Savage Khorne Berserker Biker
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So I've got an idea to spice up Necromunda a little bit, and I wanted to see what you guys thought. Essentially it's going to be an open world RPG, using the necromunda rules.
The games would include everyone involved in the campaign, with 5 minute turns. It'd take place on 2 6X4 tables, pushed together in a square shape with the "world" remaining the "same" each week. Different events would effect terrain slightly, blocking off roads or demolishing buildings, etc. Each player would start with a single territory, and each terrain feature they hold at the end of the game would generate a new territory. Players can capture enemy territories by holding it at the end of the game. Territories can be destroyed on a roll of a 6 if any shots were fired at a model inside of them, and on a 5 if any flamer of melta weapon was fired at a model inside of them. Towns would be set up in the "world" if a gangs wants to trade, recruit, or patch up wounded models, they would go to the shops in the town. Different towns would offer different items and limited quantities each game. In order to heal wounded models, the model must be dragged or crawl, back to the players home territory, or into town to a medic. Instead of going "out of action" leave the model on the table. It may do nothing but crawl 2 inches each turn. All the shops in town would be able to be robbed, however the towns are patrolled by both Arbites and PDF units.
Dragging a model into town to a medic costs 10 credits, however the model rolls twice on the serious injury result and takes the better of the two results, and providing he doesn't die, is good to go in the fight. Models would ignore the captured result on the serious injury table, and treat it as a full recovery. In order to capture an enemy model, a player must first tale am ememy model "out of action," then must get a model into base to base with him, and then drag him back to one of their territories. The injured model then proceeds to roll on the serious injury table, the ganger then loses all of his equipment except for bionics and the ganger who captured them adds the equipment to their inventory. The captured ganger may not do any action unless a model from his gang moves into base to base with him, after which, he may move, and fight as if equipped with his bare hands, or may recieve any equipment from his rescuer.
The towns would be inhabited by several different types of people, which may be robbed and/or killed. However doing this will attract the attention of the pdf and the arbites if you do this while in their line of sight (and by attention, I mean executioner bolt to the face) In order to recruit, a gang must end their turn in base contact with a hiver and roll a d6 to determine what type of "hiver" they are. 1-Insane; The hiver is absolutly insane, even for a hiver, and attacks the model trying to recruit it. Sekf defence will not attract attention. 2-Informer. An informer will tell the ganger a piece of valuable information, usually something concerning when and where an event will happen. 3-Juve. 4-5 ganger. 6- Heavy. On a 2-6 the person must be persuaded to join the gang, in order to do so, pass a ld test. On a successful test, the individual will either help or join the gang providing you have enough money to purchase and equip them.
NPC events will occur throughout the game. Things like guilder caravans, zombie plague hordes, redemptionist purges, civilian uprisings, ambushes, etc. All of these things will occur during predetermined turns at predetermined locations. Arbite sweeps and possies will also occur, and will be based off the current wanted level of a particular gang.
I'm sure there's other things I haven't thought of or have yet to work out.
One of the things I'm having trouble with is movement. There's going to be a ton of ground to cover, and I want to give every gang the option of attacking any gang they want, or going to any town they want, or any event they want. In order to accomplish this, I'm going to need some kind of fast travel system set up. My first thought was to double the movement of everyone, but then that would give an unfair advantage to close combat gangs. My next thought was to give each gang a vehicle, although that would still limit the ammount of travel a gang could do, and who they could fight. My next thought was vents and tunnels. Having them be "warp gates" that if you entered one, you could in the next turn exit any ones that connected to it, or stay in it another turn to go to another connecting tunnel or vent. My final idea is a rail car, so that you can get on the train at a station if its there, and travel to the next station. The train would move farther and faster than any other form of transportation, traveling one station each player turn. I'm most likely going to go with the last two ideas, but I'd love to hear more ideas.
Any thoughts and ideas are very much appreciated.
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