N18 Rescue Mission (we all know it sucks, help!)

Kiro The Avenger

Gang Hero
Apr 4, 2018
642
709
98
Bristol, UK
Since when have they playtested anything in Necromunda? :/

I think the problem is Necromunda is so expansive that the tiny specialist games team can't playtest everything they produce, or even give every rule a long think for the possible implications.

Unfortunately, in spite of this they print the books in fancy hardbacks as they are and never give us an FAQ.

A much better way of doing things would be to release the rules first as a free, open, and living ruleset.
After the new rules have been up for s few months they can travel through the long list of issues posted across the community, fix them, THEN print the fancy hardbacks.
It's how a lot of companies run their rules, and they still sell the rulebooks.
 

Punktaku

Un-Dis-Honored
Honored Tribesman
Apr 4, 2017
6,003
9,760
218
Connecticut, USA
as a thread reader who hasn’t played N18 yet, may i make a suggestion? “tiered rewards”

Enemy frees themselves: -1 rep
Enemy makes it off the table: -1 rep
Enemy is never freed: +1 rep OR -1 rep to attacker.

So if the captive frees themselves AND get off the table, that’s -2 rep. If their gang frees them AND they get off the table, that’s only -1 rep.
 

Srednak

Juve
Apr 13, 2019
28
7
13
I am almost inclined to think that the scenario was initially just a reprising of the original, but then self-rescue was added in after, without real playtesting of its effects. Almost.
This is what I came here to ask. I had older version of Comprehensive Rulebook and after I read the new rules I was like: is the self-rescue really worth it?
 

Kiro The Avenger

Gang Hero
Apr 4, 2018
642
709
98
Bristol, UK
When attempting self rescue, a S3 fighter is twice as likely to escape and free themselves than they are to injure themselves (1/12 injure Vs 1/6 escape).
Additionally, they only have to free themselves once, whereas they need 3 fleshwounds before they truly 'fail'.

The issue isn't reputation, especially in Dominion reputation is largely meaningless.
The issue is whether or not you get to keep the captive, which is the whole point of the mission.
As far as the defender is concerned, if the captive is returned to their gang they've failed. And right now, there's literally nothing the defender can do to prevent the captive freeing themselves.
 
  • Like
Reactions: TopsyKretts

Cpt. Boriel

Gang Champion
Jan 7, 2018
274
218
43
Vermont
We can talk back and forth about rewards and if the captive needs to get off the table for a long time. I remember running rescue missions in oldmunda, and it was super super hard. a simple fix would be to only allow self-freeing after the alarm is raised, when a ganger knows their buddies are there to help free them. I could make things more complicated - personally - freed without weapons and their gear is in a ammo crate that needs to be hauled off. but I'm only considering simple solutions right now
 

TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
3,136
2,980
173
Norway
Alright then the question is, what does the defender win? In the scenerio if the captive is freed, the defender loses 2 rep.

If the captive is freed, but doesn't take flight, the defender wins. But the scenerio doesn't say what they win.
You win keeping the captive. That's what you are fighting for in this scenario.

The defender has captured a fighter from the attacker. The attacker want the fighter back. Defender fights to win to keep their captive. The attacker fights to win to free the fighter and return it to the attacker's gang. Keep in mind this is entirely optional. If you don't want to fight to win to keep the captive, you could release the captive and skip the battle alltogether.
 

Kiro The Avenger

Gang Hero
Apr 4, 2018
642
709
98
Bristol, UK
You win keeping the captive. That's what you are fighting for in this scenario.

The defender has captured a fighter from the attacker. The attacker want the fighter back. Defender fights to win to keep their captive. The attacker fights to win to free the fighter and return it to the attacker's gang. Keep in mind this is entirely optional. If you don't want to fight to win to keep the captive, you could release the captive and skip the battle alltogether.
If the captive is freed, the defender loses them regardless of whether they take flight or not.

Even if the defender "wins", it's almost impossible for them to keep the captive, which is really what you want.
 
  • Like
Reactions: TopsyKretts