus/Hierarch advisor is included (the commissar in the picture above is not included)

Imperial Guard (Bot League)
Perk (3): Eagle-Eyed Troopers

Leader (0): Captain
H d10 B 3d10 S 4d10 D 2d8 M 3d8 F 3d10 C 3d10
Abilities: Commander, Tactician, Ispiring
Optional Kit: Sci Fi
Weapon Kit: Basic

Sidekick (3): Hierarch
H d8 B 4d8 S 3d8 D 2d6 M 3d8 F 2d6 C 3d6
Abilities: Moxie, Bodyguard
Optional Kit: Sci Fi
Weapon kit: Heavy

Ally (2): Sergeant
H d6 B 2d6 S 3d6 D 1d6 M 2d6 F 1d6 C 1d6
Ability: Marksman
Optional Kit: Sci Fi
Weapon kit: Basic

Ally (2): Missile Launcher
H d6 B 1d6 S 3d6 D 2d6 M 2d6 F 1d6 C 1d6
Ability: Burst Fire
Optional Kit: Sci Fi
Weapon kit: Rifle

x5 Gang (2): Troopers
H - B 3d6 S 4d6 D 2d6 M 3d6 F 1d6 C 1d6
Ability: Armed, Sharp
Optiona kit: Sci Fi

x5 Gang (2): Troopers
H - B 3d6 S 4d6 D 2d6 M 3d6 F 1d6 C 1d6
Ability: Armed, Sharp
Optiona kit: Sci Fi

Models: 14 figures



Netherworld Cabal (my league)
Perk (2): Company of Heroes

Leader (0): Inquisitor Arago, the Mouth of the Emperor
H d10 B 3d10 S 4d10 D 2d8 M 3d10 F 3d8 C 3d10
Abilities: Intimidating, Ispiring, Commander, Mounted, Indomitable
Optional Kit: Sci Fi
Weapon kit: Heavy

Sidekick (3): Kayura, the Amazon Warrior
H d8 B 5d8 S 2d6 D 4d8 M 2d6 F 3d8 C 2d6
Abilities: Quick Strike, Fierce, Moxie, Savage
Optional Kit: Sci Fi

Sidekick (3): Daimon the Renegade Chaos Champion
H d8 B 5d8 S - D 2d6 M 5d8 F 3d8 C 2d6
Abilities: Brute, Animal, Bodyguard, Moxie, Muscle of Steel
Optional Kit: Fantasy
Weapon kit: Heavy

Ally (2): Krana, the Rogue Eldar
H d6 B 1d6 S 3d6 D 1d6 M 1d6 F 4d6 C 1d6
Ability: Speedy, Savvy, Daredevil, Sharp
Optional kit: Sci Fi

Ally (2): Kratos, the Rogue Grey Knight
H d8 B 3d6 S 3d6 D - M 3d8 F 4d6 C 1d6
Ability: Armored, Marksman, Big, Fierce
Optional kit: Sci Fi

Ally (2): Rajura, the Renegade Dark Eldar
H d6 B 1d6 S 4d6 D 1d6 M 1d6 F 3d6 C 1d6
Ability: Speedy, Eagle Eyed, Marksman
Optional kit: Sci Fi
Weapon kit: Submachine Gun

Ally (2): Badamon
H d6 B - S 3d6 D 2d6 M 1d6 F 2d6 C 4d6
Ability: Brainy, Burst Fire
Optional kit: Fantasy

Models: 7 figures


Backup lvl3: Commissar
H d8 B 4d8 S 2d6 D 3d8 M 4d8 F 2d6 C 2d6



Adeptus Arbites (my league)
Perks (3): Tenacious, Keen Senses

Leader (0): Judge Baltar Griffin
H d10 B 3d10 S 3d10 D 3d8 M 3d10 F 3d8 C 3d10
Abilities: Commander, Deductive, Veteran, Indomitable, Iron Will
Optional Kit: Sci Fi

Sidekick (3): Proctor Carla Reed
H d8 B 3d6 S 4d8 D 3d8 M 2d6 F 4d8 C 2d6
Ability: Dashing, Quick Shot, Marksman, Deadeye
Optional Kit: Sci Fi

Ally (2): Enforcer Lorenzo "Eight-Ball" Delacroix
H d6 B 1d6 S 4d6 D 1d6 M 3d6 F 1d6 C 1d6
Ability: Marksman, Eagle Eyed, Sharp
Optional Kit: Sci Fi

Ally (2): Arbitrator Bill "Giant" Marenga
H d6 B 3d6 S 2d6 D 1d6 M 3d6 F 1d6 C 1d6
Ability: Brute, Fierce
Optional Kit: Sci Fi

Ally (2): Arbitrator Antoine Goodman
H d6 B 2d6 S 3d6 D 1d6 M 2d6 F 2d6 C 1d6
Ability: Marksman
Optional Kit: Sci Fi
Weapon kit: Submachine gun

Ally (2): Scribe Ezechiel Alvarez
H d6 B 1d6 S - D 3d6 M 1d6 F 2d6 C 4d6
Ability: Animal, Crafty
Optional Kit: Sci Fi

Models: 6 Figures.



The Jokerz (the league used by my player)
Perk (0): None

Leader (0): Joker
H d10 B 2d8 S 4d10 D 4d10 M 2d8 F 4d10 C 3d10
Abilities: Speedy, Lucky Devil, Agile, Trick, Indomitable, Dashing, Quickshot
Optional Kit: Sci Fi

Sidekick (3): Harley Quinn
H d8 B 4d8 S 3d8 D 4d6 M 2d6 F 3d8 C 2d6
Abilities: Speedy, Agile, Moxie, Muscle of Steel, Quick Strike
Optional Kit: Sci Fi

x2 Allies (4): Deilia & Deidra, the Dee Dee Sisters
H d6 B 3d6 S 3d6 D 2d6 M 1d6 F 2d6 C 1d6
Ability: Agile, Savvy, Fierce, Eagle Eyed
Optional kit: Sci Fi

Ally (2): Harleen
H d6 B 3d6 S 4d6 D 2d6 M 1d6 F 1d6 C 1d6
Ability: Fierce, Marksman, Daredevil, Eagle Eyed
Optional kit: Sci Fi

Ally (2): Jolly
H d6 B - S - D 5d6 M 1d6 F 4d6 C 2d6
Ability: Animal, Sly
Optional kit: Sci Fi

Models: 6 figures



Space Pirates (Allies of the Jokerz)
Perks (1): Companions (1)

Leader (0): Bane
H d10 B 5d10 S 3d10 D 3d10 M 4d10 F 2d8 C 2d8
Abilities: Muscle of Steel, Fierce, Brute
Optional Kit: Sci Fi

Ally (2): Cybergal
H d6 B 1d6 S 3d6 D 1d6 M 2d6 F 2d6 C 2d6
Ability: Sharp, Marksman
Weapon Kit: Rifle
Optional Kit: Sci Fi

Ally (2): Shorty
H d6 B 2d6 S 2d6 D 1d6 M 3d6 F 1d6 C 1d6
Ability: Mighty, Slam
Weapon Kit: Rifle
Optional Kit: Sci Fi

Ally (2): Vulture
H d6 B 1d6 S 2d6 D 2d6 M 1d6 F 2d6 C 2d6
Ability: Crafty, Shadowy
Optional Kit: Sci Fi
Weapon kit: Rifle

Ally (2): Fonzie
H d6 B 2d6 S 3d6 D 1d6 M 2d6 F 1d6 C 1d6
Ability: Brute, Relentless
Optional Kit: Sci Fi
Weapon kit: Rifle

Follower (1): Weirdman
H d6* B 1d6 S 2d6 D 1d6 M 1d6 F 3d6 C 1d6
Ability: Savvy
Optional Kit: Sci Fi
Weapon kit: Shotgun

Models: 6 figures

The Batte Report:

The battle begins, most of the minions of the cult are defeated.
The two hybrid gangs and one of the imperial guard gangs re gone.
Daimon, 8-Ball, Harleen and Weidman are KO too.

Arago: "We are breaking the defences of the heretics, continue to advance!"


Fonzie, Kayura, Shorty and Kratos are KO.
Harley Quinn: "The way is free! Come on Bane, we must move fast or we will lost the fun!"  ;)


The last two imperial guard troopers, the imperial sergeant and the genestealer familiar are KO.
Judge Griffin: "This is the right end for all the traitors or our beloved emperor."


The Jolly and the Hierarch are KO.
Genestealer Magus: "You will not pass!"


The Ogryn Hybrid a Dee Dee sister and the commissar are KO. Arago lose his demonic steed and he is down, but he will recover.
Arago: "Cursed minions of the unholy beast! I lost my loyal steed and I'm injured but my determination is still unshakable!"


Giant, the Magus, the last dee dee sister and Imperial Guard Captain are KO.
Genestealer Cult Magus: "Forgive me, father! I failed to defend the gate of your Underground kingdom!"


The Joker move to the gate and he control it, winning the scenario.

Joker: "It was a funny game, but it could be only a winner, and that's me!  lol
Arago: "Fool! Your madness will condemn us all!"


The Jokerz gang control the major plot point gate, gaining 3 victory point and winning the game.
In the next and last scenario they will have the initiative.
« Last Edit: June 03, 2017, 12:18:59 PM by Katsuhiko JiNNai »

Offline precinctomega

  • Librarian
  • Posts: 145
  • Roll dice. Change the world.
    • Precinct Omega Publishing at Wargame Vault
Re: [Pulp Alley] Battle Report: The HellGate
« Reply #1 on: June 03, 2017, 07:55:20 AM »
Great photos.  I always love your modern retro minis.  I've heard great things about Pulp Alley but this batrep does make it look a bit like minis die very easily and then lie about doing very little.

Could you expand on events a little to explain, for example, how almost the entirely hybrid league died in one turn?

Offline Katsuhiko JiNNai

  • Mastermind
  • Posts: 1635
    • My BLOG
Re: [Pulp Alley] Battle Report: The HellGate
« Reply #2 on: June 03, 2017, 12:09:25 PM »
Great photos.  I always love your modern retro minis.  I've heard great things about Pulp Alley but this batrep does make it look a bit like minis die very easily and then lie about doing very little.

Could you expand on events a little to explain, for example, how almost the entirely hybrid league died in one turn?

Thanks. Only the brydrid gangs (and imperial gangs) could die easily, each gang include 5-6 miniatures but they could not roll for health or recovery check and then when hit are yet KO, Furthermore if the number in the gang goes down gang 3 they are all KO.

Offline d phipps

  • Galactic Brain
  • Posts: 4647
  • Pulp Alley
    • Pulp Alley
Re: [Pulp Alley] Battle Report: The HellGate
« Reply #3 on: June 06, 2017, 12:02:09 AM »
Such a treat seeing those old miniatures in action! THANKS for playing and sharing Pulp Alley.  :-*

 

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