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Post by Darko on Jun 21, 2014 16:42:20 GMT
Back at the bottom of page 1 and top of page 2 I have edited in info on the 4 new settlements that you guys can try to claim. That makes 11 total and that is the player limit for this game.
I will write stuff for the Falcon settlements at a later date.
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coolyo294
Iconic
Slayer of Demons
Posts: 1,169
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Post by coolyo294 on Jun 21, 2014 17:13:22 GMT
I'm going to change my claim to grimtown
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Post by Jack of Names on Jun 21, 2014 18:13:10 GMT
And I will change mine to Scraptown.
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Post by Darko on Jun 21, 2014 19:21:15 GMT
It has been done. In any case, I hope to start this within a week, so everyone who still wants to join should be sure to post their gang sheets ASAP. I know there are quite a few who have expressed interest.
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Post by Darko on Jun 21, 2014 19:33:07 GMT
I think it's important that I set a few things straight.
This game isn't just a rules set. Ultimately how creative and cunning you are will play a huge role in how successful your gang is. The rules are here to fit around what people come up with, not the other way around.
Also I will have a private PM thread with each individual player to track all of their ideas, money, gangers, stash etc. If you don't tell me about what you're planning either in OOC or in the private PM thread, then I won't allow it simply because this game is rather complex and I need to be aware of everything. Also, for example, if player A and B made an agreement/deal/etc then regardless of whether it's on the site or off the site both need to tell me in their own private PM thread that they have agreed to the same thing.. misinterpretations and miscommunication's will be represented in game. It also means, say. Player B wanted to secretly double-cross Player A, then they can let me know that in private.
Finally. This setting is meant to feel alive, or as alive as can be. It will both react and actively interact with you on occasions, particularly if a decision you make has consequences, some of which may well be unforeseen.
Oh, and one of the important things about the locations of bases that you lot might not be aware of is that it will determine if, when and where people will run into each other. If two gangs happen to be going to one place at a certain time down the same route then an unexpected gang fight might take place, just as an example.
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Post by The Glass Ninja on Jun 21, 2014 23:02:29 GMT
Leader sheet:
Name: Benny "Ben" Hex Gang Name: The Bloody Claws Weapons list: List 2 Age: 22 Gender: Male Rank: Gang Champion Personality: Professional, and with a particular skill in keeping calm in many situations. Capable of extreme violence when necessary, though he finds it distasteful and a waste of his energy. He prefers to win the hearts of those he wishes to gain profit from.
Appearance: Average height - around 5'10. Ben is bulky as most men in his family are and that bulk comes with a lot of strength. His face is clean shaven, his hair cropped very short - almost shaved completely, over eyes of dark green. His usual dress consists of a combat vest holding laspistol power packs, food rations, and other things one would find useful in the underhive - all over a coat that reached his mid thighs and a shirt beneath it, usually with a tattered rag scarf around his neck. Black, many pocketed trousers tuck into old, Guard issue combat boots.
Background: Ben was born out in the wastes - his parents simple farmers...who acted as drug mules for one gang or another. Whoever payed them enough to just top off their profits from farming. He'd hardly been ten for a day when he'd started working along side them. By fifteen, he'd become well versed in the drug trade, and wasn't at all a stranger to violence.
He did hate it utterly at that age though. The killing, the fighting. It took a few more years of the criminal life for his current attitude of 'its necessary' to develop. It was plain luck that he survived long enough for that to happen.
Now that Grim's Reavers are gone, he's gathered old friends and contacts. Gangers, one and all. He wants to take his own slice of hive Ulysses, and he's willing to do almost anything to achieve that goal.
Weapons: Knife (Free) Chainsword (25) Laspistol (15) Armour: Metal armour Experience Points: 70 Skills: Stats: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 1 LD: 8
Territory: Laying claim to Gammerville
Gang member sheets:
Name: Mick "Biggs" Janeston Gender: Male Rank: Gang Champion (Heavy) Personality: Gruff, intelligent and very determined to prove himself and his brother - he considers it his duty to help his gang as much as he can.
Background: Born in a hive slump to a prostitute mother who died pushing out both Mick and his twin brother Mack, the two grew into tall, tough men who worked as bruisers for small time gangs and groups of merchants until eventually, Benny Hex picked them up for his gang.
Nowadays, he lugs one of the two prized heavy stubbers of the gang, and both he and his sibling have stripped and rebuilt all the weapons each member uses.
Appearance: Much shorter than his brother (Only five foot six) and heavily muscled, but widely considered the more handsome - or perhaps, less ugly - of the two. A face clad in a thick beard, uncut for many years, and hair which peeks over his small, round ears. Weapons: Sword (10) Heavy stubber (120) Armour: Metal armour XP: 60 Skills: Stats:
WS: 2 BS: 3 S: 4 T: 3 W: 1 I: 3 A: 1 LD: 6
Name: Mack "Smalls" Janeston Gender: Male Rank: Gang Champion (Heavy) Personality: Far more reclusive than his brother, much less interested in proving himself. Still intelligent and finds the greatest pleasure in life to be working with his hands.
Background: Having followed his 'big' brother -by five minutes- around for all of his life, Mack hasn't ever been truly alone. Having fought, walked, hunted, bled and lived by the side of his sibling for his whole life he is utterly loyal to his only family member.
It was always his position to lay down fire by the side of Mick, carrying a heavy stubber into battle and laying down a hail of slugs to turn rival gangers, mutants and other threats to nothing but so many chunks in a soup of blood. Both the brothers know that if the other died...well, they'd stop at nothing in the pursuit of vengeance.
Appearance: 6'4, entirely bald, though his face is very similar to that of his brother - a badly scarred jaw from when he was attacked as a child by a vicious dog, and a broken nose being the main differentiations. Weapons: Knife (Free) Sword (10) Heavy Stubber (120) Armour: Metal armour XP: 60 Skills: Stats:
WS: 2 BS: 3 S: 4 T: 3 W: 1 I: 3 A: 1 LD: 6
Name: Jerry "Cutter" Hex Gender: Female Rank: Ganger (Experienced) Personality: Psychotic, destructive, selfish, sadistic.
Background: Jerry was always a strange girl. She strangled her mother's cat (Weak thing that it was) when she was six years old. Though, the strangling was after several months of torturing the poor creature - pulling its tail, tearing out its claws, shaving away its chemical damaged fur. Jerry didn't really care when it yowled and screamed.
They always say that psychopaths are cruel to animals as children.
When she was older, she moved on to bigger prey. She left a boy bleeding in an alley by her habblock when he tried to pull her into the shadows. Soon enough, she had a reputation as a blood loving viper, anyone stupid enough to fall for her looks soon falling to her blade.
When her mother finally died, the girl went off to join a gang and found herself delegated the role of sniper - she grew to love seeing the vitality and life in the faces of her targets before she snatched their lives away with a squeeze of the trigger. After the gang war between the Falcons and Grim's boys, she was unemployed - the chaos saw her gang blown to bits.
She went to find her cousin, Benny, and now the professional cool headed ganger is shackled with his psychotic relative. His need to honour his aunt's last wish of 'look after my daughter' was now what he considered a mistake.
Appearance: Barely reaching five foot, the diminutive form of the gang-sniper is one that can fit into many places, scramble quickly over walls and be seen moving fluidly through rubble and dirt - always looking for the best spot to set up her rifle. Weapons: Knife (Free) Sword (10) Lasgun (25) Armour: Metal armour XP: 50 Skills: Stats: WS: 3 BS: 4 (Particular skills - +1 ) S: 3 T: 3 W: 1 I: 3 A: 1 LD: 7
Name: Julius Goodson Gender: Male Rank: New Ganger Weapons: Knife (Free) Lasgun (25) Armour: Metal armour XP: 30 Skills: Stats: WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 LD: 6
Name: Laria Bechdel Gender: Female Rank: New Ganger Weapons: Knife (Free) Lasgun (25) Armour: Metal armour XP: 30 Skills: Stats: WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 LD: 6
Name: Horus Mecks Gender: Male Rank: New Ganger Weapons: Knife (Free) Lasgun (25) Armour: Metal armour XP: 30 Skills: Stats: WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 LD: 6
Name: Mendle Vex Gender: Male Rank: New Ganger Weapons: Knife (Free) Lasgun (25) Armour: Metal armour XP: 30 Skills: Stats: WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 LD: 6 Thrones: 15 GR: 1340 ---------------------
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Post by Darko on Jun 23, 2014 11:15:47 GMT
Time to talk rules. I'll be doing a fair bit of this leading up to the beginning of the game, so you all have a better understanding of what does what. No need to go into great depth about it mind you, but I will explicate more than enough to satisfy curious minds.
Now, I'm fairly certain each and every one of you in this game has had some experience with the 40k rules. Necromunda, being an old specialist game, is based on 2nd edition 40k (to my knowledge) with alterations and additions that are more in depth and suited to the setting. Suffice to say, they are fairly simple, well-written and fun.
First up, some discussion about how melee is fought. Unlike the 40k rules many of you will be familiar with, it's rather different. It rather suits the "herohammer" style of necromunda, but obviously doesn't really work for large squads in army formations.
Both characters fight at the same time. They roll a D6, their WS is added, there are some +/-1 modifiers on top and whoever has the highest score, wins the combat, and the opponent is hit once for every point of difference between their two scores. You can roll an additional D6 for every attack characteristic your character has and the highest will automatically be chosen. You can dual wield in melee with no penalty and even use pistols, and if a fighter uses two weapons then every other attack will be with the second weapon.
One other thing of importance, many basic melee weapons do not reduce the armour save of an opponent but if you are S4 you impose a -1 armour save and if you are S5 you impose a -2, which is a neat little buff for basic weapons if you happen to have particularly brutish characters. Of course, many weapons, such as great weapons or clubs or glaives augment the strength of characters in the first place (+2 and +1 an +2 again respectively in those examples) whereas other weapons, such as sword-type weapons (including chainswords and power swords) can instead parry, which is rather useful. It forces your opponent to re-roll their highest attack dice, although if both can parry it cancels out.
E.G. Jim vs Bob.
Jim is armed with a chainsword and laspistol. Bob is armed with a club.
Jim charges Bob, gaining +1 to his combat score. He has 1 attack and rolls 1 dice. He scores 2, +1 for charging, +4 for his WS for a total of 6. Bob has two attacks, rolling a 1 and a 5. The 1 is a fumble, meaning Jim gets a further +1. Because the chainsword can parry, he has to re-roll his score of 5. He gets another fumble. Jim's score is now 8. Bob's score, with his WS added, is 4.
Jim has won combat and hit Bob four times, which means twice with his chainsword and twice with his laspistol. He rolls to wound. The chainsword has a set strength value of 4 and the laspistol has a set strength value of 3, unlike Bob's club which uses his own strength value +1.
Bob's toughness is 3, meaning Jim needs a 3+ to wound with the chainsword and 4+ to wound with the laspistol. The chainsword rolls two 4s and the laspistol rolls a 1 and a 4. That's three wounds. Bob only has 1 wound so normally he would be rolling to see whether he suffered a flesh wound, simply went down or is out of action. However, he is fortunate enough to be wearing flak armour, granting him a 4+ save. However, the chainsword incurs a -1Sv penalty although the laspistol does not.
Bob takes two 5+ saves and one 4+ save. He rolls a 5 and a 3 from the chainsword and a 3 for the laspistol. He has lost his final wound and rolls to see what happens. A 1 is rolled, meaning he only suffers a flesh wound and can keep fighting, but does so at -1WS and BS for the battle.
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So that's a brief summary of melee, which is the only drastically different area of combat compared to more familiar 40k rules, for the most part.
Something else that was asked today is can you attack people with a melee weapon on a bike. Yes, if you are next to them and not moving you can. Or you can make a hit and run attack which involves moving past them and making a close combat attack. This means you can only ever roll 1 attack dice as you pass by but it is done so at +2 strength due to the sheer momentum behind the blow. You can only use a one-handed melee weapon or pistol for this however (using the pistol in melee rather than shooting, in this particular case, making sidearms doubly useful for mounted fighters) as the rider must still use the other to control the bike.
So yes! Other than sheer speed and coolness, bikes are useful. They can also be used to run over people, just like any other vehicle (duh) however I believe they are also at risk of being damaged in this process as they simply don't have the same bulk as larger vehicles. Hitting a person could easily damage the bike or send it out of control, crashing, just as examples. So I would recommend not running people over with your bikes if that is possible.
In any case, stick a sidecar and decent gun on one and you've got a relatively cheap and mobile fire base. Jolly good!
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Post by Darko on Jun 23, 2014 11:22:03 GMT
In the interests of this starting soon, ALL SETTLEMENT CHOICES YOU HAVE MADE ARE NOW FINAL. THEY ARE LOCKED ON AND WILL NOT BE CHANGING.
Anyone who joins up before it starts can still pick a settlement, but they can no longer contest one. This is because the thread has been out long enough for people to have a fair chance at trying to claim each settlement.
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Post by Darko on Jun 23, 2014 11:37:43 GMT
I was just asked by someone what would happen if they wanted to just straight up assassinate/kill a person, specifically an enemy ganger. They wondered, would it use any dice rolls or initiate combat or none at all?
I'll use the same example. Say a gang rolls up to a street corner where one enemy ganger happens to be and they knew they were going to be. If they successfully managed to catch and wrestle this ganger into their vehicle then drove off into the wastes, tied him up, put a gun against his head and pulled the trigger, then no, I would not roll for hitting or wounding. They would be dead. This is the kind of thing I mean by the rules fitting around the story, not the other way around. Of course, in most circumstances a character will have a chance to escape such fates, particularly if they aren't alone (a wise gang leader at least has his gangers in pairs, if possible). But, if they do end up in a truly hopeless situation with no way out of it and are fully at the mercy of their captors, then they will of course just die.
However, this is by no means an EASY thing to do. Hell, the only relatively sure-fire way to assassinate someone is to hire Sloan, because that's what he does and he is very expensive for it (more expensive to hire for a hit than any ganger costs in the first place). Although, as the gangs get wealthier and each ganger becomes more experienced, that price does become more manageable and the loss of such members to an enemy gang becomes progressively more detrimental.
Hopefully this helps clear up any reservations people have about me using a rules set for this.
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You now all have private PM threads with me as well for the discussion of anything private, secrets, keeping track of injuries and income and so on.
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Post by Darko on Jun 23, 2014 12:23:17 GMT
"Hey Darko, how will I make money in this game? You know, other than standard income from the territories."
Well, intrepid players, you get creative. Here are just a few other ways to make money by thinking outside of the box and what they entail. Of course, you aren't limited to these, and if you think of something then simply ask me whether you can do it in your private PM thread.
- Protection money. "Give us money or we'll beat you up," is usually how it goes, bullying common folk for cash. It's effective, but typically doesn't pay very well as most people in the slums of the underhive are relatively poor, spending what they have mostly on food and other necessities for their families. They will likely be more grateful as a community however if you actually protected them from people causing trouble for them, notably other gangs.
Of course, bully people too much and they might get sick of it. Maybe a have-a-go-hero arises, or they band together and mob your gangers. Maybe instead of paying you they pool their cash to pay for a hired gun to go after you.
Doing this simply requires at least one ganger. It provides +D6 income, with a further +D6 for every other ganger sent out. You can only do this once per week and the ganger's will be busy for some time collecting what little money the people possess.
- Pimping. Sex sells, even in the underhive. It is an unpredictable and dangerous business, particularly for the men and women of the night. However, there are always people of the oldest trade willing to do work and if you can allocate one ganger to be a pimp all week they will be able to get a cut of the proceeds. (+3D6 thrones weekly income)
You can instead expand all the way and establish a whore house. This becomes a new territory, and while costly to set up, it will pay for itself over time. The better it is the more customers you will get. You must purchase each 'level' of quality before upgrading to the next one.
Level 1: shabby whore house - 45 thrones (+15 thrones income) Level 2: decent whore house - 95 thrones (+30 thrones income) Level 3: fine establishment of the night - 145 thrones (+45 income) Level 4: eloquent establishment of the night - 195 thrones (+60 income)
- Drugs. They sell well. If you can somehow find a supplier and sell them at a higher price, you will make a decent profit. However, that's pretty rare in the underhive, and the best gear will come from powerful groups such as the Falcons or the Guild. Producing them is even better of course, but threatens aforementioned powerful factions business interests'.
To do so you would need to construct a lab which would create an entirely new territory for you, but cost you money (investment!). You'd also need someone intelligent enough to make the gear and most gangers are far too stupid or impatient. Fortunately, people with experience with drugs do exist out there and can be found/hired, if your gangers search a bit and spread the word in their settlement. The hire fire of a drug chemist is shown below. You can always hire 1 with your new territory but subsequent chemists are difficult to find and their price increases each time. They will improve your income from drugs as the quality/quantity increases however.
They all have random income, as you can never be sure just how much you'll sell. But the better the drug, the more it will bring in. This can be a highly profitable venture, but is a choice target for other gangs who would be foolish to stand by and let another gang have such a valuable resource to exploit. They would be wise to either destroy the lab and chemists, or kidnap them/build their own lab to undercut the market in a vicious drug war.
Typically people will prefer the higher quality drugs available.
You can have multiple drug laps in one settement but only one of each type.
New Territory: Drug Lab
Each drug lab can only produce one of the following drugs and the cost depends on which type you set it up for.
Lho-stick - A a popular Imperial narcotic, much like a cigarette, made of a rolled paper tube containing a scented plant-derived substance. The tube is lit and the resultant smoke inhaled through it, causing a mildly narcotic sensation. Lho-sticks are addictive and are common amongst the Imperial Guard and menial workers. These are cheap but popular and can be sure to bring in some money.
Lho-stick lab - 25 thrones (10+3D6 weekly income)
Slaught - Also known as onslaught, this drug heightens awareness and improves reaction time, literally speeding up the user but causing fatigue and neural damage with prolonged use.
Slaught lab - 60 thrones (+5D10 thrones weekly income)
Tranq - this term covers an array of artificial, alcoholic chem-distillates made by low-hive masses. Drinking Tranq numbs the body and mind, a very different feeling to being drunk. Though similar in end result, the effects of tranq are unpleasant, depressive and an acquired taste.
Tranq lab - 80 thrones (+7D10 thrones weekly income)
Stimm - A powerful drug that works to mask pain and drive people on when their bodies would otherwise give up.
Stimm lab - 120 thrones (+10D10 thrones weekly income)
Obscura - A widely used though prohibited drug in the Imperium. It produces a pleasant dream-like state which lasts a few hours, but then turns into a deep depression once it wears off unless another dose is taken. It is highly addictive and has been known to be smoked and injected directly into the bloodstream.
Obscura lab - 250 thrones (+20D10 thrones weekly income)
Hire a Drug Chemist - 50 thrones (+25 for each subsequent chemist, they are assumed to take some cut of the proceedings automatically without actually reducing it). Every additional chemist adds +10% to your profit, rounding up.
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Theft. Shouldn't be surprising.
However, very few people have much of value to steal, as the citizens living in the squalor of the underhive mostly live very simple lives.
There are some prize targets that can be hit mind you, most notably other rival gangs.
Of course, the biggest pay off's come from hitting Guild caravans. This is a very risky task, as they are heavily guarded and if word gets out then you will likely have bounties on your head or be outlawed. However, the money is too good for some, and successfully hitting one of the many frequent trade caravans that moves around the underhive, from Gelttown to the settlements and even to the upper hive to bring back new items.
Hitting a caravan will not only reward you with guards to loot, as well as their vehicles (of course all Guild equipment is highly recognisable and traceable making it wise to leave it).
Most just want the money or rare loot, which usually numbers in the hundreds of thrones, or might just be a very valuable item.
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Fighting in the Gladiator Pit or competing in a Death Race, and winning. These are covered elsewhere.
In a similar fashion to the Gladiator Pit, enterprising and martial-minded Gang Leaders can set up their own fight clubs, charging for entry and taking a cut of the bets. Your gangers can start street brawls quite easily, there's always some rough types looking to make a bit of coin and break someone's jaw. The Ganger will make 2D6 thrones from his brawling.
Or, if you want to go big time, you must work your way up - the same as pimping and chem manufacturing. You'll start off buying or paying someone to find a disused building that will serve as your new fight club, which is the basic level. Any level of club does not require a ganger to actually fight in the ring, as once the club is set up you'll have plenty of people lining up to both watch and fight each other, and you just take a cut of the proceeds. However, you can put one or more gangers in your fight pit to gain experience, although they risk injury.
Level 1 fight club - costs 30 thrones - (+1D10 income per week) Level 2 fight club - costs 50 thrones - (+3d10 income per week) Level 3 fight club - costs 70 thrones - (+4d10 income per week)
Eventually you'll want to go big time, to cater to a more brutal crowd. At this point you risk attracting the ire of the Gladiator Pit officials in Gelttown as you become competition. Note this is a separate territory from a fight club.
Level 1 gladiator pit - costs 100 thrones - (+25+4d10 income per week) Level 2 gladiator pit - costs 150 thrones - (+40+4d10 income per week) Level 3 gladiator pit - costs 200 thrones - (+60+4d10 income per week) Level 4 grand arena - costs 300 thrones - (+75+4d10 income per week)
Once you reach level 4, you will have constructed a gladiator pit that is every bit the equal of the one in Gelttown.
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