Necromunda quest! How about it?

Biggle_Bear

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I've been inspired by my hobby/brick-a-brack collection to make a dungeon crawler style Necromunda map. I thought it would be cool to make a little home brew Warhammer Quest game set on Necromunda.

Any thoughts what might be cool? Any ideas on direction that might inspire the idea further?
 
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Punktaku

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Are you thinking single blank game board that changes for each scenario like the original Quest game?

I think a mixed House party of adventurers would be really cool.

Barbarian: Goliath
Ranger: Ratskin
Dwarf: Orlock
Wizard: Delaque psycher

Branching out of the box
Wardancer: Escher
Witch Hunter: Cawdor or Redemption

And that’s all I remember. I never owned it, but a friend did.
 
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MusingWarboss

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Going full RPG with it could be really fun, in fact MWG did a series of videos along that line a few years back.

I’ve been planning on using ZM tiles interlinked with SM spaces to create a full 3D adventure space (subterranean spaces!!).

Just needs players who are up for some proper role playing and not just blasting each other off the table.
 
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Biggle_Bear

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Are you thinking single blank game board that changes for each scenario like the original Quest game?
Either a set board with firmly defined rooms (like so many quest games of the early 90s, for example hero quest) that can be changed with placable doors and bulkheads. Or the same but in quarters for some diversity (more like the zone tiles of Newcromunda). Not like Warhammer Quest as that will create too many loose bits for the travel set I am planning.

Does that make sense? It often happens that how I describe things makes sense in my head but not to others. Please say so that I can try to improve.
 

Biggle_Bear

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I saw a play through of WHQ silver tower (or something like that), and was interested how the heroes had a pool of dice to activate special abilities. Does anyone have experience with such a system?

An idea that I had just today was to link such a pool system with skills and abilities, but also equipment. So that a character can buy/find a certain weapon and get access to its abilities.
 

Biggle_Bear

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Perhaps instead of character sheets players get a sleeve that holds there current equipment and skill cards?
 

Punktaku

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The only game I’ve played with dice pools was Shadowrun. It was not a fun experience. Especially when you had a dice pool of 30 dice and needed just one “success” to survive and failed…
 
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Biggle_Bear

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The only game I’ve played with dice pools was Shadowrun. It was not a fun experience. Especially when you had a dice pool of 30 dice and needed just one “success” to survive and failed…
Those dice gods. What are they like.:rolleyes:
 

Ardavion

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I saw a play through of WHQ silver tower (or something like that), and was interested how the heroes had a pool of dice to activate special abilities. Does anyone have experience with such a system?

An idea that I had just today was to link such a pool system with skills and abilities, but also equipment. So that a character can buy/find a certain weapon and get access to its abilities.
The Resident Evil board games have different/custom D6s; blue/standard dice for standard pistols and shotguns (as well as for evasion rolls), and red dice with fewer misses for upgraded weapons or special weapons, but aren't used for evasion rolls. Different weapons have different quantities of these dice listed on their stat card (knives roll one blue die, pistols can roll 1-3 blue dice depending on ammo spent on the roll, upgraded pistols roll one red die for the first ammo spent instead of blue etc). The vast majority of what made a weapon unique was on it's card, though.

World of Darkness (Vampire: The Masquerade, Werewolf: The Awakening etc) also did things with equipment, i.e you typically crit on a "0" (D10 system), but shotguns crit on 9 or 0 (? Been a while since I played the system tbh). Your attack roll was your relevant stat (strength for melee, perception for ranged) and skill related to the weapon type, any particular specialisation you had in that weapon changed some mechanics (e.g. melee weapons skill, specialisation in swords), and any extra dice the weapon allowed, and 7+ (?) was a hit.

Didn't Warcry also have a weird doubles/triples mechanic allowing for different skills and abilities based on the numbers rolled?

I've also seen games where you would roll dice and keep the values constant throughout a specific scenario, and weapons/equipment needed specific values to function, or allowed for modification of dice values (e.g. some equipment would increase or decrease a die value, or flip the die to it's opposite side - 1<>6, 2<>5, 3<>4, a weapon would need 1s or 2s to hit with low damage but penetrate armour, or 5s and 6s to deal high damage but be affected by armour, reducing damage, or you'd use a run of numbers to use it, i.e 1-2-3, 2-3-4 etc).

Having equipment linked to dice, other than the above, in my experience has been different "sizes" of dice rather than dice pools.

The only game I’ve played with dice pools was Shadowrun. It was not a fun experience. Especially when you had a dice pool of 30 dice and needed just one “success” to survive and failed…

Shadowrun was an intriguing game, but I think mileage varied by the version being played.
 
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Biggle_Bear

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I was putting together a Necromunda & Heroquest hybrid; https://yaktribe.games/community/threads/making-a-necromunda-heroquest-game.10854/
Uses heroquest as the base idea rather than whq ;)
I was already reading it a couple of days ago.😄 you did some good work there. (With regards to that, @Malo Thank you for adding the 'similar threads' function. I get to enjoy threads from areas of the forum that I seldom check out. Sometimes I have a real dive through it.)

Theres a surprising amount of similar threads, so I should be more specific about what I would like to get out of the project.

I'm going to be making a small scale travel set that will be something between dungeon and zone mortalis. But I don't want to burden it with taking a big rulebook or tons of minis.

Some principles to guide what I want specifically-
Rulebook that fits on 8 pages max
Can be played solo or by a small group
Low miniature count
Fast and fun
A simplistic campaign system that is easily tracked
 

Biggle_Bear

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Some maybes that I was thinking about today-

-heroes could be a team of bounty hunters searching the area for outlaws
- call the game 'Necromunda: room clear!"
- the NPCs are civilians or outlaws, and not every possible creature in the underhive to reduce models required
- needs an exploration system. When a PC has a line of sight to a room then roll on the chart, with modifier for the danger level of the room.
- advancement. At the end of the game advancement cards are issued and players choose how to divide them, giving partial control to character development.
- media inspiration, a few dollars more (sequel to a first full of dollars)
- system must have a link to the standard GW battle system WS,BS,etc)
 
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Hansuke

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or random monsters nasties based on dice roll when entering new section for fun. This is from my working folder for Necromunda Empire Galactique. I was thinking recently about number of nasties showing up based on gang size of players; maybe 1 +20%, 2 +10%, 3,4 same size, 5 -10%, 6 -20% all rounded up to nearest whole figure.

And here is a general encounter chart from the Cepheus Engine to give a general discription similar to what you indicated above. Chart
 

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Biggle_Bear

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or random monsters nasties based on dice roll when entering new section for fun. This is from my working folder for Necromunda Empire Galactique. I was thinking recently about number of nasties showing up based on gang size of players; maybe 1 +20%, 2 +10%, 3,4 same size, 5 -10%, 6 -20% all rounded up to nearest whole figure.

And here is a general encounter chart from the Cepheus Engine to give a general discription similar to what you indicated above. Chart
Nice chart. I really like the way it uses examples. I didn't get it at first. I thought it was injecting bland distractions, but that example with Ayala made me think "ah, that's how I'm supposed to do it".

I was thinking more of a kick-in-the-door dungeon crawler, for simplicity. I haven't figured out how the mechanics of the game work but for now here I am thinking of-

"When a PC has line of sight into a previously unsearched room roll a d6 and apply modifiers for the colour of the room any any skills the PCs have to find out what is in there.

-3 piece of archeotech (if collected and extracted can be exchanged for a advancement card)
-2 ally (acts as a Tough Outlaw but under the control of the PC who activated the roll)
-1 civilians (can be moved d6 squares per turn, if they are killed -1 advancement card per civilian)
0 civilians (as above)
1 empty
2 light outlaw
3 light outlaw
4 regular outlaw
5 regular outlaw
6 tough outlaw
7 tough outlaw
8 tough outlaw
9+ outlaw leader

Green room -2 to roll
Amber room no modifier
Red room +2 to roll"
 
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Biggle_Bear

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I want to try to make prototype rules before the next competition starts in case I get an idea for it and want to focus my hobby time on that. So I will lay out my ideas so far and try to make a draft tomorrow when the little one is at her grandma's house.

The team of bounty hunters will start at the extraction point and are trying to get to the outlaw leader in the objective room. As they go through the map they can choose to search rooms as they pass by, killing off lower level outlaws. Or ignore the side rooms but risk said lower level outlaws to gather in number and cause problem.

The mechanic will be-
•Bounty hunters move upto 4 squares
•Roll up to 6 dice
•Use those dice to activate their skills or equipment, such as shooting a gun.
•Left over dice may activate downsides to the equipment, for example a plasma gun overheating.
•move active civilians up to 4 squares towards cover, concealment or the extraction point
•stand up if they are pinned

Then the outlaw turn. They will operate of a flowchart. Either move to cover and shoot at a bounty hunter, stand and shoot at a bounty hunter, or move towards either the closest bounty hunter or civilian and shoot at them. Or something similar if they are armed for close combat.

The game end when they defeat the outlaws in the objective room and extract. They then get randomly selected advancement cards (skills, equipment or something similar) as a bonus depending on how well they did.
 

Biggle_Bear

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An example of an advancement card is-

Autogun
(Short range 6 sqrs +/-0
Long range 14 sqrs +/-0)
1 out of ammo (turn the card over, it can't be used the rest of this game)
2 miss
3 miss
4 pin a single outlaw
5 pin up to 4 outlaws in 4 consecutive squares within line of sight or deal 3 damage to a single outlaw
6+ pin up to 4 outlaws in 4 consecutive squares within line of sight or deal 5 damage to a single outlaw
 

Biggle_Bear

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Another example might be-

Fireball/wyrd power
Short range 4sqrs +1
Long range 8sqrs -1
Cannot activate with 1,2or3
4 one target is hit for 3 damage and square is 'flamed' for 1 turn
5 two by two squares are flamed and anyone in those squares take 4 damage
6+ three by three squares are flamed and anyone in those squares take 5 damage
(If any 1s remain in the bounty hunters' dice pool then the holder of this card is possessed by a daemon and acts as an outlaw in the coming outlaw round)
 

Biggle_Bear

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So in the case of the above examples it might be better not to roll the entire dice pool and sometimes it is better to use your dice and activation to run out of ammo than end up with 1s.