N18 Ideas for Base management, Fortifications, Vehicles and Mechs in N18?

Baffo

Gang Champion
Aug 2, 2018
385
863
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Ljubljana
Greeting fellow Hive scums! :)

As the title suggest this thread is about brainstorming ideas for an Xcom-like base construction/expansions system and/or the inclusion of Fortifications (Siege type scenarios), Vehicles and Mech suits in Necromunda.
I know N18 has plenty 'rules bloat' as it is, but I have always seen it more like a Tactical squad RPG (much like Xcom, Fallout tactics, ecc...) and I want to explore some aspects of Gang development/growth that are not currently covered by the 'official rules', aka Base construction, 'tech research', Vehicles and Mechs...

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This idea started when I was thinking of an 'optional rules system' to get Mech suits into Necromunda (because the Invictor warsuit inspired me to start converting a bunch of looted mechs for gang warfare), but I soon realised this idea (and any other such 'optional' additions I might think up) should be somewhat separate from gang credits and equally available to everyone, regardless of scenario wins and overall campaign success, which actually means a new and separate resource: Scraps!
The idea being that there are Scrap piles (due to a big hive quake a section of the underhive collapsed and now our gangs are scavenging the bottom of the new 'canyon' to salvage/reclaim usable tech) added to any normal games of Necromunda and gangs can search them for Scrap cards (a list of mech/vehicle components and guns linked to playing cards from a normal poker deck you draw at random to see what random pieces of tech you found).
Unlike loot counters and loot crates, fleeing gangs keep hold of any scraps they are carrying when they flee, so even if a gang had bad luck with bottle checks and the like, they can retain the scraps they found during the game. Main thing is all guns and components are randomly drawn, so a rich gang can't simply identify the most cost-effective guns and tool up their truck/mech to outshine everyone else - it is totally random (granted the more fighters you send off searching trash piles during games the more likely you are to find high value scrap cards, but then you are neglecting the scenario at hand, which is your choice).

Now, this whole Scraps mechanic could be focused only at Vehicles or Mechs as a collectable cards side game tucked-on a normal Dominion/Law and misrule campaign, with each gang just noting down which Scrap cards they have found during the campaign and then in the Downtime or some special campaign narrative events have each gang assemble/arm a Mech/Truck from whatever scraps they found and use them in specific custom scenarios for it (Mech fighting tournament, Matrix-like 'Hold the harbour against a swarm of cannibals/cultists/beasts', Death race competition or Mad-Max vehicle chases, ecc...).

That would be more than enough for some people, but I have an unhealthy tendency to dig deeper when in a 'rabbit hole', so I went ahead and expanded the idea to build-able Fortifications for the gang's base (Siege battles) and then Base upgrades/expansions, based on this 'new' Scrap resource. Part of the impetus was that if we use this Scrap mechanic only for one 'aspect' (let say Mechs for example) the whole 'side game' stays interesting/engaging only until your gang luckily finds the perceived best gun and power generator for their mech and after that you might lose interest in the searching for scraps aspect... On the other hand if the Scraps resource could be invested into 4 different branches (Base upgrades, Fortifications, Mech suits and Vehicles) each offering a number of different tech paths each gang can engage as their owner feels is most appropriate for them, this whole side mechanic could become one more role playing aspect to characterise ones' gang...

At this point in my initial brainstorm, I decided to split Scraps into 2 sorts: Generic scraps (raw building materials/currency) and Scrap cards (specific pieces of tech/weapons); all Scrap cards have a Victory points value = their value as Generic scraps if they are used to build stuff like Base upgrades of fortifications).
I should also point out that each gang starts the campaign with a moderate amount of Generic scraps (and will get a similar amount of 'free generic scraps' during each Downtime) to start things off and characterise their own gang a little.

Base Upgrades:
These are upgrades to the gang's HQ territory, that improve its productivity or unlock access to new after-battle actions and techs; for example a gang can build an Auxiliary generator in their base, to gain additional shots on the gun turrets on their fortifications and prevent the use of Pitch darkness rules (from any source) in games on the gang's HQ territory; if the gang employs a Slopper or Corpse merchant they can build a Kitchen, to improve the recovery roll from the Slopper's special rule and a gang with both a Generator and a Kitchen can add a Cold room to their base to store food (doses of meat in case of Famine condition = Dark uprising starvation mechanic) and corpses; now if a gang has a Dome runner they can build a Botanic garden, which unlocks 'plantation plots' and the gang can then use these plots to grow various 'crops' (Fungi plot produces doses of food=meat, Ghast plots grow doses of unrefined ghast, ecc...), but they need corpses as a building component (fertiliser), ecc...
These are just a few examples of what I have in mind as Base upgrades (at present I think I have about 30-ish such upgrades written up) and in general I went in with the philosophy that there should be way more choices of what to spend scraps on, than any gang can ever gain scraps (no gang, regardless of how successful, should be able to build all the available base upgrades, fortifications, mechs and trucks); you should make meaningful choices on what you invest your scraps into and 'keep in character', aka specialise down one tech route... That said, I made some of the 'Top tier' base upgrades mutually exclusive (since they each assign one specific Badland environment to the Gang's HQ territory for battles fought on it and there can't be more than one environment).

Fortifications:

A gang can spend Generic scraps and Gun scrap cards to build trenches, barricades, siege walls, towers, gun emplacements, bunkers, automated security turrets, minefields and even plots of Plant hazards to defend their HQ in Siege battle scenarios, in the later phases of a campaign, when gangs can attack each other's bases directly, not to take over the territory, but to temporarily disable it and its various boons - this is mainly a deterrent for min-maxing gangs that invest all their scraps in 'economy upgrades', get ahead in the campaign, but neglect to prepare proper defences and are then targeted by a coalition of lesser gangs that come besiege them and smash their base to lower their income for the next campaign cycle, while they catch up.

Makeshift Mechs:
Haven't finalised my own rules for these, but in general they are a large model (I use Invictor/Redemptor for my mechs, but you could go for the smaller dread/walker chassis if you liked), with a bunch of special rules (un-pinnable, inorganic, ecc...) and an array of supercharged variants of existing Heavy weapon profiles (these have usually higher Strength, AP and damage than their existing counterparts, but since they are looted scrapped guns, they generally have worse Hit modifiers and Ammo rolls than normal).
The strongest unique mechanic that Mech suits have are their Generators that can be Pushed at the start of the mech's activation to potentially grant additional 'action points' to the mech, but also risk suffering a Miss-hap, which will cause the mech to suffer some damage and (depending on the type of rector) cause some other side effect on any models within 3'' (for example a malfunctioning Rad reactor causes any models within 3'' to suffer Radphage on a roll of 4+).

Makeshift Vehicles:
Much like the mechs, there are a few different sizes (bikes, cars/buggies and trucks) each capable of carrying some guns and granting some other passive benefits to the gang (for example having bikes reduces the chances of getting captured by an enemy gang, due to the 'fast getaway' special rule).


Now what I am interested in is what kind of Base upgrades and/or Fortification ideas/concepts would you expect to see (gang's Bar, the Pleasure dome, Gym, Armoury, Garage, Chem lab, ecc...)? No need to think up rules or consider 'balance', just looking for ideas and concepts from the Hive mind:)
Cheers!
 

Jumbley

Black And White Son Of A Gun
Sep 5, 2019
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You had me at "XCOM-like"

Lots of inspiration to draw from for base upgrades, many of the Dominion territories could almost be transplanted wholesale, rules and all. Could make for an interesting way to mix Territories into other campaign types: rather than fighting over territory, the various gangs just build up their home turf with facilities of their choice as they progress. I like how that mixes with your idea of being able to attack another gang's base to disrupt the benefits they receive.

The 'mech/vehicle rules are a great idea. Some ideas off the top of my head: Sentinels as a cheaper/entry-level option for a heavy-weapon-platform 'mech (figuring scrapped sentinels might be relatively common on a hive world like Necromunda). Penitent engines as an option for more fanatical warbands (maybe you have to sacrifice one of your gangers to get plugged into the machine permanently? grimdark!). Unique vehicles for certain factions, like giving GSC access to the Rockgrinder variant for the Goliath truck (matching with their whole 'rebel miners' schtick). Definitely need rules for the Chimera transport, complete with large transport capacity and firing ports for the guys inside to shoot out of - would be a blast of a game trying to crack one of those open!
 
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Baffo

Gang Champion
Aug 2, 2018
385
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Ljubljana
Ok, here is the 'latest' draft of my Base upgrades Tech tree:

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Premise:
The 'Scraps' mechanic (and all its related offshoots) is meant to be played in a 'Scrapyard-like setting' (a portion of the Underhive that collapsed and is therefore littered with damaged but salvageable tech, the buried ruins of abandoned dead cities, the spaceship Graveyard or the Scrap heaps on the poles of the planet... anywhere where you'd expect to find lots of scraps) and is meant to represent the gangs looting and salvaging Scraps to build up their Stronghold/Outpost, their fortifications, Mech suits and Vehicles.

Every participating gang starts with a Stronghold (the usual Settlement every gang starts with), a Racket chosen by the gang and with 25 Generic scraps, that can be used before the first game or saved up for later use as each gang wishes.
Also gangs can turn unwanted Juves into Scrappers (whom are a sort of hanger-on permanently attached to the gang's Base, mainly tasked with searching the gang's turf for more scraps after games - these Scrappers are not part of the gang's active roster and don't take up any composition slots, but also can't be turned back into active fighters once 'converted' into Scrappers).
Scraps come in 2 forms: Generic scraps (raw construction material/resource) and Scrap cards (specific pieces of machinery or salvaged guns), and the gang's Scrappers and Characters after each battle can chose to search for either Generic scraps (guaranteed to find at least 1 Scrap each) or try to search for Scrap cards (characters find a Scrap card on a roll of 5+ on a D6, Scrappers on a roll of 6 - Cawdor gangs have +1 on these rolls and some of the Upgrades can buff these rolls further).

Base Upgrades Tech tree:
Base upgrades are just one of 4 'ways to spend Scraps', but you will notice on my diagram that some 'upgrades' list only a Number of Scr (short for Generic Scraps), while others also list a specific type of Hanger-on and/or Corp. (short for Corpses); those are the 'cost and required Hanger-on' the gang must have on hire to be able to build and operate each specific upgrade. As you probably already guessed the arrows from some Upgrades to others represent 'pre-requisite' structures/upgrades needed to 'unlock' the more advanced structures and upgrades. The fourth column are the 'top-tier' Base upgrades that, besides other benefits' permanently change the Enviroment (as in Badzone enviroments from Book of peril) of the gang's Base, affecting any battles played on the gang's Stronghold territory (attacking its Fortifications) and these 'top-tier upgrades' are mutually exclusive with each other.

Base Upgrades
Low tier:
- Detention block:
Makes it harder for Captives to escape on their own or be rescued.
- Dormitory (0-3): Each dormitory allows the gang +1 Hanger-on slot or alternatively +2 Juve slots than than normally allowed by Reputation/gang composition.
- Garage (0-3): Each Garage can house either one Truck or 2 Car-sized vehicles.
- Mech pit (0-2): Each Mech pit can house one Heavy Mech suit (Redemptor dread size) or 2 Light mechs suits (Sentinel sized)
- Armory: Gang can ignore 1 Failed Ammo roll per game Round.
- Generator (0-3): Can't apply Pitch darkness rules when playing on the gang's Stronghold territory, allows Artillery turret extra shots and is generally a requisite for other industrial structures.
- Operating room: Allows Rogue docs to re-roll the die for success of operation and makes him as good as regular docs (6 = Full recovery).
- Kitchen: +1 to Slopper roll (stacks with Water guild bond).
- Drinking den: Gang can re-roll failed Cool checks.
- Chapel: Gang can re-roll failed Willpower checks.
- Archives terminal (aka Library): Gang can re-roll failed Intelligence and Leadership checks.
- Recruitment center: gang adds +1 to all dice rolled for Recruitment boons (like the one from Settlements; basically you can get free Juves on 5+).
- Botanic garden: allows gang to 'plant' various fungi/mould plantation plots and to build 'Plant hazards' in their fortifications.

Mid tier:
- Labor camp:
can put Captives and Ambot(s) to work (like Mine workings) to generate more generic Scraps.
- Auto-sorting Station: Scrappers and characters Searching for Scraps after battles find +1 generic Scrap each.
- Servitor Assembly station: Used to turn Captives or Corpses into Servitors (either Labor servitors or Combat servitors).
- Cold room: Used to store Corpses and Meat (doses of Food in case of Famine conditions, like in Dark uprising campaigns) indefinitely.
- Rat farm: Generates doses of Meat and grants a 10 cr discount on Giant rat exotic pets and Bomb rats.
- Chaos Shrine (Chaos corrupted gangs only): Allows gang to chose the fighter that is the target of the Dark ritual and can re-roll one of the dice for the ritual.
- Sweatshop (0-2): Each Sweatshop allows the gang to control 1 more Racket than normally allowed by their Territories (can't normally have more Rackets than Territories).
- Chem lab: Unlocks various Stills to synthesize (= possibly generate) more advanced chems from the fungi/moulds grown on the Plantation plots.
- Scrap forge (needs 2 working Generators): Allows gang to Craft chosen low level Scrap cards by 'spending' Generic scraps of 3x times the value of the crafted Scrap card.
- Bullet factory: +1 to Gangs Ammo rolls and 5 cred discount on all Ammo types from any source.
- Scrap market: +2 on the rolls for Scrappers and characters searching for Scrap cards after battles.
- Sparring ring: Gang fighters can 'train against a Combat servitor in the ring' to gain D3 XPs after battles (1 fighter can train / combat servitor owned by the gang).
- Beast taming ring: 20% discount on Exotic beasts from any source and gang can add 'Beast hazards' to their Fortifications. Maybe even gain access to Ridable beasts instead of Bikes (have to think about this one).
- Hedonist den: Generate income or free Hive scums (junkies) from Drug trade.
- Psy lab: More reliable way to create temporary Psychers (similar to Ghast induced psychers, with a bit more control over the randomly generated powers from it).

Top Tier:
- Sanctioned Guilder prison
(requires the gang to have invested at least 30 scraps in specific fortifications to make a proper perimeter wall): any fighter sold to the Guilders during the campaign will be 'delivered' to this gang and the gang will get a constant money income while they hold these convicts (but gangs can always try to break them out) - haven't yet decided what Enviroment would be appropriate for this (probably have to write up a custom Enviroment for this).
- Industrial complex (requires 3 active Genertors): The stronghold becomes an Ancient manufactorum Enviroment, increasing Income, Scrap generation and performance of any Automated turrets and traps in the gang's fortifications.
- Warped Hellscape (needs 5 successful Dark ritual sacrificed captives to 'unlock): The stronghold becomes a Warp tainted enviroment (it does not negatively affect the owning gang's fighters), increasing all Chaos related special rules/boons die rolls (Dark ritual, Chaos Wyrd powers, Mutation rolls, and Eye of the gods rolls) while playing on this territory.
- Sprawling Jungle (needs 5+ Plantation plots to 'unlock'): The stronghold becomes a Dome Jungle enviroment, increasing the efficacy of any Plant or Beast hazards and the productivity of all plantations on this territory.

So, this is as far as I've gotten on Base upgrades for now; what do you think?
Have I forgotten some obvious structure/upgrade you would expect in a Necromunda stronghold or do you maybe see some broken/OP upgrades among the ones listed so far?
Cheers!
 
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Timi2

New Member
Apr 2, 2020
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Exotic armoury/recycling factory (turns scrap in to exotic weapons/war gear need total item cost in scrap)

Psy weapons (needs Psy lab and industrial complex) allows for the creation of vortex grinades and

WARP Wyrd training (needs Psy lab and chapel / archives) vortex psychic power from old/original confrontation rules

(vortex grenade : 100 credit/scraps, single use 3"blast marker)

Vortex psychic power, Willpower test, if perils place vortex on self = dead, if successful place 3" vortex anywhere within success score in inches aka 2d6 =9".. Anyone under is pulled in to the Warp =dead, partial is 4+/or initiave test or pulled in = dead, vortex also has its own table for random movements and expanding/reducing size, check old rules 40k 1st2nd editions

Also having anything to do with chaos, wyrd/warp stuff should give any opponents a free hired gun/bounty Hunter per building



Ide also add 2 more buildings,
native retreat, (have insider information on native knowledge, finding new territory to loot/manage, and +1/-1 on scenario rolls) , even the ability to generate Ratskin maps (still should offer credit /scraps to get maps generated)
and
shamanic residence, allowing you to hire an old school Ratskin shaman (cant use in fights but still gives access to shamanic powers steal prowess and other buffs to use in hq defence or on captives, can upgrade by offering archaeotech territory to the shaman as normal crossed off roster as they hide them! )
 
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Rikokrates

Ganger
Jul 9, 2019
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Love these ideas. Did you consider adding a gang specific chain? For example, Delaque could get an informers circuit and the Escher could get some kind or stimm dealer? Cawdor could get a shire thing as they're religious while Orlock could get a mining thingy and Goliath a forge like thing. As for Van Saar maybe an experimental weapons lab?

You mentioned Cawdor get improved scrap salvaging capabilities, I wonder if other gangs could get something similar?

Just my thoughts but though I really enjoy the games, my favourite aspect of Necromunda has always been the narrative and campaign aspect which always has space for expansion!
 
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Baffo

Gang Champion
Aug 2, 2018
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Love these ideas. Did you consider adding a gang specific chain? For example, Delaque could get an informers circuit and the Escher could get some kind or stimm dealer? Cawdor could get a shire thing as they're religious while Orlock could get a mining thingy and Goliath a forge like thing. As for Van Saar maybe an experimental weapons lab?

You mentioned Cawdor get improved scrap salvaging capabilities, I wonder if other gangs could get something similar?

Just my thoughts but though I really enjoy the games, my favourite aspect of Necromunda has always been the narrative and campaign aspect which always has space for expansion!
Yes I did consider making some Gang specific Base upgrades as you mentioned, but so far haven't finalised any ideas, because it is very easy to create something potentially OP (even within the flimsy balancing of RAW Necromunda), so for now I was more thinking about trying to figure out the gang specific bonuses like the Cawdor's Scrap gathering buff.

At present I am thinking giving:
- Goliath a discount on Forging Scrap cards (Forging costs only 2x the Scrap value, instead of the normal 3x cost)
- Escher might gain a bonus for crafting/harvesting drugs from plantations (+1 on the die rolls related to plantations).
- Orlock should get a discount on Vehicles (cheaper Bikes Cars and trucks).
Van saar and Delaque I am not sure yet and since it is all a Home-brew we might think of something for the other non-house gangs as well (we'll see).
 
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Vonvilkee

Gang Hero
Jan 7, 2018
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That picked scrap thing is gonna be super good for Goliath. I like the idea but depending on numbers of scrap involved that hefty of a discount would be astronomical at the higher tiers. I'd consider 10% rounded up to nearest single scrap.

Watch out for small number of discounts (Orlock) they will be first outta the gate with some of those things but it won't have staying power as compared to the Goliath or Escher plans. My recommendation would be the ability to purchase scrap from the wastes/mines (convert creds to scrap mechanic).

Thought for the Delaque give them the opportunity to sabotage holdings/break up rackets... An intrepid gang could sell this opportunity to the highest bidder...
 

Baffo

Gang Champion
Aug 2, 2018
385
863
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Ljubljana
That picked scrap thing is gonna be super good for Goliath. I like the idea but depending on numbers of scrap involved that hefty of a discount would be astronomical at the higher tiers. I'd consider 10% rounded up to nearest single scrap.

Watch out for small number of discounts (Orlock) they will be first outta the gate with some of those things but it won't have staying power as compared to the Goliath or Escher plans. My recommendation would be the ability to purchase scrap from the wastes/mines (convert creds to scrap mechanic).

Thought for the Delaque give them the opportunity to sabotage holdings/break up rackets... An intrepid gang could sell this opportunity to the highest bidder...
The Scrap forge can produce only cost 1 and 2 Scrap cards, so normally they would cost 3-6 Scraps, while Goliaths would pay 2-4 scraps for the same stuff.
For some context:
1-2 VP Scrap cards are lower tier upgrades and light/medium guns (usable only on Fortifications, Vehicles and Mechs).
3-4 VP Scrap cards are Major upgrades, Power generators for Heavy mechs/vehicles and Primary weapon systems for Fortifications, Mechss asnsd vehicles (Dread guns).
5 VP are unique pieces of gear (Jokers)

In general I want to avoid mixing Scraps and Credits (meaning you can't trade ones for the others), because then if I screw up the balancing of my 'homebrew' system it would impact the 'normal' game play negatively.
At present Mechs, vehicles and fortifications are meant to be playable only within custom Scenarios the players jointly chose/agree to play.
The only aspect of my Scrap system that can affect 'normal' Necromunda play are the boons from Base upgrades, which for the most part mimic existing territory/racket boons (so they are roughly within the existing game balance).

I have to compile my current draft of rules and tables in a PDF to share here so people can have a better picture of the system as a whole (but I must warn you all, it will be a wall of text).
Cheers!
 
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Vonvilkee

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Jan 7, 2018
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Then definitely don't link Orlock to discounts on those special scenario only pieces of kit. Maybe continue to play the toll idea up for them and let them "tax" scrap transport in some fashion they get stuff based on the amount moving around.
 

Timi2

New Member
Apr 2, 2020
8
6
3
Remember balance, if you add a new way to make/build asset generation, you need a way to counter it... Base destroying and vehicle / mech destruction has to be a thing... Obviously awards scrap for some destruction activities, that's why I was thinking vortex as it's an easy yet risky (to self as well) way to permanently destroy and balance this kind of new content, or some gangs will be almost dead yet there big maxed base makes them stronger then new gangs in a campaign... Should also have rules about starting a new base with new gangs even if they are the only surviving member of the old gang (and assume any base abandoned because a gang is totally wiped is looted by hivers and the victor only gets to take what they can carry away after the game, by the time they return hivers cleaned it out...

(could make a scenario where some members are left to guard it while continuously waves of hivers keep coming turn after turn until they are driven off, word of abandoned bases spread fast and all types of hivers would risk it all to get in on that kind of score! Have a generatorttable where increasing ammount of random hivers even other gangs in the campaign show up and see how long all the loot lasts with the game ending when no loot left and everyone chooses to leave 😉)

the new necromunda pc game will have 4x game mechanic's allowing Territory to be upgraded, resources gathered and used, (not just food and ammo) so think about adding scenarios or changes to scenarios that target base upgrades and vehicles / mechs... And give people a way to finish off a base or take out a mech that becomes an overpowered trouble in the campaign...

Melta bombs and structure / vehicles / mech perminant injury rolls including "total destruction, place xDx scrap loot counters, or allow scenario victor to gather all remaining scrap left on the field of battle if it's a scenario that's safe to stay on the field (and begin above scenario where the whole hive begins showing up)

p.s can't wait for necromunda pc game... Ill be dropping my game I'd on yak when it's out, be great to form a yak alliance with all the oldschool necromunda fans and yaks new supporters :)