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 Welcome to Mancunius Dome

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WarbossKurgan
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PostSubject: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:04



The Mancunius Dome is an area of the Underhive which is well and truly on the borderland between the Underhive and the long dark of the sump. The recent discovery of a number of untapped ore caverns and tech tombs, following a series of minor Hive Quakes in 997.M41, has led to something of a boom for this once shunned zone, as traders, Guilders, guns for hire and worse flock to Mancunius in search of their fortune and, ultimately, their ticket to Hive City. Several new settlements have sprung up, almost overnight it seems, and all the human detritus associated with a frontier town has followed, from the synth bars and brothels, to the workshops and slums, and as the uphive authorities are yet to establish a presence in the area, the law of the gun and the knife still prevail. Lets strap on our armour and flick our safeties off as we head into Mancunius to take a closer look. Try not to look anyone dead in the eye, or if you can’t help it, make sure you look damn mean!

Beetham Heights
Mancunius’ main township and first port of call for newcomers looking to stake a claim on the rich but risky pickings in the area, Beetham Heights is the longest established and most developed of Mancunius' various settlements. The many bars, workshops and stores at Beetham Heights make this town a thriving centre of activity, where someone could easily disappear, either deliberately or by ‘accident’. Gangs find unsuspecting marks on every street corner in Beetham Heights, as they prey on those freshly arrived in town who have yet to learn who is in charge down here. ‘Fresh meat’ learn the rules pretty quick out here on the frontier, if they want to survive life in Mancunius. Beetham Heights also boasts the largest fighting pit for leagues in any direction, and some gangs specialise in providing fresh meat to Rikk Eyatton, who owns the arena. Many are the newcomers to Beetham Heights who have wandered down the wrong alley, only to wake up and find themselves locked in a cell under the pit alongside some truly unsavoury individuals, some more battle-borg than man.

Mancunius Way
A large overpass skirting the main hive, raised up above the slums and forming a plascrete ribbon that stretches overhead for miles. Below the “Manky Way” is the haunt of only derelicts and drug addicts.

The Sixty
A vast and ancient wall surrounds the Mancunius Dome that is known by the locals as The Sixty (though quite why this is so, none can agree). The wall is under constant repair and huge holes often appear in it overnight so it has never been relied upon by the citizenry. There is a deep suspicion that the wall is actually to keep the residents of Mancunius in, rather than stop entry by outsiders. One thing is certain though: if there is trouble on The Sixty, there is trouble throughout Mancunius!

Sal's Ford
A large western area of slums and poor townships, populated by the hives’ main workforce. Rumours abound about an ancient secretive cult of bare-footed, empty-handed, warrior-monks residing there. The Sal's Ford area is separated from the rest of Mancunius by the mile-wide Mancunius Sludge Canal that connects Mancunius with The Livid Pools, the horrible port area beneath Mancunius, on the coast of the Sump Sea.

The Slip
In the south-west of Sal’s Ford there is a vast unstable mountain of scree, metal mulch and general debris that falls from waste chutes hundreds of meters above. The chutes sprout from the huge industrial sites at the base of the Hive City proper. A lucrative sideline in scrap items retrieved from The Slip has grown up around the mounds of refuse, for those who can find people stupid enough to brave the treacherous slopes to retrieve it for them! The habit that has developed of gang members throwing enemy gangers off the top of the south side of this treacherous mountain, which is the most dangerous side, and in some areas is just a mass of sharp and twisted metal, has been dubbed ‘Giving someone the Slip’, and frequently results in serious and even fatal injuries

The Mancunius Triangle
Mancunius has a large and chaotic trade quarter known as The Mancunius Triangle, and it is the most disorganised and labyrinthine mess of narrow alleys and multi level buildings of every description that you could possibly imagine. Of all the places in Mancunius, the Triangle is the easiest place for a person to get completely lost unintentionally. Here there are stores of every kind, from guns smiths to food sellers to specialist tech traders to pet stores trading in the most unusual creatures you have ever seen. The centuries of pollution and toxic contamination trickling down through the mighty hive all the way down to the Underhive has given rise to mutated creatures of every description, some all teeth and bad temper which make great ‘guard-tooths’, and others which are just downright disgusting. Anyone who ever needs to obtain something especially rare or prohibited, or equally to get rid of such things, can find the right place somewhere in the Triangle, and for those in the know, the mess and tangle of the winding and crisscrossing ways is a map that can be read by certain signs, and there are treasures hidden in the multitudinous nooks and hidey holes that even their own owners have forgotten about.

Grox Ford Row
A derelict area once home to hundreds warehouses and fabric manufacture, that now all stand empty. The structures that front the Row are the halls of the Administratum, the PSBC (Primus Spire Broadcast Corp) and the Imperial training and education facilities. Behind the austere fronts on either side of the Row are dense areas of slum townships where thousands of unfortunates are crammed into dilapidated and filthy hovels. It is in this hotbed of gang activity that Plant Mill is hidden - a recruitment and organizational centre for the Redemptionists.

The Moss Slide
A vast agri-processing plant that became a war zone less than a century ago, during the mass uprisings and conflicts of several high profile gangs. The Enforcers brought a bloody halt to the violence with a two-day suppression and cleanse campaign. Despite it's now quiet appearance, the criminal elements are once again gathering power and control of the Moss ensures the gangs continuing funds as new fungal drugs are developed.

Northern Quadrant
Northern Quadrant is the most notorious area in Mancunius and the preferred hang out of many of the local gangs. This may be because it is the town’s main centre of vice, and in Mancunius, that’s saying something. Every single building on Northern Quadrant is either a drinking den, a cat house or a Spook lounge, and sometimes all three. It is reputed that there is nothing that can’t be obtained on Northern Quadrant, no pleasure that cannot be fulfilled, for the right price. It is even rumoured that the stories of Northern Quadrant have spread as far as the Spire, high above the Hive City, and that young nobles have paid visits to even the worst reputed holes on North Quadrant, disguised and accompanied by armed guards of course, though there is no evidence to support this and the rumours are strongly refuted by the authorities. Northern Quadrant sees some of the worst violence in Mancunius, as business owners invest heavily in security, and it’s not uncommon for a dissatisfied patron, drunk on Wildsnake and high on Spook, to need to be taught to respect the House Rules. Feuds between businesses owned by rival gangs have seen many gunfights fought across the street and some businesses completely destroyed. This is not a place for anyone with a weak constitution.

Rank Oats
A deserted munufactorum area near the centre of Mancunius. It was once a hotbed of gang warfare as the slum-dwellers that worked in the factories fought for dominance. But the slums were demolished and the munufactorums shut down a hundred years ago and the area is now a ghost town. Recently this area has produced rich harvests of nutritious algae and fungi. Unfortunately, this is due to the warm and moist conditions which prevail thanks to the presence of dozens of ancient and decaying steam release flues from a huge geothermal power generator below the surface of the ground. One wrong move and a person could be broiled alive by the random release of superheated steam, which no one thinks would be a pleasant way to go.

Cheat'em Hill
Cheat’em Hill is the last trade post before the toxic expanse of the Sump. This is where Gangs shop for essentials, where rumours of newly discovered riches are born, and Outlaws from the wrong side of the line conduct their affairs, though they never stay in town long enough to alert the authorities. Maybe just long enough to start some trouble though. The stores are not as grand or comprehensive here as those at The Triangle, but all the important stuff can be found, like guns and ammo and spare parts for O-filters. Cheat’em Hill is also the place where rare tech finds discovered down below first see the dim light of what passes for day down in Mancunius, and so there are many interested eyes on Cheat’em Hill that are on the lookout for something ‘special’, trawling the Techmasters and Guild Brokers for any jewels in the junk. Needless to say, such establishments are fortified and guarded by hired thugs and vicious guard hounds, so it’s either a very foolish or very well armed gang that would try their luck.

Tumbledown
The ramshackle settlement of Tumbledown is where those who have reached the bottom rung of the ladder and dropped clean off end up. Only the dispossessed, the mad and the mutated make their homes here, because it’s location is highly unstable, and minor tremors are commonplace in Tumbledown, causing the poorly constructed and ill maintained hovels to shake and ‘tumble down’. The only cause anyone else has to come down here is if they are on the run from the law, from bounty hunters or from the Redemptionists, as a person can usually only be found in the alleys and rat runs of Tumbledown if they want to be found. One thing that Tumbledown has accumulated an increasing number of is mutants, and it may only be a matter of time before they decide they want to move to somewhere with a better post code.

Deadend
Deadend is a small outpost on the edge of a vast pit, and is the home of the Last Hope Saloon. There is nowhere to go after Deadend except down into the depths, where some choose to go, either to escape the law or to explore in search of untapped ore wells or tech tombs. Some of these expeditions actually return, though most empty handed and most do not return at all. Occasionally a single survivor, ragged and bloody, will stumble from the darkness, raving about some terrible beast that haunts the deep places beyond the frontier, though most know well enough that the noxious fumes in the depths can cause vivid and terrifying hallucinations and the claims are considered nothing more than the fevered ravings of unhinged and dehydrated fools. Despite the bite marks.

The Livid Pools
In Mancunius, Livid Pools means ‘Down Below’. The entire region is on the very edge of the Sump Sea, and is one of the deepest areas of Underhive, and everything below Mancunius is a dangerous wasteland that is almost entirely unmapped and unexplored. Old maps and schematics are useless, as Hive Quakes and Tremors cause the terrain to alter, sometimes becoming unrecognisable, and old tunnels and shafts become blocked or flooded. If Mancunius is on the Frontier, then the Livid Pools is the darkness of the unknown void beyond. Some set off on expeditions to the Livid Pools in search of wealth or ore seams, but many find nothing but chem pits and mutants. Some do return with riches beyond their wildest dreams, so there are always those greedy or desperate enough to try their luck, but no-one would even consider attempting to settle in the Livid Pools, because it is entirely untamed and no one knows what may lurk in the darkness beyond the frontier. Once you’re in the Pools, you have left all the ‘safety’ and ‘comforts’ of Mancunius behind. Let’s just hope it’s not for good.

Victory Station
Probably the closest thing Mancunius has yet seen by way of civilization. Victory Station is the one of the main arterial transit route between the Underhive areas of Mancunius, and the higher regions of Underhive and the Hive City itself, and as such is the bottleneck at which the Law has chosen to exert its authority. The Enforcers of Hive Necromunda, in conjunction with the Guilders, attempt to control the movement of both goods and people through Victory Station, giving the both themselves and the populace a watered down notion of security and Hive authority, and allowing the Guilders to use exorbitant travel taxes to both increase their wealth and prevent those undesirables with insufficient funds from ever leaving the Underhive. In this way, they ensure that the wealth of those who have succeeded in bettering their position in the universe through backbreaking toil in the face of innumerable dangers is channeled up hive and into the hands of the Guild, while the downtrodden masses are kept firmly in the depths where they belong, by the authority of the shotgun and the suppression maul. The power of the Law may be almost mythical in the deeper areas of the Underhive, but at Victory Station, flaunt it at your direst peril.

Ash Town, Roach Dale and The Pit.
Small settlements to the North West of the Hive; these frontier towns are populated by the slaved miners and servitors working the 'Pen' Mines.

Gor-Twon
One of Mancunius Domes' roughest holesteads, as many of the population are shameless Scalies and Mutants, and there is a continuing Zombie Plague problem in the area. The Redemptionists tried to launch a campaign of extermination against the mutants many years ago and even got as far as building a huge fortified monastery, but it was burned to the ground after an extended siege and remains an empty, ruined husk of a building to this day.

Final Few Words…
Now that you have been given the grand tour of Mancunius, you are almost ready to venture out on your own. Don’t forget the Rules of The Underhive: Never start a fight somewhere without an escape route, in case it turns bad, never set foot outside the reach of the glow globes, and never drink out of a an unlabeled bottle, because there’s no knowing where you might end up, or what you might be missing when (and if) you wake up! The very best of luck to you – you’ll need it!

(With thanks to http://www.talesofheresy.co.uk/2009/welcome-to-the-placids/ and Blessed Knight for his suggestions and ideas)
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WarbossKurgan
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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:07

The Sumptreaders

The Sumptreader is a small tramp steamer that plies the “waters” of the Sump Sea. Currently birthed in dry dock at the Sal’s Ford Quays, in Mancunius Dome, the crew is ashore to get sufficient funds to make much-needed repairs.

Bull Lansen is the master of the Sumptreader and an experienced ganger from a few years ago. He took over the steamer when his father died and has not spent more than a month ashore in one stretch since. His engineers Cole and Dogbite keep the old ship sailing but they can only repair the ancient machinery so many times before replacement parts are needed eventually. This is one of those times when the old steamer is desperate for repairs and the Sumptreaders have come ashore in search of funds and parts.

Leader
Bull Lansen - Laspistol and Chain
Heavies
Cole - Heavy Bolter and Laspistol
Dogbite - Grenade Launcher with Frag and Laspistol
Gangers
Fishgutter - Laspistol and Chain
Munzo - Laspistol and Chain
Webber - Lasgun
Grimes - Lasgun
Juves
Chake - Laspistol

Gang Rating 1250



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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:09

zelophahad wrote:
The Skey Fenn Swarm (Orlock)

Warfarin (leader) - lasgun, flail (155cr, 65xp)

Jerry (ganger) - lasgun, flail (85cr, 22xp)
Wormtail (ganger) - shotgun, flail (80cr, 21xp)
Roland (ganger) - shotgun, flail (80cr, 25xp)
Stuart (ganger) - shotgun, flail (80cr, 23xp)
Rizzo (ganger) - shotgun, flail (80cr, 23xp)

Mickey (heavy) - flamer, knife (100cr, 64xp)
Minnie (heavy) - flamer, knife (100cr, 64xp)

Gutter runner I (juve) – 2 knives (30cr, 0xp)
Gutter runner II (juve) - 2 knives (30cr, 0xp)
Gutter runner III (juve) - 2 knives (30cr, 0xp)
Gutter runner IV (juve) - 2 knives (30cr, 0xp)
Gutter runner V (juve) - 2 knives (30cr, 0xp)
Gutter runner VI (juve) - 2 knives (30cr, 0xp)
Gutter runner VII (juve) - 2 knives (30cr, 0xp)
Gutter runner VIII (juve) - 2 knives (30cr, 0xp)

Gang rating: 1305 (16 members)

Territories:
1 Drinking Hole
2 Holestead
3 Friendly Doc
4 Holestead
5 Spore Cave
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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:12

blessed knight wrote:
Bea Tal's Cavern Dwellers
First they were normal hivers that worked the Quarries, but some long forgotten event shaped them into the scum you hear of today.





The spluttering fire crackled as some fat dripped from the cooking meat onto the naked flame.

George sat down in Bea's throne. 'Oi Eppy! pass me a bit of Thigh am ungry'

The others loked at him like he was bonkers.

Yell turned to meanie 'mmmff,m, mfffffmffy'
in a high pitched upper hive accent Meanie translated 'Where's the bossman? what are you doing in his fave place man?'

George looked very smug as he told them of Bea Tal's inglorious fate...

'The nowhere man got im like! here he was making plans for when he got older then Blam, squeeel, silence.'

'I'm boss now an i've got a kunnin plan like, y'know.' pausing to slurp some flesh off the finger, 'Bea was too high profile man, too 'look at me, like!' discarding the finger, he helped himself to some crispy Thumb 'look at our takins from the last gig. one measly box o scrap and we managed to double our takings cos we beat those Manky Delaques!'

'Next time i don't want measly scrap, i want a Caravan or at least a ransacked township!'

Looking at the remains of the Escher body they'd found, he pointed to the now flaming hair.

'Eat up lads or next time the dinner is you!'


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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:14

Godfather Viktor wrote:


Cult of the Divine Illumination

To the attention of Inquisitor Cato Thalsar, Ordo Hereticus

File Ref.: NUH-MAN/001
Source: Agent ZT35
Format: transcript from vox-coder data
Thought of the day: Knowledge is power. Keep it carefully.

My Lord, it looks like a few Delaques in Moss Slide are joining the Cult of the Divine Illumination. I don’t know much about this cult yet, but it seems it’s about to launch its own crusade…as if we didn’t have enough troubles with the Redemption already!

I’ve joined them on a patrol today and close to Groxford Road we crossed Lolita’s Lovedolls, a bunch of Eschers. Unfortunately I hadn’t my pictographer with me to provide You with more evidence. A mistake I won’t do again, Sir.

When Jacob, the Cult Magister spotted the Dolls, he said something like “these lurid prostitutes! They just care for the present, but our Master showed us only the past and the future hold the key to power. Get them for Him!”

A regular gang fight followed. Much shooting, not much hitting but what a pity having to shot at such gorgeous chicks! Sorry, My Lord, I divagate…

Three or so of them emerged close to the Cult from some hidden tunnel just to find themselves at the wrong end of Deacon Steven’s flamer.

That would have already been enough to send them running away, but Lolita kept the gals in line for quite a long time.

It was only when Lu the novice blasted a couple Dolls more with a frag that Lolita called for a retreat. Beginner’s luck I would say!

The Cult also managed to capture Crystal…never seen such a nice ass! Sorry, My Lord, I divagate again…Jacob wanted her brought to the temple. What for, I still don’t know.

I’ll keep my eyes open on the Cult’s activities and You informed about them.
May the Emperor guide us, My Lord!

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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:17

Dazza wrote:
The Syndicate


Dazza wrote:
The Lovedolls

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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:31

blessed knight wrote:
The Cavern Records

The spluttering fire crackled as some fat dripped from the cooking meat onto the naked flame.

George sat down in Bea's throne. 'Oi Eppy! pass me a bit of Thigh am ungry'

The others loked at him like he was bonkers.

Yell turned to meanie 'mmmff,m, mfffffmffy'
in a high pitched upper hive accent Meanie translated 'Where's the bossman? what are you doing in his fave place man?'

George looked very smug as he told them of Bea Tal's inglorious fate...

'The nowhere man got im like! here he was making plans for when he got older then Blam, squeeel, silence.'

'I'm boss now an i've got a kunnin plan like, y'know.' pausing to slurp some flesh off the finger, 'Bea was too high profile man, too 'look at me, like!' discarding the finger, he helped himself to some crispy Thumb 'look at our takins from the last gig. one measly box o scrap and we managed to double our takings cos we beat those Manky Delaques!'

'Next time i don't want measly scrap, i want a Caravan or at least a ransacked township!'

Looking at the remains of the Escher body they'd found, he pointed to the now flaming hair.

'Eat up lads or next time the dinner is you!'
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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:31

Godfather Viktor wrote:
Cato Thalsar's Archives
To the attention of Inquisitor Cato Thalsar, Ordo Hereticus

File Ref.: NUH-MAN/002
Source: Agent ZT35
Format: transcript from vox-coder data
Thought of the day: Only in death does duty end.

My Lord, this would be my last message. That damn heavy bolter round blew my leg away and I haven't much time left.
The Divine Illumination continued to puzzle me, so I accepted their offer to join them in ransacking a loot-rich area near the Sixty.

Magister Jacob took me, Deacon Steven, Karl and the younger member of the Cult, Josh to search a building. Meanwhile, Deacon Martin was leading the Cult gun-line towards a walkway a few yards away



It was then that Jacob spotted the Sump Traders taking position in two buildings opposite us.



Lu, a very promising initiate according to Jacob, was scouting ahead of the Cult and get ready to play his grenade trick on the Traders.


Jacob coursed the Traders, wished they could not find what he was looking for and lead us towards the hiding place of Lu.


The largest group of Traders was reaching for a pile of scrap and Deacon Martin halted his gun-line on the walkway to take good aim at them.



The traders were soon pinned behind cover, but they had managed to grab the scrap.



Lu was blasting grenades at Bull, the Traders' leader, and his sidekick, but the two were able to grab more loot and take shelter.


It was then that the Trader's heavy opened fire on our group and got me.
Then a minor hivequake cut the energy in the area and the two gangs find more sensible to retreat with whatever they had managed to grab.
Before I'll die, I warn you: Jacob is planning something big and...
[recording ended in a burst of cough]


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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:32

The Voyage of the Sumptreader

Short and Sweet
10th June
The Sumptreaders vs The Cult of the Divine Illumination
Hit & Run: Bushwhack

~ ~ ~



The steamer crew crept as quietly as they could through the gloom. Water dripped from the dome-roof, far overhead and pooled around the piles of rubble and twisted steel. Bull Lansen pulled himself up onto the top of a small tower at the far end of a long over-pass that led to the tallest central structure in the centre of the open space.



Fishgutter and Munzo followed close behind him and both drew weapons as they stood up. Lansen signaled to Cole and Dogbite, a few hundred meters away on another tower, that they were ready.



The leader of the so-called Cult of the Divine Illumination was just ahead of them, at the far end of the over-pass. He was alone but for the single ganger tending the water still on the roof of the central structure.

Lansen Fishgutter and Munzo, whistled softly to attract the attention of the cultists. As the rival leader and his minion turned to see what the odd noise was Cole let rip with his Heavy Bolter!



The thunderous roar of rapid fire heavy caliber shells shattered the silence a dozen rounds exploded against the metalwork around the cult leader in a shower of sparks, at least three of them found their mark and the cultist went down.

Not quite believing how easy it was the Sumptreaders withdrew, before the Cult of the Divine Illumination could muster the rest of their not-insignificant number of fighters. The steamer crew had done what they set out to do and made a statement to the cultists: They were ashore in Mancunius Dome and they were a force to be reckoned with! Who were the "underdogs" now, eh?

~ ~ ~
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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:34

Godfather Viktor wrote:
Cato Thalsar's Archives

To the attention of Inquisitor Cato Thalsar, Ordo Hereticus

File Ref.: NUH-MAN/003
Source: Acolyte Caiphas
Format: report based on spy-skulls recordings
Thought of the day: The rewards of tolerance are treachery and betrayal.

A sudden attack by a score of Plague Zombies to one of the Cult's hideouts in Moss Slide set the spy-skulls into function.


From the pictographies it seems the attack was a diversion to let the infamous Be'Tal and his rabble of mutated obscenities get close.



The bunch of cultist protecting the hideout poured fire into the Zombies.They managed to repel the undead with the help of Brother Marc sneaking on their back. It took them quite some time and most of their ammos, however.



Time was exactly what the winged scum know as Paulie needed to reach the loot the Cult was protecting. Deacon Martin and Brother Michael springed to stop him flying away.


Meanwhile, Brothers Peter and John and Initiate Josh rushed forward from another quarter to bring support to their comrades. Be'Tal, Yell and Meanie closed in as well, but in the sneaky fashion that best befits mutants.



Paulie made short work of Martin and Michael. Only the rapid intervention of Brother Karl stopped him from taking away with the loot.


Tal, Yell and Meanie continued their sneaky advance.



In the hidehout, Paulie slaughtered Karl and was ready to fly away, but a well aimed shot from Peter hit him in the head.


The Cult reinforcements and the scalies were now close, but a blast from Yell's cannon blew Peter and John from the walkway they were using as a shooting platform.



John miracolously survived the fall, only to meet his end at Tal's sword.


Covered by Yell's fire, Meanie jumped on the two Cultist protecting their hidden Magister.



The blue beast finished of the two and smashed into Jacob's hiding place, nailing him against a wall.


Once the Magister was down, the mutants run away laughing at the few cultists still standing.
I believe, my Lord, that Agent ZT35's fears concerning the Cult were misguided. They lost two of their numbers, John and Karl, at the hands of the mutants. How can they be enemies of our most benevolent Emperor?
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WarbossKurgan
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PostSubject: Re: Welcome to Mancunius Dome   Mon 20 Jun 2011 - 7:37

The Voyage of the Sumptreader

Spares Department
16th June
The Sumptreaders vs the Cult of the Divine Illumination
Scavenger Hunt

Cole and Dogbite took cover on the first floor and laid down supporting fire while Bull Lansen and Munzo went left and Fishgutter and Webber went right. Grimes and Chake went up to the second floor and headed for the tallest structure in the centre.



Everywhere around them there seemed to be crowds of the Cult of the Divine Illumination. A great mob of them charged forwards towards the same central building. Grimes went down to a volley of fire and Chake dashed for cover and hid.





Dogbite’s first Grenade Launcher shot went a little long but still took down a couple of the Cultists. Unfortunately it was the only frag grenade he’d managed to find that day so he slung the Launcher and drew a Laspistol.



Cole’s second burst of Heavy Bolter used the last of his precious ammo too but it downed the Divine Illumination’s Bounty Hunter so it seemed worthwhile.









Bull Lansen and Munzo grabbed a pile of loot but they were showered with grenades hurled by a Cult Juve, most of them missed but they didn’t want to hang around to give him target practice. Even though they were subjected to taunts for running from the Juve they fell back and blasted away at the kid with laspistols from cover.







Fishgutter and Webber darted forward and claimed a second pile of loot but they were pinned down behind a barricade by the same Cultists who’d dealt with Grimes and scared off Chake. Fishgutter was wounded but still pulled himself back into safety with the loot in-hand.



The Cultists had by this time grabbed two pieces of loot as well but both sides fell back into the gloom, leaving the last pile of goods unclaimed.

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WarbossKurgan
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PostSubject: Re: Welcome to Mancunius Dome   Tue 21 Jun 2011 - 0:07

Godfather Viktor wrote:
Cato Thalsar's Archives

To the attention of Inquisitor Cato Thalsar, Ordo Hereticus

File Ref.: NUH-MAN/004
Source: Acolyte Caiphas
Format: report based on spy-skulls recordings
Thought of the day: Hope is the beginning of unhappiness.

The spy-skulls have finally found out about Crystal, the Lovedoll Agent ZT35 reported as captured by the Divine Illumination. Appearently she had to be involved in the rite sanctioning Initiate Lu elevation to brother status.


Unfortunately, we cannot yet establish if the Cult's rituals comply with the Imperial Creed. Lolita the Bride, in fact, led her women in a rescue mission.


Her heavy took an elevated position to offer cover fire once the Cult had spotted them.


A second Dolls' team was also approaching, hiding behind some small building.


The two team advanced, Lolita alone defiantly staying in the open.



While Lu was facing in the opposite direction Lolita's team quickly advanced into the building next to Crystal's prison.


Lu sensed something and checked around, but Lolita's team menaged to hide behind a bulkhead.


The other group, trying to sneak below the walkway patrolled by Lu, however was not that lucky. With their cover gone and the Cult's alarm sounding loud, Lolita throw all precaution away and charged Lu with the help of one of her juves.



While Lu was quickly dealt with, Deacon Martin, Brothers Michael and Peter arrived on the scene, gun ablazing but in their haste could not hit any Doll.


As planned, the Dolls' heavy opened fired from her vantage position. She completely empitied her magazine and managed to pin down Peter. Martin was also pinned by the Dolls standing at the base of the prison.



Unfortuantely for the Dolls, their heavy's fire also pinned Lolita, just when she was about to cut Crystal free.


Brother Marc and James joined Peter and opened fire.


The two Dolls protecting the entrance to the prison went down to their fire. At this point the rest of the gang, with Lolita pinned and far away from them, decided Crystal's life was not worth theirs and retired.


Our informants found out that later on Jacob stroke a deal with Lolita and returned Crystal in exchange of a good amount of credits.
Although puzzling, this behaviour is not unusual in Mancunius Dome and certainly does not show any trace of heresy.
I hope this will show you, my Lord, that we have nothing to fear from this so-called Cult of the Divine Illumination.
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DeafNala
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PostSubject: Re: Welcome to Mancunius Dome   Tue 21 Jun 2011 - 8:52

OH BABY! COOL PHOTOS & REPORTS! cheers
I LOVE the Mad Donna/Lolita mini. What a Face
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PostSubject: Re: Welcome to Mancunius Dome   Fri 24 Jun 2011 - 2:36

blessed knight wrote:
The Cavern Records

Munzo Bean Soup.

Ingredients:
1 Ganger,the young tender sort.
Fava Beans
seasonal vegetables
Stock to taste.
Chianti to Drink & Flambe. the meat.

Preperation time: 1 to 2 days, will feed a whole gang if picked fresh.

A picture of the ingredients...




Allow the ganger to ripen in a Methane rich environment for 10 to 15 minutes before blasting off a metal container.

Give his friends chance to run away leaving a badly wounded (but alive) ganger behind. (this enables the meat to retain its freshness during the boiling stages.

Remove hair and using you finest butchering skills chop him up into a pot.
Add the beans, seasonal veg and stock to the fresh carcass.

Put the pot on a slow boil until the meat is falling off the bone.

serve hot with a nice gass of Chianti Bought from your scavenged winnings.



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PostSubject: Re: Welcome to Mancunius Dome   Mon 27 Jun 2011 - 20:04

Great work guys! So tell me how are you finding the campaign?
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PostSubject: Re: Welcome to Mancunius Dome   Today at 16:12

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