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Saturday, January 07, 2012

Gangs of New Waco Campaign Log

Gangs 
of 
New Waco
Necromunda Campaign 2011

Scourge and purge!
In the Gregoriam system of Pandaemus, the settled world of New Waco has developed well since it was first settled in the Old Crusade to reclaim the Mardannon Sector nearly five thousand years ago.  The world has a thriving industry, but the environment itself has been unforgiving.  In the midst of a famine that has rocked the world to its core, wars of heresy threaten to engulf the (basically) productive world in fire and madness.

Several street gangs have formed where once there were peaceful worshippers of the Emperor.  The Anointed Terran Force has been working to bring food to the masses, but recently the cult of the Redemption has made it's way to this frontier world.  Now, the divergent philosophies of these two Imperial cults have polarized the population even further, and violence seems to be the only conclusion either side has been driven to.

Behold the forbidding and arid landscape of New Waco.
Imperial forces are thin in this sector.  The Adeptus Arbites precinct here is undermanned, but has been performing riot control around the capital to keep out the worst of the looters and zealots.  To this end, mercenaries from off-world have been hired to help keep the peace amongst the population until this period of rebellion passes.

The real fear is how far the religious fanaticism will continue to change the surface of the planet's political worlds.  Between mercy and purgation, the souls of those on New Waco hang in the balance as a few well placed bands of warriors take up the battle in the name of freedom, or penance, or just plain credits.

Fighting Groups on New Waco
  1. Adeptus Arbites - The beleaguered defenders of Imperial law on New Waco need a lot of support if they are to hold out.  Unfortunately, the situation has deteriorated to the point that firefights with supposedly allied Imperial forces are occurring with alarming regularity.  If the Arbites cannot forge order out of the anarchy, full scale rebellion may well break out.
  2. House Semetov Pilgrims - The trading guild House Semetov regularly sends its warriors on pilgrimages to nearby worlds of religious importance, such as Vestesia or Vae Salubrious.  A group of these militant pilgrims have pledged their arms to restore order on an Imperial world they are visiting on the way to their holy destination - New Waco.
  3. Band of Basterds - A team of mercenaries hired by the New Waco government to help quell the uprisings.  Not is all as it seems, as this group of rogues have their own agenda on this planet and a shadowy connection to the Inquisition itself.
  4. Lumisi Interdiction Team - Responding to a plea from the planetary governor of New Waco, the Lumisi Imperial Guard raised a small regiment to help garrison the planet.  These teams have spread out among the cities of New Waco to add strength to the Arbites, but misunderstandings and strange occurrences have made the Lumisi less eager to help the inhabitants of the planet, and more eager to preserve themselves until help arrives.
  5. Anointed Terran Fraternity - A remnant of the Frateris Militia of olden times, these religious zealots have a specific interpretation of the Imperial Creed that teaches that mercy for fellow humans is the best way to improve the spiritual state of man.  This puts them directly at odds with the Redemptionists, and the clashes between the two sects spur the populace at large to acts of extreme violence and terrorism.
  6. The Red Redemption - The Redemption is alive and well on New Waco.  The cultists here are on a specific mission - convert the populace to their militant and unforgiving doctrine.  The sect leader on New Waco has already attained a large following, and his influence with the masses grows as the acts of violence continue.
  7. New Waco Ratskins - Natives to the deserts around the cities, the Ratskin tribes have always been relegated to subhuman status by the civilized inhabitants of the planet.  However, as the focus of the cities turn inward and they weaken with infighting, more and more Ratskin tribes grow bold enough to sack smaller settlements.  Now, the tribes intend to carve out their own city from the carcass of the Imperials who shun and oppress them.
  8. The Abu Dabis - There are more than Ratskin tribes in the vast deserts and canyons of New Waco.  Several tribes of Nomads live in the deep desert where the sand chokes all living things.  These nomads may have once been Imperial citizens, but long ago left the cities for a more natural existence among the wilds.  Like the Ratskins, they have long been oppressed by the general population of the planet in the cities, and sensing weakness, have brought their people out of the deserts to reclaim the world for their people.


The campaign will be our standard round robin matchup.  Each player will play each other player once in each of two rounds.  Once the two rounds are completed, the highest Gang Ratings among the players will be declared the winners!


The campaign is over!



The Adeptus Arbites are victorious!
Band of Basterds takes 2nd Place!
Red Redemption takes 3rd Place!



The burned out ruin of the manufactorum was still smoking in the dusk of New Waco's twin suns.  Bodies were littered everywhere amidst the rubble.  Smoke still rose from the charred ground, the ash disturbed only by the heavy boots of enforcers.


Judge Fred prodded a corpse of a nomadic wastelander.  Not quite stiff...whoever put an end to this particular nomad was probably still nearby.  A few hours at the very most.  From the damage to the corpse, he'd put his money on Redemptionists.  There were few others who would leave everything a smoking, burned out ruin.  


A column of Rhino APCs marked with the seals of the Imperium and the Adeptus Arbites flashed by on the road towards the outlands.  They were full of arbitrators, and they were headed into the heart of nomad and lowtek territory.  Very soon, the long arm of Imperial law would fall on the dark reaches of New Waco.  No longer would this be a haven for heretics and malcontents. 


'Well, at least the ones we can find,' Judge Fred thought to himself.  There were still mercenaries popping up and causing trouble, and the number of system ships in orbit didn't help.


A dust storm brewed on the horizon, but it didn't matter.  Arbitrator Steinn called back on the vox, breaking the tense silence.


"All clear."


Judge Fred was now annoyed.  He'd wasted enough time here.  "Back on the rig!" he called out, ordering his squad to embark their own Rhino, which was further back from the building waiting for a status update. 


"Which way, Your Honor?" Arbitrator Morales asked from the control harness.  The squad was embarked and the ramp closed with lightning efficiency born of experience.


"Back with the column.  We follow the mercenaries."  The Judge opened the auspex panel, and brought forth a topographic image of the area of the wasteland where they were headed.  


"That's where we saw the energy signature," croaked Arbitrator Valance from under his Enforcer mask. "but it's gone for a while now, Your Honor.  Why are we going out there, if I may so inquire?"


Judge Fred looked around at his squad.  It was time to tell them about the real mission they were on, and that they wouldn't be joining the rest of the column in driving Ratskins and Nomads from the wastes around the cities.  He had another lead, on another case altogether.  A crime spree that perhaps spanned the sector.


"I still think there's a ship hiding out there.  We're going to find it."

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