New Scavvy Territories (fluff heavy)

Mar 6, 2015
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Hamilton New Zealand
I've been meaning to propose an alternative Territory chart specifically for Scavvies for a while now, so today I sat down and made one. It's based on the existing outlanders territory list, but with about half of the territories substituted for new ones of my own invention (I also added in tunnels, because I think that it does suit Scavvies, the underhive is riddled with complex systems of forgotten tunnels). I hope you find them interesting. I've tried to develop it so that it doesn't produce too much money, so that the gang size ideally doesn't get out of hand, but does produce enough that constant starvation shouldn't be much of a worry, and the gang should sometimes be able to buy new guys to expand the roster, and replace dead and useless individuals. The substitutions that I'd make to the outlanders territory chart is at the top. Also, sorry about all the fluff, but I like writing.

Sludge Sea > Ancient Reservoir

Power Cable Tap > Tunnels

Mineral Vein > Lost Settlement/Ghost Town

Recycling Dump > Milliasaur Stye

Outpost > Sumpshine Distillery

Toll Blockade > Old Access Road (The Domes Have Eyes)


Drifters (new rule)

After any game, the Scavvy tribe may pack up their meagre belongings, and migrate to a new area, in search of greener pastures. They may not work their territory, or scavenge, in the after game sequence, as they migrate. Roll a new territory on the Scavvy territory chart.


Ancient Reservoir

Hab domes get their water supply from massive intake scoops on the hive exterior. These scoops siphon the noxious vapour clouds that swirl about the hive cities, and transfer the toxic soup to holding tanks for purification, by a series of extractors, leaving behind clean(ish) water. The tribe has stumbled across an old reservoir of this purified water, which is still clean, if murky, and in the centuries since the level was abandoned, a weird ecosystem has evolved along the rusted shores. Strange crustaceans and pale molluscs scuttle along the pipelines, and eyeless fishes swim the waters. Access to this reliable source of food and drinkable water considerably eases the burdens of survival for the tribe.

Every gang member generates an additional 1 credits worth of food and water when foraging. Additional credits generated this way must be spent immediately, and must be spent feeding the gang. It may not be added to the stash, or spent on equipment.

After every game, roll a D6

1 The gang returns to find the reservoir has gone dry! Either the basin finally rusted through, or an old sluice drain has mysteriously opened, spilling thousands of gallons of water into the darkness below. Either way, the Reservoir is dry. Strike it off the roster, and replace it with ‘wastes’.

2-5 Nothing has changed

6 The gang returns to discover that the old chem tanks which stored the extracted chemicals have ruptured and spilled their foul contents into the reservoir, transforming it into a vivid canvas of glowing neon hues. The water is undrinkable, and the wildlife is gone. Strike the Ancient Reservoir off of the territory roster, and replace it with ‘Rad Zone’.


Lost settlement/Ghost Town

Many folk come downhive to start new lives, establishing new settlements, and initiating trade with the other underhive settlers, and the hive city, but the underhive is a dangerous place, and not all of the settlements survive. Scavvy raids, neurone plague, and even conflicts with other townships have all claimed fledgling townships. The tribe has found an old, abandoned settlement. Some long forgotten calamity wiped out the settlers who lived here. Tantalising clues to the fate of the town are everywhere, burn marks, old bloodied hand prints, or a family of skeletons, still seated around a burned out vid-box, one neat hole in the back of each skull, and the rusted out remains of a stub gun still clutched in dear old dads dead, bony hand. Nothing is left now but empty buildings and a melancholic air of broken dreams (and, most importantly, lots of free stuff…)

After each game, one or more gang members can search the dilapidated housing units for useful, or valuable items and materials’. For each ganger beyond the first that elects to search, add +1 to the dice result.

1 Nothing but broken furniture, rusted household items, and musty old clothes (and probably a series of interesting, but essentially useless, audio logs describing a rapidly unfolding tale of tragedy).

2-3 The scavengers find D3 x 3 credits worth of salvageable parts and materials.

4-5 The scavengers have found a stash of credits, hidden behind a loose wall panel, worth D6 x 5 credits.

6 As 4-5, except a randomly determined scavenger has disturbed a wild animal that’s made it’s lair in one of the abandoned buildings. The ganger must fight the creature with whatever equipment they possess, but no bonuses are assigned for charging etc (both parties are equally surprised!) roll again;

1-2 Wolf Spider

3-4 Giant Rat

5-6 Plague Zombie


Milliasaur Stye

The tribe has constructed a pen for breeding milliasaurs. These hardy little critters grow to adulthood rapidly, and rear easily on a diet of spoiled food, bones, scraps, and offal. The meat is chewy and salty, but fairly nutritious (and pairs well with a nice fungus beer). After each game, one member of the gang may harvest a milliasaur that has reached eating size, generating 8 credits worth of edible meat, which must be used to feed the gang, and cannot be added to the stash, or used to buy equipment or recruit new gangers.

However, milliasaurs are dangerous animals, and their bite delivers a potent neurotoxin. Every time the milliasaur stye is worked for meat, roll a D6. On a roll of 1, the ganger is bitten while attempting to wrangle the ‘saur’ out of the pen. The pen produces no meat this game, and the model is partially paralysed by the milliasaur venom, and must miss the next game while they recover.


Sumpshine Distillery

The tribe has built a still to produce the foul tasting, but famously potent ‘sumpshine’, sometimes referred to as simply ‘Scavvy brew’. Whatever it is that Scavvies ferment to produce this noxious brew is probably better left unknown, and every tribe has its own secret recipes and formulas that they guard more fervently than their own offspring, but the effectiveness of the foul concoction is undeniable, and the enthusiastic recklessness, and hot-headed fervour of a scavvy tribe on the warpath, high on shine, is truly something to behold.

The overall Underhive mentality is best described as ‘don’t ask, don’t tell’, and many watering holes are notoriously unscrupulous about where they source their supply, and the patrons are even less discerning. Few ever ask about the strange colour of their brew, or the presence of a fingernail (or fingertip), in the bottom of the mug, and many underhive speak easy’s make backroom deals with the scavvy’s for a constant supply of cheap shine.

After each game, one ganger may work the stil to produce another batch of scavvy brew, generating D6 x 3 Credits. Additionally, before any game, a gang controlling a sumpshine distillery may drink the shine to get ‘fightin mad’. If they do so, then the distillery produces no income after the game (that’s what happens when you drink your product), but for the duration of the game, the entire gang gets a +1 bonus to their leadership values, up to a maximum of 8, and may always roll to recover from pinning, as if there were a friendly model within 2”, but suffer -1 initiative, and must re-roll all SUCCESSFUL initiative rolls for falling.

After any game in which the gang got drunk on shine, D3 randomly determined models suffer mild poisoning from impurities in the crudely distilled liquor, and must miss the next game.


Old Access Road (The Domes Have Eyes)

The tribe has set up came in a network of tunnels close to an old access road, linking several of the more remote underhive settlements. Guilders, settlers, and prospectors travelling the road are watched by hungry eyes, and all may all fall prey, if they stray too far from the path, or were foolish enough to travel without an escort. The access road is not worked like a traditional territory, but roll a D6 after each game to see what tasty morsels may come along;

1-2 Nothing. The tumbleweeds blow and stomachs rumble. Perhaps word has spread that this area is unsafe. The tribe will have to tighten their belts (or electrical cords, or whatever) and look elsewhere for now.

3-4 A caravan of settlers passes through with an armed escort. Cracked and ulcerated lips are licked, and beady eyes watch every step and every move of each and every traveller, until one straggling guard breaks away from the party, either to relieve themselves, or to investigate a shiny bauble, placed in a conspicuously visible location, far away from the path…A randomly determined member of the gang pounces on the intended victim, and must subdue them as quickly as possible, before the alarm is raised. Fight one round of combat.

The scavvy counts as having charged, and is armed with their own equipment. The guard has the stats of a basic ganger, and counts as being armed with a knife (they don’t have time to use any other equipment they might have had). If the guard goes down in the first round, they are rapidly trussed up, and carried off into the shadows, providing food in the same manner as if they’d been captured and put in the pot (feeding 9 creds worth of gangers). If the guard does not go down in the first round, they raise the alarm, and the Scavvies are forced to withdraw. Head on engagement with well-armed, and alert enemies isn’t their style.

5-6 A foolish traveller, lost mercenary, or a tech prospector who was sold a bad map, blunders onto the road. There’ll be meat on the table tonight! (cue obnoxious hooting and gunfire). The captive feeds 9 creds worth of gangers, and in addition D3 x 5 credits worth of valuable gear is looting from their belongings.

Whew, that's all. Thanks if you actually read that far. Comments as always are welcome.
 
House rules really ought to be in the relevant section: https://yaktribe.games/community/forums/rules-mechanics.10/

That aside, these strike me as flavourful additions, but I think they're a little too involved for my tastes - it's not that they're unbalanced, but there's a lot of need to roll lots of dice, and even potentially fight a combat, all of which complicates and slows down the post-game sequence. I see how, if you want a more RPG-like story, this could appeal, but it's not to my taste.

I would suggest one minor change to reduce complexity. A couple of results mention that the credits must be spent immediately on food, but I think you could simply drop that - assuming you're actually feeding your gang members (and not through mass cannibalism) you're pretty much guaranteed to spend at least these amounts on food anyway, so I'd suggest that you might as well drop that restriction.

EDIT: Also, in the last two results, '9 creds worth of gangers' should presumably be 'produce 9 creds worth of food'.
 
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Very fluffy stuf there, just some wuick notes for now :)

If you were going to keep them roughly as is I'd change the Drfiters rule so that they have to move every game. - A standard Outlaw gang has the option of abandoning territory and moving on but they can still scavenge.

Soup feeds 5 models. Each model takes 2 creds to feed, and Soup generates 10 creds of noms: S*T+W (3*3+1).

With these territories will standard scavenging models earn D3 creds as per scrofulous wastes rules?

Rather than all te fighting rounds of combat, perhaps things such as S or T test or skip next game?
 
Some really great writing there man for the fluff.
I agree with Ben though about slowing down the post game process with some of the ideas. Streamlining in some areas might be an idea. Though i did like the domes have eyes one round of fighting, having said that :)
Also, have you tested it with friends over a campaign yet or is it purely theoretical for now?
 
Wow! Nice work :)
Well presented, and clear.
I can't comment on the rule balance too much, as scavvys aren't my forte (@trollmeat?), But it seems OK. I'd have no problems you playing that in a game, for example.
Keep it up!

Thank you very much, there are a couple of other changes I'd make to reduce the amount of money that they earn, and thus keep the hordes down, but I'll write about them later.

House rules really ought to be in the relevant section: https://yaktribe.games/community/forums/rules-mechanics.10/

That aside, these strike me as flavourful additions, but I think they're a little too involved for my tastes - it's not that they're unbalanced, but there's a lot of need to roll lots of dice, and even potentially fight a combat, all of which complicates and slows down the post-game sequence. I see how, if you want a more RPG-like story, this could appeal, but it's not to my taste.

I would suggest one minor change to reduce complexity. A couple of results mention that the credits must be spent immediately on food, but I think you could simply drop that - assuming you're actually feeding your gang members (and not through mass cannibalism) you're pretty much guaranteed to spend at least these amounts on food anyway, so I'd suggest that you might as well drop that restriction.

EDIT: Also, in the last two results, '9 creds worth of gangers' should presumably be 'produce 9 creds worth of food'.

It does seem that way, but it actually requires only about as many dice rolls as the existing outlanders territory list (perhaps a couple more, but only barely). Most of the territories that I chose to replace were ones that already require multiple sets of dice rolls to determine how much income they produce.

As for the 'must be spend feeding the gang' thing, if you end a game with multiple guys either down or out, which would be most of the time, then you're not going to be able to feed everyone just on foraging alone, unless you roll a lot of 5's and 6's, so if they can feed part of the gang via their territory, scavenging can feed the rest, and the leftovers of scavenging will go in the stash. That way there should be a little bit of money to purchase new scavvies now and then, but not enough to produce a 'scavvy horde'. What I'd like is to encourage players to focus on developing the guys the have, which is the spirit of the game, rather than spamming the battlefield with 20-30 scavvies with autopistols. The only time you'd see hordes should be rare instances of them doing particularly well in certain scenarios.

Very fluffy stuf there, just some wuick notes for now :)

If you were going to keep them roughly as is I'd change the Drfiters rule so that they have to move every game. - A standard Outlaw gang has the option of abandoning territory and moving on but they can still scavenge.

Soup feeds 5 models. Each model takes 2 creds to feed, and Soup generates 10 creds of noms: S*T+W (3*3+1).

With these territories will standard scavenging models earn D3 creds as per scrofulous wastes rules?

Rather than all te fighting rounds of combat, perhaps things such as S or T test or skip next game?

Oh yeah, I forgot about the +1 for wounds, I was just going on str x t. Yeah, I think D3 creds should always be the standard scavenging amount for scavvies, given how remote and squalid the places they live are, plus D6 just results in too much cash. A Str test might actually be a better idea for keeping it flowing. The reason I had it as combat is because I wanted there to be a chance for the Scavvies to get injured. I think a lot of scavvie territories should be hazardous in some way (the original outlanders territory chart is already pretty hazardous, and scavvies would have it worse than most other outlanders)

Some really great writing there man for the fluff.
I agree with Ben though about slowing down the post game process with some of the ideas. Streamlining in some areas might be an idea. Though i did like the domes have eyes one round of fighting, having said that :)
Also, have you tested it with friends over a campaign yet or is it purely theoretical for now?

Thanks a lot, and yeah I don't think a single round of combat between two guys would slow it down at all. The total time it would take to make those dice rolls would be like 10 seconds, 15 tops.

On top of the above changes, I'd also replace 'slag heap' with something that only makes 6-8 creds, 15 would be too much reliable, regular income for scavvies I think. I think the resulting list would be fairly balanced, although I haven't had a change to test it all, so it's all theoretical.

Sorry bout the wait on the reply everyone, I'm pretty busy during the weekdays, plus I'm riddled with plague at the moment (caught my supervisors flu).
 
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As for the 'must be spend feeding the gang' thing, if you end a game with multiple guys either down or out, which would be most of the time, then you're not going to be able to feed everyone just on foraging alone, unless you roll a lot of 5's and 6's, so if they can feed part of the gang via their territory, scavenging can feed the rest, and the leftovers of scavenging will go in the stash.

That kind of supports my point. You have results that say things like '8 creds that must be spent immediately on food'. I'm just saying the restriction is pretty pointless, given that most gangs will normally be spending at least 8 creds on food per game, unless there's a lot of cannibalism going on.
 
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That kind of supports my point. You have results that say things like '8 creds that must be spent immediately on food'. I'm just saying the restriction is pretty pointless, given that most gangs will normally be spending at least 8 creds on food per game, unless there's a lot of cannibalism going on.

Well, yeah, but of the point of those is that the territory only generates food, not money, so the Scavvies only source of spendable income is foraging (unless they've done well in something like a scavenger or caravan scenario). So after any game it's unlikely that they'd net many creds. The other thing that might be worth a go, would be if scavvy territories generated money, but scavvy foraging only generated food, not credits. It would kind of make sense, given that I can't actually imagine a scavvy selling any of the sort of stuff they'd scavenge at a market or tradepost (more often than not they'd just get run out of town wouldn't they? And even if they didn't, who's going to buy rat meat and weird mushrooms off a stinky mutant hobo?).
 
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