The Town by the Water

The Town by the Water
A Necromunda-scale miniature skirmish game dealing with a number of Lovecraftian gangs fighting over a ghost town reawakened during Prohibition. The tone is super-pulpy and very tounge and cheek. The combat is focused on fast and violent action with the goal being to kill opponents in ritualized ways to earn magic power.

Gangs
The Boys from the City: A mafia-style syndicate, while everyone assumes that “The City” refers to one of the big cities such as New York or Chicago it in fact refers to Carcosa. The Boys generate magic by consecrating terrain to Hastur and bloodletting in areas that are within Yellow Sign marks earns them Magic Points.

The Laketrout: Smugglers and a Cthulhu cult, they have taken to inbreeding with local deep ones to strengthen their numbers. The Laketrout generate magic when they wound and kill other models with their sacred blades.

Howard Humphrey Holmes and Family: H.H. is the mayor of the city and the other Holmes family members make up much of the rest the town’s politicians and police. Most of the family lives on an enourmous estate deep in the woods, where they worship Azathoth. Each member of the family generates magic in a different way depending on their mutation.

Jerimiah Boone: Boone runs the casinos, resteraunts and brothels in the city he is a worshipper of Mordiggian and has allied himself with a family of ghouls. He and his men have also taken to eating human flesh and the enjoying the powers they recive from it. Boone and his men are mainly WWI vetrans. Boone’s men become more powerful with each enemeny wound which peaks with them devouring the slain.

The Armitage Society: A group of mad scientists lead by Herbert West. They have set up shop in the city hoping to use the its wealth to fund their projects.

The Treasury Department: Not a faction controlled by any one player but a pawn that players can use against their enemies.

System
Models users five stats Speed(S), Killing(K), Thinking(Ti),Talking(Ta)and Magick(M).

Speed is used to determine the number of actions a model may take on its turn. Killing is used to determine a model’s ability to inflict and avoid damage. Thinking is the ability to use skills and tactics. Talking is the ability to lead and support teammates. Magick is the ability to use the forbidden magicks the elder gods.

In addition each gang has three scores of its Tactics, Mobility and Occult.

Actions:

Movement: The model pays the Terrain Cost(TC) in speed for each inch it wishes to move.

Ranged Attack:
1. Determine if the attack is intend to Wound or Panic the target.
2. Pay the speed cost for the weapon being used.
3. Calculate the difficulty to hit the target by first finding the Range Increment(RI) by counting the number of inches from the attacker to the target and diving it by the attacker’s weapon’s Range.
4. Then Calculate the Cover Modifier(CM) by counting the number of objects (including friendly and enmeny modles) with a 180 degrees of the attackers facing between the attacker and the defender.
5. The attacker then rolls a 1d10+their K+ and other bonuses. If the total is equal to the RI+CM+ the Defender’s K then the target is hit (see hitting).

Close Combat Attack:
1. Determine if the attack is intend to Wound or Panic the target.
2. Pay the speed cost for the weapon being used.
3. Calculate the difficulty to hit the target by first finding the Range Increment(RI) (in close combat this will be usually 0 or 1) by counting the number of inches from the attacker to the target and diving it by the attacker’s weapon’s Range.
4. Then Calculate the Cover Modifier(CM) by counting the number of objects (including friendly and enemy models) with a 180 degrees of the attackers facing between the attacker and the defender.
5. The attacker then rolls a 1d10+their K+ and other bonuses. If the total is equal to the RI+CM+ the Defender’s K then the target is hit (see hitting).

Magick Attack:
Magick attacks are made by playing Sorcery cards, each card has its own rules.

Aim: For each (S) point spent aiming the attack may add 1 to its ranged attack roll, a model cam aim for up to two turns. A model must attack before taking any other actions other than aiming or the bonus is lost. A model can aim for two turns without attacking. After that if it continues to take no other actions it can keep its current bonus but cannot raise it further.

Ready Strike: For each (S) spent the target adds one to their close combat attack roll, the bonus can only be added if the attacker takes no other actions than readying to strike before attacking. A character can Ready Strike for one turn but must attack before doing anything else (including Ready Striking)at the beginning of their next turn or the bonus is lost.

Seek Cover: For each point of (S) the model spends it adds 1 to any attacker’s CM.

Use skill: Skill are used by paying their respective (S) cost and rolling 1d10 versus the models (Ti). If the roll is successful the skills’ effect takes place.

The Town by the Water

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