While YCE discussions mainly touch upon core rules and not campaign things, I feel that discussing the problem of captured fighters and rescue mission can be done in separation from other campaign mechanics or even Necromunda version that you are playing.
To me everything related to captured fighters just screams bad game design, which may not be obvious at first:
To me everything related to captured fighters just screams bad game design, which may not be obvious at first:
- The ransom price does not have any guidelines or rules, so naturally a player with an optimal approach will set the price lower than the actual fighter's cost (otherwise there is no point in buying them back other than sentimental value), but high enough to squeeze the most money out of the opposing gang. This sets captured fighter's gang into a lose-lose scenario if it tries to pay ransom, as refusing to pay ransom (and failing to get the fighter back) means buying new fighter instead of the old one which leads to losing more credits than paying for ransom. Meanwhile an optimally picked ransom will be affordable but leave you with no credits left. Additionally, since we are operating with full fighters' cost and the cost of their weapons, and since paying ransom means that one gang directly syphons credits from other gang's rating, this can lead to a very sudden change in ratings, if the captured fighter was an expensive champion with a heavy weapon, or if there were a lot of captured fighters. This can potentialy destabilise an ongoing campaign.
- An unpredictable nature of capturing fighters means that you never know when you might need an additional time for an unplanned rescue game. This means that often players are forced to go with the ransom route, even if the ransom in question is too high/too low, as it pressures both parties. Not being able to play the rescue mission against the captor could potentially lead to fighters staying in a 'captured limbo' state.
- The actual rescue mission is not fun because of how bad rules for sneak attack and sentries are, but thats a completely separate issue.
- The ransom price cannot exceed 1/3 of the fighter's cost, including their weapons and gear. Alternative ways of paying up ransom such as items from stash, territory control etc are still a fair game, but if 1/3 of fighter's cost in credits is offered, the captor cannot ask for anything else.
- Captured fighter's destiny has to be resolved right after the game. If the ransom cannot be payed, or captor refuses to give the hostage back, players should be able to resolve this is in random outcome fashion and with as few rolls possible to keep things quick.
- If both players agree, instead of #2, a proper 'Rescue mission' can be played. This means that you play a random scenario as usual, but with an additional reward of gaining control of the captured fighter by the winning gang.
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