As I had proposed making a separate table for finding Uncommon items on the Rare Trade Roll in the thread on Rare Trade options being more worth while, I think that having a custom setup for rolling your starting territories could be interesting. The idea is that it would make getting some of the more crucial territories a bit easier for everyone. Something like:
For the five starting territories, roll for the first two as follows:
First Territory: Roll a D6, where 1-2 is Tunnels, 3-4 is Vents, and 5-6 is Settlement.
Second Territory: Roll a D6, where 1 is Mine Workings, 2 is Drinking Hole, 3 is Workshop, 4 is Guilder Contact, 5 is Mineral Outcrop, and 6 is Friendly Doc.
The third, fourth and fifth territories use the standard D66 table.
The idea is that you will have a chance to get an average credit-earner with a perk, and a chance to get either Tunnels or Vents with the third option being decent enough. The main reason for this idea is that if you are playing on a table with significant terrain coverage - which seems to be the going trend based on pics posted on the site - getting into combat can be difficult and so can getting up onto the higher structures and catwalks. By having a greater chance to the deployment benefits of Tunnels and Vents, players can take advantage of having straight up awesome looking terrain without it being predominantly aesthetic.
Not something beyond an Alternative Ruling, but if anyone has any suggested tweaks or whatnot feel free to voice them
For the five starting territories, roll for the first two as follows:
First Territory: Roll a D6, where 1-2 is Tunnels, 3-4 is Vents, and 5-6 is Settlement.
Second Territory: Roll a D6, where 1 is Mine Workings, 2 is Drinking Hole, 3 is Workshop, 4 is Guilder Contact, 5 is Mineral Outcrop, and 6 is Friendly Doc.
The third, fourth and fifth territories use the standard D66 table.
The idea is that you will have a chance to get an average credit-earner with a perk, and a chance to get either Tunnels or Vents with the third option being decent enough. The main reason for this idea is that if you are playing on a table with significant terrain coverage - which seems to be the going trend based on pics posted on the site - getting into combat can be difficult and so can getting up onto the higher structures and catwalks. By having a greater chance to the deployment benefits of Tunnels and Vents, players can take advantage of having straight up awesome looking terrain without it being predominantly aesthetic.
Not something beyond an Alternative Ruling, but if anyone has any suggested tweaks or whatnot feel free to voice them
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