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![[Post New]](/s/i/i.gif) 2019/11/11 19:12:45
Subject: Enforcers, theft and shrubbery
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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How do?
First up. There is no shrubbery. That’s just me being daft in a Mortimerian style (when you know, you know).
But I just clocked a converted Goliath granger on FB, equipped with a Riot Shield. And as the laughable, dusty grey walnut that passes for my brain is wont to do....I got half an idea.
See, sometimes in Necromunda, you get ded lucky and capture an enemy fighter. And that typically leads to either murdering them, selling them off to Slavers, and usually keeping their equipment.
Now, I for one prefer my Enforcers as NCPs. Other opinions are available and just as dandy. So this idea will likely work better for my own preference. But I guess it could be adapted.
Essentially, over the life of the campaign, captured Enforcers provide a source of....Uniforms. And once you’ve got the Uniform, a bit of swagger can carry you far.
Imagine special scenarios, where purloined Uniforms can be put to use. After all, Enforcers have certain leeway and social clout. So there are a decent number of possible applications for your stolen equipment.
Heck, if like me you really, really like your Narrative, you could allow Intelligence checks during downtime, representing a savvy gang listening in on the Radio to try to learn call signs, patrol routes etc. Which could alter deployment and difficulty of a mission to say, spring people from Enforcer Jail etc, or to shake down a Guilder.
Seriously. This is half baked. Hence I’ve mind-vomited it on to Dakka, see what nice chunky carroty bits other Dakkanauts can pick out of it...
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![[Post New]](/s/i/i.gif) 2019/11/11 20:34:35
Subject: Enforcers, theft and shrubbery
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Leader of the Sept
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Spin spin spin the wheel of justice, see how fast the ******** turns!
Sounds like a fun infiltration mission. Maybe try and set up some tasks that they need to try and bluff their way through with some kind of scoring system. The more they get away with, the luckier they feel and the further they can push it, but if they start failing tasks then the place they are trying to infiltrate starts cottoning on and it makes future tasks harder.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2019/11/11 20:56:21
Subject: Enforcers, theft and shrubbery
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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I think, for the semi-RPG experience I consider a good Necromunda campaign, the extra tasks could be kept secret?
Simple stuff like shaking down local traders? Uniform should be enough on its own.
Getting a Guild on side? Needs more effort.
Actually wandering into the Precinct, in a no doubt roughly patched uniform? Far more work.
Actually wandering into that particular Enforcers Precinct and doing the same? Man, you better have thought long and hard.
As to which Precinct is which? Well....
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![[Post New]](/s/i/i.gif) 2019/11/11 21:10:26
Subject: Enforcers, theft and shrubbery
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Posts with Authority
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Uniforms on Enforcers do something for you in the underhive, all right.
They make you a target.
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Mob Rule is not a rule. |
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![[Post New]](/s/i/i.gif) 2019/11/12 10:57:51
Subject: Enforcers, theft and shrubbery
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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Cool post, Bro.
Why not try simply not using the suggestions within this thread?
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![[Post New]](/s/i/i.gif) 2019/11/13 08:34:31
Subject: Enforcers, theft and shrubbery
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Lord of the Fleet
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He makes a perfectly valid point. There is significant risk in the travel to/from the "mission" if you do it in uniform. A lone enforcer is both a target and very suspicious. A lone enforcer trying to hide his uniform, even more so.
And a gang that goes around the underhive shaking people down dressed as enforcers also paints a target on themselves for larger gangs.
It's also going to attract exactly the wrong attention.
It's pretty double edged and that should be represented. This is definitely one of those moves where you really need to weigh up if the benefit is worth the risk.
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This message was edited 2 times. Last update was at 2019/11/13 08:44:27
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![[Post New]](/s/i/i.gif) 2019/11/13 12:42:39
Subject: Enforcers, theft and shrubbery
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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See, that's contributing, not just moaning.
And yes. Definitely a high risk, high reward matter. Hence probably best deployed as a mad, one-off scenario for a campaign, rather than a regular feature.
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![[Post New]](/s/i/i.gif) 2019/11/13 13:10:54
Subject: Re:Enforcers, theft and shrubbery
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Crushing Black Templar Crusader Pilot
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Maybe it's my hardcore punk roots poking through... (MDC!)
...but on the flipside, maybe the knowledge that your gang has captured and subsequently, * ahem *, done away with an enforcer could lead to a short buff? I feel like a cop-killer would be held in pretty high regard in the underhive.
Like the infiltration mission idea, too! Maybe something akin to the death star infiltration in Star Wars, where you have to try and dupe the other infiltrators into letting you through, and blast 'em without causing too much fuss if they get too suspicious... maybe, a jailbreak of sorts?
That, or maybe an enforcer uniform forces something akin to a morale check when used in C+C - the enemy ganger sees what they think is a cop and has to figure out whether to scarper, tangle with them anyway, or realize it's just a goliath squeezed into a bullet-hole strewn enforcer tunic?
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