Recently
I have been talking about Necromunda and getting into playing that.
However before we do, I had the idea of using the rules of the game
for something a little different. We can take the basic rules of the
game, and then twist them a little to make something new, and
hopefully fun. So what I have proposed to my friends is that we play
the basics of Necromunda, but we set it somewhere else, and a few
things will be a little different. In this game, the gangs won't be
fighting for territory, they will be fighting for survival.
Background
On a Hive
planet close to the eye of terror, chaos attacked the imperial
cities. A force of Nurgles finest, daemons, renegades and Chaos
Marines descended upon the planet. The planet was a frozen waste land
apart from two Hives. One consisted of the Elite of the planet, the
nobles and officers, but also the ammo stores, military storage and
control over the planets weapons systems designed to protect the
planet, Hive Dominus. The other, Hive Servus mainly consisted of
workers, miners, all hard labour was done there, before getting
shipped over to the main Hive.
The
majority of the defence force was stationed to hold Hive Dominus,
while only a small contingent protected Hive Servus. For 36 hours the
defence force held back the invaders, but eventually the defenders
buckled. Small pockets of resistance formed across the Hives, but
Dominus fell first. Being the most important of the two hives, the
forces of Nurgle concentrated on that and only a small amount
attacked Servus.
After the
defence forces fell, what few military survivors were left formed
pockets of resistance. The Arbites attempted to stop the forces of
chaos from their precinct but after it fell upon the eyes of the
Daemons, very little was left. The populous of the hive banded with
the few surviving resistance but with no real training, this was more
of an annoyance to Chaos, so the next stage of their invasion began,
the clean up. So they didn't spend many resources removing what
little Imperial resistance there was left, they released the zombie
plague. The dead started to rise and walk, attracted to the sound of
resistance. Each resistance member bitten, scratched or sometimes
even just covered in the blood of the zombies, created more zombies.
As loved ones came back and attacked their kin, the small pockets of
resistance fell apart. Those left scattered and ran into the
underhive, hoping to survive in the maze of tunnels below, waiting
for the Imperium to free them.
The
Game
With this
background in mind, I will be hosting a game set in Hive Servus, down
in the underhive. Three friends will be taking the role of the
survivors. I will give them a set number of credits each (not decided
how much yet) and they will be able to buy survivors and equipment.
The regular rules for creating a gang will apply, so each person will
all be from 1 house, maximum of two heavies, no more than half of the
people they buy can be juves, but I will leave it up to them to see
if take a leader or not. They will have to pick carefully what
equipment they have to start with, as I'm not going to let them just
pop the shot after each game. I will let them find new equipment, but
it will depend on the mission and how well they do.
The idea
for each mission will very, but its going to focus on survival. So
the first one will be the survivors going out looking for supplies
(food, water etc...) despite it being very dangerous. It will just be
to ease them into the game. The band of survivors will go out into
the ruins, and they will come across a few zombies, and will have to
choose between attacking them, or trying to avoid them. Either way
the mission will be get in, grab the loot, maybe explore, then get
out.
Exploring
will be a rather important part of the game, and I will be taking
inspiration from another specialist game, Mordheim. The exploration
will mostly be how they will find extra weapons, and maybe a special
encounter for after the battle. They will still find credits but that
will be more for hiring new gangers than anything else, as I will
expect a few of the originals to die or be turned into zombies.
Rules
Changes
Apart
from the recruiting changes some other rules will be altered. The
basics will be the same, so movement, shooting, overwatch etc will be
just the same. So no real changes there, this allows any one to join
in if they wish and it won't be too different from regular 40k.
I will be
introducing a new rule, Noise. Each time a gun if fired it will add a
noise token to the game. The more noise they make the greater the
chance of neighbouring enemies being drawn to the battle field. This
will make more of an impact in some scenarios than others. If a heavy
weapon is fired it will produce 2 noise tokens, as they are bigger
and louder.
The main
enemy that the survivors will be facing, will be plague zombie.
Looking at the rules for them in the outlanders rules, I feel they
need to change a little bit to be easier to handle in large numbers.
I will change their movement characteristic from 2D6 to 4, it will
make them slow and predictable. The zombies will also walk around in
straight lines, and I won't turn them unless they get distracted by
Noise. Zombies will turn to face the noise if they are in 12 inches
of the origin of the noise, unless more noise is made afterwards.
This way it allows the players to sneak around them, trying to avoid
the flesh eating undead is some cases will be the better idea,
especially if they are outnumbered. However if they are foolish
enough to walk into the zombies line of sight, regardless of noise
they will give chase, and sudden bursts of speed aren't out of the
question especially when I want the zombie to charge.
Wounding
the zombies will be changed as well, currently with the rules they
ignore flesh wounds (i'm keeping that) but they still go down on a
2-5. I'm not happy with that so I will use the following table.
Injury Roll
|
Injury
|
1 – 2
|
Flesh wound (ignored)
|
3 – 4
|
Down
|
5
|
Cut in half
|
6
|
Out of action
|
This
table allows me some freedom with the injury of the zombies, I have
just messed about with the rolls required, so a 1 or 2 will do
nothing. 3 or 4 will knock the zombie down and we will need to see if
it gets back up later on. On a 5 the lower part of the zombie has
been blown off or at least no longer works, so it will still crawl
after them, and possibly attack them. They will be easier to attack,
and avoid, but still a threat. Still a good old 6 will be a head shot
killing the zombie. This might not work, its all theory, but I think
it will be easy enough to keep track of in game.
In the
rules for the zombies it allows for survivors to be infected if they
are beaten in combat, I will be keeping that but I will keep it
secret from most of the players. I want to add in a little bit of a
role playing aspect to the game, if some one gets bitten, its up to
them if they share it with the other survivors or keep it secret. If
they keep it secret it will have effects in the game as they
progressive get worse, and possibly turn mid game. If they tell their
comrades, maybe they will try to help them (maybe raid a local chaos
strong hold to try and find a cure?) or just put a bullet though
their brain and stop the inevitable. I will leave it up to the
players, and possibly wing a scenario if they come up with something
truly unexpected and genius. The table for finding out if a model
gets infected is rather forgiving so I might just use that and if no
one gets infected, I will change it up later on.
Exploration
I will be
adding in exploration, more akin to the Mordheim rules, but this will
serve two purposes. First it will give the group of survivors credits
to hire more survivors, but it will take a game or two before they
can add afford it. Second it will be how they find more ammo, guns
and equipment.
After
each game, count up the survivors which are still on their feet and
roll a D6 for them (instead roll a D3 for a survivor if they went
down but stood back up later, as they aren't exactly fresh). Add up
the total and that is how many credits you gain for your stash.
However keep a note what each die showed, and if you get any doubles,
triples or more, select the highest number (e.g. if you had
1,2,2,3,5,5 you would select double 5 over double 2) and look at the
table I will be making soon, it will take some time to do you see.
But some examples that I have come up with (which will likely
change):
(2,2) –
Hand full of bullets: You find enough Dum Dum bullets for 1 game.
(3,3) –
Dead survivor: Roll a D6, 1-2 you find nothing, 3-4 D6 credits, 5-6 a
lasgun
(5,5) –
Abandoned ammo: Roll a D6, 1-3 dum dum bullets, 4-6 bolt ammo for a
shot gun
(6,6,6) –
Lost survivor: roll a D6, 1 – a juve joins your survivors, 2-5 a
ganger joins you, 6 – Ganger with +1bs joins you.
(5,5,5,5)
– Injured Enforcer: You can help the enforcer by taking him back to
your camp and heal him. He will join your force but will not suffer
chaos to live, he will always attack chaos worshippers or possibly
infected members of your gang. Or you can kill him and steal his
shotgun and carapace armour. Your choice.
They are
just examples and I will need to come up with more.
And this
reminds me of one other rule I'm adding: Running out of Ammo.
If a
weapon uses a special ammo, such as dum dum bullets or hot shot ammo,
after each game roll a D6: 1-2 the ammo runs out and can't be used,
3+ you still have a few bullets left. The same will be true for
grenades as they will be hard to find, but will be very useful if you
find them.
First
Scenario: Scavenger Hunt
Survivors
hiding in the deep Underhive may have a small amount of protection
from the invading chaos forces as the underhive is a maze of ancient
ruins almost impossible to navigate if you have no knowledge of it.
However protection only gets you so far, food, water and medicines
are all very important if you are waiting for the Imperium to
liberate your planet. Rumours have spread though the camp that the
PDF set up a stronghold not far from the camp and they may have
supplies for others. A hand full of survivors have left the camp to
find supplies while the rest protect the camp. Reaching the
stronghold its evident that they were overrun by plague zombies, you
need to get in their find anything of use and run for it.
Terrain
The
terrain will be set up as a maze of ruined buildings, with the old
stronghold in the centre on a 4 x 4 table. Once the terrain is set
up, 6 Search counters will be placed in important buildings in the
centre and the outskirts. Each search counter will allow survivors a
chance to find something of value if they are in the building with
it.
Once all
of the terrain has been set up 2D6 + 6 zombies will be placed over
the table, showing where the straggling zombies are still lurking
around the base. After this the survivors will be able to choose
which table edge to enter from, but they must all be placed within 6
inches of the centre of their edge.
Searching
If a
survivor is in a ruin with a search counter on the same level as
them, and no enemies are in the ruin, they can try to search instead
of shooting. Roll a D6, on a roll of 1, remove the counter, there is
nothing here, 2-3 you find nothing, but maybe if you look over
there... On a 4+ they have found something of value and place it in
their pocket, remove the counter from the table. The survivor keeps
this unless they go out of action in which case its lost.
Noise
While
many of the zombies have wondered off its not to say that they aren't
still in the area. At the end of each turn add up the number of noise
tokens and consult the following chart:
Noise tokens
|
Enemy reinforcements (zombies)
|
0 - 3
|
0
|
4 – 6
|
D3
|
7 – 9
|
D6
|
10
|
3+ D6
|
The
zombies will enter from a random table edge.
Ending
the game
The
survivors can end the game at any point by moving their gang off the
table by any table edge. Models which are down when the rest of the
gang have fled must make an injury roll to see their fate (and lose
their supplies). Which the survivors don't need to search before
ending the game, if they do not leave the table with at least 3
supplies the camp will suffer later on.
Experience
Fighters
who take part in the scenario gain experience points as noted below:
+D6
Survives: If they make in it and out with out dying they gain D6
experience, even if they go out of action.
+5 per
zombie taken out of action: If a zombie goes out of action you gain
+5 experience
+5 per
valuable: for each valuable found from searching you gain +5
experience
Anyway,
what do you think? Anything you like or don't think will work?
I like it, sounds very interesting. Might be worth a look at Deadzone Infestation ( I think that the supplement ) as it has some rules & scenarios for being chased by AI controlled Zombies.
ReplyDeleteMight be something you can adapt?
Also looking at the taking out a Zombie table, it might be something you want to modify by the BS / WS of the attacker?
I.e BS 2 or less -1 to the table
BS3 - straight roll.
BS4 - +1 to the table
BS5+ - +2 to the table.
After all the longer they survive and the better they shoot the more likely they are to kill the zombies.
You could even make it that despite the BS of the model they have to survive XX games, and then they get a skill that allows them to use those bonuses, and the skill is just free (no exp cost) but it also means if someone managed to get a higher BS straight away that wont help till they have enough combat experience?
Thats a really good idea which im going to totally steal. I like the idea of surviving and you just naturally gain the skill. Thanks Kraggi.
DeleteThis comment has been removed by the author.
DeleteGreat idea and a fantastic way to adapt the game to your collections.
ReplyDeleteAre you going to be playing with multiple gangs on the table for this first game? If so is there an xp bonus for taking out enemy gang members?
Will the survivors be competing in games for resources.
To start with all of the gangs will be working together as they wont be many models for each player.
DeleteHowever as the campaign goes on and food becomes hard to find they might brake up into gangs again.
Heavy weapon fire adds 2 noise tokens.
ReplyDeleteHeavy weapon adds +2 to injury table vs. Zombies.