Ideas for an addition to territories - Exploration

Pddrijver

Ganger
Jan 11, 2016
90
127
33
Netherlands
www.masque-obscura.nl
Hi everyone,

I like the mechanics for income in Inquisimunda, however, I think that they're a bit bland. After each battle, you send your guys to the same territories and collect your money.

Mordheim uses a fun system where you search the city to find all kinds of fun stuff. I've been working on a similar thing for Imunda. It also creates an opportunity to use the Investigation and Subversion values a bit more. Of course, both good and bad things can happen when you look around...

Refer to the file I uploaded for the (not yet finished) tables.


Income addition - Exploration

Aside from working territories, gangers can go investigate the area in search of new opportunities, hidden secrets, people and trouble.

Every ganger who is able to work a territory this game can be sent out to explore. Roll a D6 for every ganger you decide to send out.
If you roll a double, triple or even quadruple, you manage to find something interesting. If no duplicates are rolled, the D6 score is multiplied by 2, representing the amount of income found here and there.

So, bascially, you exchange your safe (on average) 30TG from a territory for a chance to find something more. It also gives new opportunities for warbands who are stuck with crappy territories. And most of all, more flavour!

Please discuss! :)
 

Attachments

  • Income addition - Exploration.docx
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I like the ide of this, but you'd need to balance the benefits and dangers so that it's a risk worth taking, rather than a default (for better income). Maybe on double 1's a Ganger is dragged off screaming into the depths, never to be seen (but occasionally heard) again. Something like that.
 
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I um ... I have now. Didn't see the table earlier.,too busy popping rivets on my tank. That'll teach me! :whistle:
 
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Looks alright, tho my concern is I'm wondering how imbalanced it can be, in mordheim its only the heroes that go looking for warp stone (correct me if I'm wrong), as a result your rolling fewer dice.

But in imunda its the mid range plebs that do the work, I'm inclined to feel that its better to limit it to heavy subtypes or equivalent that come in more finite numbers, only cos some gangs like eldar may only have a few ganger types to go do this, but mutants on the other hand easily have gangs of large numbers so getting quads is actually a lot easier
 
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You are right, I've been wrestling with that point too. Right now I play an Eldar warband with only 3 gangers now that my recruit has reached ganger status, while our Ork player has 7 boys to send out.

Maybe just cap it to a max of 4 gangers?
Can be explained with the idea that the regular territories need attention too, don't show your face for too long and you might lose the contact, etc.
 
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I've been tinkering with a Mordheim-like exploration system myself but this is more solid than what I achieved! A good use for this might be at points in the story where, between games, the band are for some reason unable to access their usual territories and contacts, so, as a complete alternative to the territories rolling.

Balance is the headache - with all these different entries, and all the different warbands, I'm not sure how to measure the system's impact on the game. Someone better at numbers than I am may be able to input here.

Of course, if everyone in the campaign is using the same exploration system we don't have a problem, it's what happens if my gang who have had access to these tables in one campaign join in another campaign against gangs who haven't.

As things actually work, I get the sense that Imunda is currently being played within groups of players rather than between different groups, so that situation is unlikely to crop up in real life anytime soon - but looking to the future, it would be wise to sort out such compatibility issues early.
 
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One way to balance it [between different species] could be to use the Base Cost of the model(s), instead of number of models sent, to calculate how many dice are rolled.
((1 grot is not equal to 1 guardian, despite what propaganda is blasted out the noise boxes))
 
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