CaptainDangerous
Officer, without number, head turner, troll burner
Staff member
Yak Comp 3rd Place
Tribe Council
Greetings Yaks!
iv had another one of my ideas and I’m looking for some eager yakkers to give it a try!
i would like to attempt at playing Mighty Empires, online as a pen and paper game, with a Necromuda twist!
I have no idea if it’ll work, but even if it doesn’t, it’ll keep the housebound madness at bay!
And if it does, then we can always play again!
i plan for it to last for 12 weeks, but this is very subject to how it goes/if real life starts happening again. And anyone who does join in is free to leave anytime they like, no questions asked!
so, here it goes....
MIGHTY UNDERHIVE EMPIRES
Signing up:
At any point in the event, just say ‘Ahoy Captain, I would like to join in!’ And I’ll get in touch via PM. Absolutely anyone can join in!
First Steps:
In your PM, I will probably say hi and copy paste all this stuff, but what I will need from you is a gang list at 1000 credits (NCE) and you will have to roll for your starting 5 Territory (tables below), and which squares you would like to put them (see below).
House gangs only. ...at least for this first time anyway!
And that’s it for now!
if there’s any questions, please ask and I’ll try my best!
and if anyone would like to write this up nicely/make a nice map then it would be greatly appreciated!
see you in the underhive!
*yak salute*
Cap
[/spoiler]
iv had another one of my ideas and I’m looking for some eager yakkers to give it a try!
i would like to attempt at playing Mighty Empires, online as a pen and paper game, with a Necromuda twist!
I have no idea if it’ll work, but even if it doesn’t, it’ll keep the housebound madness at bay!
And if it does, then we can always play again!
i plan for it to last for 12 weeks, but this is very subject to how it goes/if real life starts happening again. And anyone who does join in is free to leave anytime they like, no questions asked!
so, here it goes....
MIGHTY UNDERHIVE EMPIRES
Signing up:
At any point in the event, just say ‘Ahoy Captain, I would like to join in!’ And I’ll get in touch via PM. Absolutely anyone can join in!
First Steps:
In your PM, I will probably say hi and copy paste all this stuff, but what I will need from you is a gang list at 1000 credits (NCE) and you will have to roll for your starting 5 Territory (tables below), and which squares you would like to put them (see below).
House gangs only. ...at least for this first time anyway!
Each week will be a complete Campaign Turn, which is split into two parts:
Monday-Wednesday-Friday= guilder approved gang time
Sunday= The Emperor‘s Sabath
Guilder Approved Gang Time (Time In):
*on the first day of time in, before any action is taken, your gang must be split up into ‘blips’
*each blip must have a credit value that is no less than 60, and no higher than 1500. These must be written down in your PM. E.g. blip 1 = leader + ganger A + ganger B = X credits, blip 2 = heavy A + juve A = X credits, etc.
*once blips have been recorded, they are ‘placed‘ on any of your controlled territories.
*each day of time in, each blip can make a single action chosen from the following:
-Move,
blips move one square in any direction. (Square must be already scouted and belong to the player)
-Scout,
blip may reveal an adjacent unknown square by rolling on the scouting charts.
-fight,
if opponents blip is in an adjacent square, roll on pre battle scout table, and go to battles section.
-work territory,
any uninjured ganger may collect credits from the territory the blip is in, each individual ganger can only work one territory per Campaign turn.
*blips also contain any credits earned and any captive enemy. These can be taken back or by another player, up untill the end of the Campaign turn.
*once everything has been resolved, I will move everyones blips, and everyday a new round will begin.
Monday-Wednesday-Friday= guilder approved gang time
Sunday= The Emperor‘s Sabath
Guilder Approved Gang Time (Time In):
*on the first day of time in, before any action is taken, your gang must be split up into ‘blips’
*each blip must have a credit value that is no less than 60, and no higher than 1500. These must be written down in your PM. E.g. blip 1 = leader + ganger A + ganger B = X credits, blip 2 = heavy A + juve A = X credits, etc.
*once blips have been recorded, they are ‘placed‘ on any of your controlled territories.
*each day of time in, each blip can make a single action chosen from the following:
-Move,
blips move one square in any direction. (Square must be already scouted and belong to the player)
-Scout,
blip may reveal an adjacent unknown square by rolling on the scouting charts.
-fight,
if opponents blip is in an adjacent square, roll on pre battle scout table, and go to battles section.
-work territory,
any uninjured ganger may collect credits from the territory the blip is in, each individual ganger can only work one territory per Campaign turn.
*blips also contain any credits earned and any captive enemy. These can be taken back or by another player, up untill the end of the Campaign turn.
*once everything has been resolved, I will move everyones blips, and everyday a new round will begin.
The Emperors Sabbath aka Sunday
Instead of issuing orders, on a Sunday (or the next time you are available) you must work through this sequence for your gang.
It is basically the Necromunda Post battle sequence, so you will probably have a good grasp what’s happening.
1.Sabbath Retreat
*Each blip must be able to freely move towards the players starting territories to be able to participate in Sabbath activities.
*move freely means that they can reach one of the ‘home‘ squares without having to fight or scout, this will undoubtedly be by an anemy blip cutting them off.
*a blip that is cut off must remain in its current square. They can’t bank their creds or gain experience until next Sabbath day (they still keep hold of any creds they have and any experience they have earned, its Just they can’t tap into it/work more territory (”warriors, come out to play-e-ayyy”)
2. Experience
*Every gang member earns D6 experience for surviving the week.
*For each fight they participate in, each fighter gets an additional d6 experience.
*each fighter also gets a bonus 1 experience if they fought in a battle and didn’t go OOA.
*add experience and update roster, any skills or increases should be worked out immediately by the player (we trust you won’t cheat)
3.Income
*all credits earned by gangers over the week are added together.
*then as per Necromunda, you must compare income to gang size.
*whatever the figure on the chart, that is the total profit that gets added to your stash.
4.trading
*your leader, and any gangers who didn’t work a territory that week, May search for rare items.
*rare items are rolled as per Necromunda.
*any common items may be bought at this time.
*weapons and equipment may be swapped freely amongst gang members. (Weapon restrictions permitting)
*any captives that you have must be dealt with. They may be ransomed back, put to work down a mine you own, or sold to the slavers. (If ransomed back, the captive earns experience the same as if they hadn’t been)
5.Redeployment
*you may reorganise your blips
*blips must have a value of at least 60 credits and have a maximum of 1500.
*once everything is complete, you may place your blips on any square belonging to your empire that is connected to your home turf.
Instead of issuing orders, on a Sunday (or the next time you are available) you must work through this sequence for your gang.
It is basically the Necromunda Post battle sequence, so you will probably have a good grasp what’s happening.
1.Sabbath Retreat
*Each blip must be able to freely move towards the players starting territories to be able to participate in Sabbath activities.
*move freely means that they can reach one of the ‘home‘ squares without having to fight or scout, this will undoubtedly be by an anemy blip cutting them off.
*a blip that is cut off must remain in its current square. They can’t bank their creds or gain experience until next Sabbath day (they still keep hold of any creds they have and any experience they have earned, its Just they can’t tap into it/work more territory (”warriors, come out to play-e-ayyy”)
2. Experience
*Every gang member earns D6 experience for surviving the week.
*For each fight they participate in, each fighter gets an additional d6 experience.
*each fighter also gets a bonus 1 experience if they fought in a battle and didn’t go OOA.
*add experience and update roster, any skills or increases should be worked out immediately by the player (we trust you won’t cheat)
3.Income
*all credits earned by gangers over the week are added together.
*then as per Necromunda, you must compare income to gang size.
*whatever the figure on the chart, that is the total profit that gets added to your stash.
4.trading
*your leader, and any gangers who didn’t work a territory that week, May search for rare items.
*rare items are rolled as per Necromunda.
*any common items may be bought at this time.
*weapons and equipment may be swapped freely amongst gang members. (Weapon restrictions permitting)
*any captives that you have must be dealt with. They may be ransomed back, put to work down a mine you own, or sold to the slavers. (If ransomed back, the captive earns experience the same as if they hadn’t been)
5.Redeployment
*you may reorganise your blips
*blips must have a value of at least 60 credits and have a maximum of 1500.
*once everything is complete, you may place your blips on any square belonging to your empire that is connected to your home turf.
When Scouting an adjacent square that is unknown, roll d66 on the following table:
11 Badzone
11-25 Ruined zone
26 Independant Ruined zone
31 Badzone
32-45 Industrial zone
46 Independant Industrial zone
51 Badzone
52-65 Hab zone
66 independant Hab zone
(if a double is rolled, roll on the scouting events chart before rolling the territory)
roll again:
Badzone 2d6:
2-3= collapsed dome
4= slag
5=ruins
6=rad zone
7= wastes
8=Sludge sea
9=sump spillage
10 = clean water hole
11=fungus grotto
12= Power cable tap
Ruined Zone d66:
11-36=old ruins
41-46=tunnels
51-56=vents
61-62=mineral outcrop
63-64=spore cave
65-66=archeotech horde
Industrial Zone d66:
11-36= slag
41-46= water still
51-56=holestead
61-62= mine workings
63-64=chem pit
65-66= green hivers (player chooses any terrritory, any table)
Hab Zone d66:
11-36= settlement
42-46= drinking hole
51-56= guilder contact
61-62= friendly doc
63-64=workshop
65-66=gambling den
Scouting Events 2d6:
2= desertion
one or more fighters desert your gang, remove fighters and equipment upto the value of d6x50
3= insubordination
the fighters in this blip refuse to follow orders and do nothing this turn.
4= lost gear
remove weapons or equipment to the value of, roll d6:
1-2=d6x20
3-4=d6x10
5-6=d6x5
5= sickness
one randomly selected fighter is sick and must rest until the next campaign turn.
6=hazardous conditions
the blip successfully scouts, but because of bad ‘weather’ the tile may not be entered until next campaign turn.
7=lost
next time the blip moves, it goes in a random direction by rolling 2d6 and counting clockwise.
8=ambushed by scavs
you fight them off but the tile remains unknown
9=guilder convoy
you help the guilder and earn d6x10 credits
10-11=hired gun
a hired gun joins your gang, roll d6:
1-2 = scummer
3-4= ratskin
5 = pit slave
6= wyrd
12= bounty hunter
you encounter a bounty hunter, roll d6:
1-2= they capture one random fighter, they are never seen again
3-4=they try to take in one of your fighters but you escape, one random fighter rolls an injury
5-6= they join your gang
11 Badzone
11-25 Ruined zone
26 Independant Ruined zone
31 Badzone
32-45 Industrial zone
46 Independant Industrial zone
51 Badzone
52-65 Hab zone
66 independant Hab zone
(if a double is rolled, roll on the scouting events chart before rolling the territory)
roll again:
Badzone 2d6:
2-3= collapsed dome
4= slag
5=ruins
6=rad zone
7= wastes
8=Sludge sea
9=sump spillage
10 = clean water hole
11=fungus grotto
12= Power cable tap
Ruined Zone d66:
11-36=old ruins
41-46=tunnels
51-56=vents
61-62=mineral outcrop
63-64=spore cave
65-66=archeotech horde
Industrial Zone d66:
11-36= slag
41-46= water still
51-56=holestead
61-62= mine workings
63-64=chem pit
65-66= green hivers (player chooses any terrritory, any table)
Hab Zone d66:
11-36= settlement
42-46= drinking hole
51-56= guilder contact
61-62= friendly doc
63-64=workshop
65-66=gambling den
Scouting Events 2d6:
2= desertion
one or more fighters desert your gang, remove fighters and equipment upto the value of d6x50
3= insubordination
the fighters in this blip refuse to follow orders and do nothing this turn.
4= lost gear
remove weapons or equipment to the value of, roll d6:
1-2=d6x20
3-4=d6x10
5-6=d6x5
5= sickness
one randomly selected fighter is sick and must rest until the next campaign turn.
6=hazardous conditions
the blip successfully scouts, but because of bad ‘weather’ the tile may not be entered until next campaign turn.
7=lost
next time the blip moves, it goes in a random direction by rolling 2d6 and counting clockwise.
8=ambushed by scavs
you fight them off but the tile remains unknown
9=guilder convoy
you help the guilder and earn d6x10 credits
10-11=hired gun
a hired gun joins your gang, roll d6:
1-2 = scummer
3-4= ratskin
5 = pit slave
6= wyrd
12= bounty hunter
you encounter a bounty hunter, roll d6:
1-2= they capture one random fighter, they are never seen again
3-4=they try to take in one of your fighters but you escape, one random fighter rolls an injury
5-6= they join your gang
When you make an attack order, roll a D6 (scouting roll), pick a tactic, declare the blips strength, and roll another d6 (Attack roll).
So when you write your order it should use this formula:
blip - attack order - square number - Scout roll (d6) - attack tactic - blip strength - attack roll (d6)
if the enemy blip engages in battle (see below), the scouting roll will be against this table:
1=when looking for the enemy, one of your gang have been captured and tell the enemy everything! Randomly select a fighter from your blip and reveal the points cost of all your blips!
2-4=you see the enemy, but it Is too dark to tell how many they are.
5=You get a good view of the enemy, you gain +1 to the battle result.
6= Your gang see the enemy from afar and move to a favourable position, you gain +2 to the battle result.
If the enemy blip engages in battle, I will ask via PM, their tactic, blip strength, and d6 roll. Before updating the map.
however, if the enemy blip move as their order, and the square that is being attacked becomes empty, compare the attack roll and attack roll. If they are the same (I.e. a double) then roll on the scouting events chart and apply the result. Otherwise the attacking blip moves into the square and claims it for the gang.
once I have all the orders and results in, I will work out the modifiers and apply them to the result chart:
2 or less - Defender wins - defender must roll injury for d3 fighters, attacker must roll for d6+2 injuries and retreats one square.
3-5 = Defender wins = defender rolls injury for d3 fighters, attacker rolls d6+1 and returns to original square.
6-8= draw = both gangs roll injuries for d6 fighters And remain in contested square.
9-11= attacker wins= attacker rolls injuries for d3 fighters, defender rolls injuries for d6+1 fighters and retreats one square.
12+= attacker wins= attacker rolls injuries for d3 fighters, defender rolls injuries for d6+2 fighters and retreats 2 squares.
*injured fighters are alway selected at random
*captured fighters stay with captors until they are either freed, captured by another gang, or return to captors base on the sabath.
Independant Territories:
Independant territories will never attack, if they are being attacked, I will resolve their battle using the following points table:
So when you write your order it should use this formula:
blip - attack order - square number - Scout roll (d6) - attack tactic - blip strength - attack roll (d6)
if the enemy blip engages in battle (see below), the scouting roll will be against this table:
1=when looking for the enemy, one of your gang have been captured and tell the enemy everything! Randomly select a fighter from your blip and reveal the points cost of all your blips!
2-4=you see the enemy, but it Is too dark to tell how many they are.
5=You get a good view of the enemy, you gain +1 to the battle result.
6= Your gang see the enemy from afar and move to a favourable position, you gain +2 to the battle result.
If the enemy blip engages in battle, I will ask via PM, their tactic, blip strength, and d6 roll. Before updating the map.
however, if the enemy blip move as their order, and the square that is being attacked becomes empty, compare the attack roll and attack roll. If they are the same (I.e. a double) then roll on the scouting events chart and apply the result. Otherwise the attacking blip moves into the square and claims it for the gang.
once I have all the orders and results in, I will work out the modifiers and apply them to the result chart:
2 or less - Defender wins - defender must roll injury for d3 fighters, attacker must roll for d6+2 injuries and retreats one square.
3-5 = Defender wins = defender rolls injury for d3 fighters, attacker rolls d6+1 and returns to original square.
6-8= draw = both gangs roll injuries for d6 fighters And remain in contested square.
9-11= attacker wins= attacker rolls injuries for d3 fighters, defender rolls injuries for d6+1 fighters and retreats one square.
12+= attacker wins= attacker rolls injuries for d3 fighters, defender rolls injuries for d6+2 fighters and retreats 2 squares.
*injured fighters are alway selected at random
*captured fighters stay with captors until they are either freed, captured by another gang, or return to captors base on the sabath.
Independant Territories:
Independant territories will never attack, if they are being attacked, I will resolve their battle using the following points table:
And that’s it for now!
if there’s any questions, please ask and I’ll try my best!
and if anyone would like to write this up nicely/make a nice map then it would be greatly appreciated!
see you in the underhive!
*yak salute*
Cap

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