N18 Custom rules for Outlanders

Loriel

Gang Hero
Nov 27, 2013
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Kangasala, Finland
Introduction
I am long time necromunda gamer. I always liked the old outlanders and their thematical rules. Thus I want to have rules for them to use during N18 games.

This thread is about gaining ideas and working out something quite simple to use and flavourful outlander experiences.

I will keep the first post of this thread updated as the project goes further and hopefully at the end there is some rules to be used for outlanders.

Here is link to WIP google documents I have made

Outlaws: https://docs.google.com/document/d/10tnG_-IIwpvqYt1r5RPB1ZMHhQjuBGoXbXIGjOwIjig/edit?usp=sharing

Pit Slaves: https://docs.google.com/document/d/1wgrb53eW9MxreZ9NjOchBACU6-_-wyANeMNIjURDTPw/edit

Scavvies: https://docs.google.com/document/d/1F7t7sLt1zYv3uDVsTx4Do9BKk3J48iPIMvUt7n4YuS0/edit

Ratskin: https://docs.google.com/document/d/1s3GZRkGaEQyi2qiogXPG3lzVIPaHqJZDQ0wzoI5FZcs/edit


Outlawed gangs generic rules

  • Bounty:
    • Lawful gangs may claim, killed outlaw equal half their value + 5xreputation of the outlaw gang. Needs proof (in other words needs to stay in table when fight is over to collect remnants of dead fighters)
    • Lawful gang may sell alive outlaws to guilders for full value of fighter + 5 x reputation of the outlaw gang. If Outlaw Gang has higher reputation than lawful, the lawful gang gains +1 rep.
    • Outlaws cannot normally use sell to guilders option (needs special territory to do so)
  • Upkeep
    • 3 per fighter (including recoviers etc)
    • If upkeep cannot be payed each fighter that wasn't paid upkeep received lack of supplies, which makes them start battle with flesh wound and -1 penalty to all ammo rolls. Lack of Supplies stack and if fighters toughnes would be reduced to zero he dies.
  • Outlaw Special post battle actions
    • Outlaws has access to special post battle actions that can be done not just with champion and leaders, but with every one. In general they follow same rules as normal post battle action so not usable if in recovery etc. This represent idea that outlawed gangs needs to actively work to keep the gang going.
  • Territories
    • Outlaw gang don't gain territory boons (other than Reputations) unless they use special post-combat action "work in territory"
    • Every outlaw gang has one territory that they "share" with normal housegang and 2 new territories that gives enhanced boons to them
  • Foraging
    • Outlaws has special post-combat action to forage / scavenge. They receive 1d3 credits if fighter forages.
  • Trading post
    • In order to make any trade at all, outlaws need to make special post-combat action "visit trading post". (however they can only buy rare items if leader or champion made the action). Regardless always roll for availibility, if there is any double in availibility roll something out of ordinary happens (ganger gets attacked by hive scum, gets mugged, couldn't find trader, prices inflate or deflate, or they find luckily rare item)

To Do list
Here is rough to do list
  • Outlaw trading items and drugs
  • Outlander gangs
    • Scavvies
    • Ratskins
    • Pit Slaves
    • Spyrers
    • Ash waste Nomads
    • Redemptionists
 
Last edited:
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So I thought about something like this roughly

Upkeep
  • 3 credits per fighter , must pay upkeep, if failed pay upkeep as much as you can. all the fighters not getting upkeep gets lack of supplies which means they start fight with flesh wound and -1 penalty to ammo rolls. Lack of Supplies stacks. If fighter toughness goes to zero fighter dies.
    • some gangs like scavvies would have "food riot" etc. style thing, perhas other like pit slaves wouldn't pick one that doesn't get fed.
Bounties
  • Dead, half the value of fighter + 5 times reputation of the outlaw gang. Provided that they can show proof which effectively means that they can collect heads etc. if lawful gang have fighters on the battlefield when fight is over
  • alive, full value of fighter + 5 times reputation of the outlaw gang. If outlaw gang has higher reputation than lawful, the lawful gang reputation increases by one.
  • Outlaws cannot sell captured fighters to guilders. (perhaps introduce territory like guilder contact etc. which would give them possibility to do so)
Foraging
  • Special post battle action that every member can make not just the champion / leader. Simply something like 1d3 credits. (in turf war no collect income action)
Trading post
  • Need to use post battle action from one fighter to even trade normally (any fighter may do trade action) but only Champion / leaders can be used to buy rare items.
  • Roll availibility roll anyway and if any double is rolled something out of ordinary happens
    • some table like chance to get mugged, all the prices are higher / lower, find some excotic rare encounter etc.
  • At first I would stick with NORMAL trading post costs / items. Perhaps in some future complete outlaw trading post could be implemented.
Territories
  • Turf Wars, territory size is always 1 and any time they capture territory they ransac it for some extra credits like 2d6x10 etc.
  • Dominion campaign: Well my initial idea was to make the campaign working something like "lawful gangs" conquest over outlawed territories. Like some kind of guilder order that there is sector filled with filthy outlanders and they need to be erased. But naturally the lawful gangs would fight over each other as well with the outlawed gangs.
    • Roughly something like, outlaw gangs starts with territories that they hold and lawful gangs don't have any. lawful gangs makes challenges over territories
    • outlawed couldn't make challenges over territories, but if and when they lose territories they can go for raiding / pillagin and otherwise harrashing the lawful advance.
 
in general I think that outlaws would have to place more "effort" in order to manage, thus they have multiple post-battle-actions that they every fighter in the gangs (excluding brutes / hangers on) can do.

  • naturally foraging
  • allow trade (normal fighter cannot find rare items)

in dominion campaign
  • need to use post-battle action to gain income / recruit boon / equiptmen boon / special boon from territories. (perhaps having ability for champion / leader to "activate" two territories instead of one)
----

This wouldn't harsh be nerf as for normal gangs basic gangers / juves etc. don't have any part in post battle sequence. This would only affect gangs that are small or suffered heavy out of actions last turn.
 
For dominion campaign i was thinking about roughly this kind of ruling:

  • Territories don't generate income or give recruit, equiptment or special boons automatically. Only exception is reputation boon, outlawed gang gain it as long as it controls the territory
    • Outlaw gang has "work territory" special post-combat action that can be used by any member of the gang, not just leader or champions (provided that they are not in recovery or done other action etc.)
    • Any territory that was worked gives its income and boons for the outlaw gang until next post-battle sequence.
    • If no territory is worked on post-battle sequence outlaw gang risk losing territory. Roll 2d6 and if the dice score is less than total number of territories controlled by the outlaw gang they lose one randomly determined territory. Territory turns unclaimed
      • Any other gang in the campaing may fight over the unclaimed territory as if it was occupation phase. The gang that lost the territory cannot attempt to reclaim it right after the game, only after if there is significant time between other gangs attemptin to claim the territory arbitrator may allow the gang that lost the territory to fight over it.
 
For all the outlaw gangs I have a following design idea.

Every outlaw gang (besides spyrers) would have 3 territories that gives enhanced boons to them (similar to normal house gangs). Two of these territories would be new unique territory, but one of them is shared with regular house gang BUT the boons for outlawed gang would be different somehow.

For example and rough idea

Scavvies
  • Corpse farm (cawdor / scavvy) -> scavvy don't generate income but working territory gets entire gang upkeep payed
  • Hazardous Reactor ( Scavvy ) -> can send scavvy work there, chance that scavvy dies, suffer lasting injury, gains exp or gains mutation
  • Scrofulous waste ( scavvy ) - > doesn't give anything to other players, gives rep to scavvy. (scavvy have chance turning any territory they work to scrofulous waste). Perhaps there should be possibility to have some items / events that allows scrofulous wastes to be "repaired"
Ratskins
  • Archeotech Device ( van saar / ratskin) -> ratskins don't use normal boons, instead archeotech device gives rep and improves their spirit wards and totems
  • Ratskin Burial Ground ( Ratskins ) -> works like old ruins for other gangs, with difference that if used for income ratskins in the campaign will enrage (give some boost etc if attacking). For ratskins no income, but better spirit infusion
  • third? ->
Pit Slaves
  • Fighting pit ( Goliath / Pit Slave ) -> Pit slaves don't get hive scums from there but they gat major reputation boost that increases after every post battle (this represent idea that Pit Slaves hold fighting pit and keeps it simply as status symbol of their power.)
  • Scrap yard ( Pit Slave ). Normal gangs gain small income boost -> pit slaves Gives pit slave tool upgrades / armor plates for free / cheaper etc.
  • third ?
Redemptionist
  • Narco den ( Escher / redemptionist ) -> Redemptionist purify the narco den and turns it settlement (perhaps somewhat improved settlement where zealots could be recruited or something like that) for fresh recruits
  • second
  • third
Ash Waste Nomads
  • Needle ways( Delaque / ashwaste nomad ) -> well effect would be similar
  • second
  • third
Squats?
  • Minework ( orlock / squats ) -> better income
  • second
  • third

Also there is 8 non gang territories so prolly something like 3 - 6 outlander non gang territories would be nice:

rough ideas
  • Guilder contact: normal gangs old ruins -> outlaws Allows to sell slaves / trade without risk of getting mugged, but conctac take a cut
  • Drug dealer: Normal gans old ruins -> outlaws access to excotic drugs
  • underhive monster den -> risky territory that could allow some excotic beast to join the ranks, but with risk of the beast going for rampage
 
For scavvy I have this basic idea how to proceed:

Mutations
  • One per Fighter
  • One mutation per gang (rare to see same mutation twice)
  • Mutations are separated as Major, Minor, Aesthetic and "horrible?" or something like that
  • Scavvy Boss may select Major mutation
  • Scavvy Champion may select Minor mutation
  • Any scavvy may for small price such as ... 5 credits? upon recruiting roll for mutation table D6
    • 1 -> Horrible mutation equivalent of one of the lasting injuries from 5x
    • 2-3 -> mutation that is purely aesthetic, no game effect
    • 4-5 -> Minor mutation
    • 6 -> Major mutation
Cannibals
  • Can eat captured fighter. gains 1 rep when eating another gangs fighters and no need to pay upkeep this turn.

Food riot
  • If less than half of the gang is starving
    • Starving fighter rolls D6 and there is risk fighter leaves gang or misses next match or no effect
  • If atleast half of the gang is starving
    • Make a leadership roll for leader, on pass player may nominate one scavvy member to be eaten alive, on failure mutiny breaks out and the leader is eaten alive.
Territories
  • Scavvies hold scrofulous waste instead of settlements. Scrofulous waste is simply useless for other players and give enhanced boon of reputation to scavvy
  • Any time scavvy works territory roll d6, on roll of 1 territory turns scrofulous waste
Unreliable weapons
  • On natural ammo roll of 1, weapon explodes. does hit against the fighter as if hit from weapon. weapon can be used again in next battle
Filthy creatures
  • Immune to rad-phade and counts toughnes +1 against toxin and gas
 
Here is link to my WIP google sheet documents incase anyone wants to see what I have made up so far

Outlaws: https://docs.google.com/document/d/10tnG_-IIwpvqYt1r5RPB1ZMHhQjuBGoXbXIGjOwIjig/edit?usp=sharing

Pit Slaves: https://docs.google.com/document/d/1wgrb53eW9MxreZ9NjOchBACU6-_-wyANeMNIjURDTPw/edit

Scavvies: https://docs.google.com/document/d/1F7t7sLt1zYv3uDVsTx4Do9BKk3J48iPIMvUt7n4YuS0/edit

Ratskin: https://docs.google.com/document/d/1s3GZRkGaEQyi2qiogXPG3lzVIPaHqJZDQ0wzoI5FZcs/edit

remember these are still highly wip status especially pricing items / abilities / gangers are mostly done with rough estimation not using any "theoretical" calculation etc. but i hope you guys would give feedback