In our group we have had some bad experiences with playing Rescue Missions, and we have decided to try something new, and made a table for resolving Captured Fighters in the post game. Before going into details with the table I think I should present some of the issues I have with the current system for dealing with Captured Fighters.
First off, I don't think the Rescue Mission is a good scenario. We have tried fixing it with some house rules, making it harder for the Attacker, and thereby more balanced, but it still isn't that fun to play. In my experience the Sentry build up, in both Rescue Missions and The Raid is bad game design, but I won't go further into details with that now.
Secondly, It doesn't always feel like an advantage to capture a fighter. The fact the the captured party can force its opponent to play the Rescue Mission next time they meet, sometimes feels like a punishment. If the defenders sucks at H2H, it can go really bad.
Thirdly, you have to wait till next time you play the same opponent to resolve the Captured Fighters destiny. When you play in a campaign with 5 other gangs, that can mean several months, depending on the match-up structure.
What this usually ends up with are the gangs making Ransom Deals, to avoid going through the Rescue Mission ordeal, and in a way that is fine, but if that is the end game, then we thought we might as well put it into a system.
Inspired by the Outlaw table, we made a 2D6 table, with a list of modifiers. At this moment the list of modifiers is very long, and once we start to use it it will probably undergo some changes. The rules are posted below, and can also be found on [LINK].
I would love to hear you comments on it, and how you think something like this would effect the game. Also, it this something that should be added to the Valut?
RESCUE CAPTURED FIGHTERS
In a post game where a fighter rolled a Captured Serious Injury, the fate of the prisoner is determined immediately after income has been worked out. The rescuers can choose to buy back the prisoner for a ransom. If they cannot afford it, or decline to pay, they can choose to attempt a rescue by rolling on the table below.
THE RANSOM
The price of the ransom is 1/3 of the prisoner's rating. The rescuers can choose to pay with credits, territories and/or items. Territories are valued at double the territory's max income (without special rules), and items are valued at normal prices, but they have to be accepted as payment as described below in 'Payment including items'. When trading with territories and items the value of the offer can be higher than the ransom value. In those cases the captors gains the leftovers.
Payment with only credits and territories: If the rescuer are able and willing to pay the ransom with any combination of credit and/or territories and the captors accepts the ransom, the prisoner is rescued and the captors gains the ransom. If the captors declines this offer: the negotiations break down: Roll immediately on the Rescue Table. Because of the greed and arrogance of the captors the rescuers get a +3 modifier on the roll.
Payment including items: The rescuers and the captors can negotiate back and forth in order to find agreement on what combination of credit, territories and items to use as payment. If they are able to agree on an offer, the prisoner is rescued and the captors gains the ransom. If they are unable to agree on an offer, the negotiations break down, and the rescuer roll on the Rescue Table, without the +3 'Greedy and arrogant' modifier.
RESCUE TABLE (2D6)
If the rescuers cannot afford to pay the ransom, or if ransom negotiations break down, roll 2D6 on the Rescue Table and add modifiers. If the rescuers does not care about the prisoner, they can choose not to roll on the table and automatically get a 'The Cage Was Empty' result.
(each modifier can only be applied once)
First off, I don't think the Rescue Mission is a good scenario. We have tried fixing it with some house rules, making it harder for the Attacker, and thereby more balanced, but it still isn't that fun to play. In my experience the Sentry build up, in both Rescue Missions and The Raid is bad game design, but I won't go further into details with that now.
Secondly, It doesn't always feel like an advantage to capture a fighter. The fact the the captured party can force its opponent to play the Rescue Mission next time they meet, sometimes feels like a punishment. If the defenders sucks at H2H, it can go really bad.
Thirdly, you have to wait till next time you play the same opponent to resolve the Captured Fighters destiny. When you play in a campaign with 5 other gangs, that can mean several months, depending on the match-up structure.
What this usually ends up with are the gangs making Ransom Deals, to avoid going through the Rescue Mission ordeal, and in a way that is fine, but if that is the end game, then we thought we might as well put it into a system.
Inspired by the Outlaw table, we made a 2D6 table, with a list of modifiers. At this moment the list of modifiers is very long, and once we start to use it it will probably undergo some changes. The rules are posted below, and can also be found on [LINK].
I would love to hear you comments on it, and how you think something like this would effect the game. Also, it this something that should be added to the Valut?
RESCUE CAPTURED FIGHTERS
In a post game where a fighter rolled a Captured Serious Injury, the fate of the prisoner is determined immediately after income has been worked out. The rescuers can choose to buy back the prisoner for a ransom. If they cannot afford it, or decline to pay, they can choose to attempt a rescue by rolling on the table below.
THE RANSOM
The price of the ransom is 1/3 of the prisoner's rating. The rescuers can choose to pay with credits, territories and/or items. Territories are valued at double the territory's max income (without special rules), and items are valued at normal prices, but they have to be accepted as payment as described below in 'Payment including items'. When trading with territories and items the value of the offer can be higher than the ransom value. In those cases the captors gains the leftovers.
Payment with only credits and territories: If the rescuer are able and willing to pay the ransom with any combination of credit and/or territories and the captors accepts the ransom, the prisoner is rescued and the captors gains the ransom. If the captors declines this offer: the negotiations break down: Roll immediately on the Rescue Table. Because of the greed and arrogance of the captors the rescuers get a +3 modifier on the roll.
Payment including items: The rescuers and the captors can negotiate back and forth in order to find agreement on what combination of credit, territories and items to use as payment. If they are able to agree on an offer, the prisoner is rescued and the captors gains the ransom. If they are unable to agree on an offer, the negotiations break down, and the rescuer roll on the Rescue Table, without the +3 'Greedy and arrogant' modifier.
RESCUE TABLE (2D6)
If the rescuers cannot afford to pay the ransom, or if ransom negotiations break down, roll 2D6 on the Rescue Table and add modifiers. If the rescuers does not care about the prisoner, they can choose not to roll on the table and automatically get a 'The Cage Was Empty' result.
- -3 Booby-Trapped Prison-Cell: The prisoner is lost to the captors, and D3 random rescuers will miss the next game
- 4-5 The Cage Was Empty: The prisoner is lost to the captors
- 6 Man Down!: The prisoner is rescued, but one of rescuers got captured instead. Rescuers choose any fighter from their gang. This fighter is now captured and cannot be rescued, but will be sold off to slavers immediately
- 7 Someone tripped the alarm, quick let's go!: The prisoner is rescued, but all equipment is lost to the captors, they can add it to their Stash
- 8-11 Home, sweet home: The prisoner is rescued
- 12+ While we are here, let's have a look: The prisoner is rescued, and while looking around the enemy camp, the rescuers secured some important plans. Next time the rescuers face the captors, they will automatically win the scenario roll. While in there they also steal 2D6 * 5 credits from the captors Stash if available.
(each modifier can only be applied once)
- +3: Greedy and arrogant captors
- +3: If the prisoner is equipped with a Concealed Blade*
- +1: If the captors does not allow trading of captured fighters.
- +1: If the prisoner is a Ratskin.
- +1: If the prisoner has any of the following skills: Quick Witted, Sneak Up, Juggernaut, Impetuous or Iron Will.
- +1: If the prisoner is the leader of the gang.
- +1: If the rescuers gang rating is 250 lower than the captors (during pre-battle sequence)
- +1: If the rescuers controls any Vents or Tunnels.
- +1: If the rescuers controls any silent weapons
- -1: If the rescuers controls any noisy weapons
- -1: If the rescuers gang rating is 250 higher than the captors (during pre-battle sequence)
- -1: If the prisoner has any of the following injures: Head Wound, Leg Wound, Blinded in one Eye or Partially Deafened.
- -1: If the prisoner is equipped with a move-or-fire Heavy Weapon.
- -1: If the captors controls any of the following items: Bio-scanners, Infrared Goggles or Photo-visors
- -3: If the captors uses a Screamer. The rescuers can counter this effect, by using a Stummer.
- -3: If any of the fighters in the captors gang have hatred towards the prisoner.
- -3: If the scenario in which the prisoner was captured, was a Shoot Out and/or Grudge Match.
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