November 18, 2019, 08:35:50 PM

Author Topic: Specialist Gang Territories  (Read 2468 times)

0 Members and 1 Guest are viewing this topic.

Offline screamingabdab

  • Lurker
  • *
  • Posts: 2
Specialist Gang Territories
« on: July 05, 2011, 08:16:35 PM »
Hello SMFer's, I've long been a poster over at EFF and recently discovered this place. Due to the cross over of users I've decided to throw my ideas for specialist territories in the melting pot. My goal is to have 3 territories for each of the House Gangs. Each one having an average income of 35 creds or 20 creds if it has a special rule.

Cheers for any ideas you folks can add :)


Van saar
Artifcer: the gang has access to one of the houses fine craftsman of their weapons. He sometimes gives the gang a new treat every now and then along with the gang taking shares in helping him get his goods elsewhere.
Income: D6x10
Special: acts like an inventor however re-roll any rare weapon results. This only applies if worked.

Academy: the gang is given access to a training area/trainer/school of sorts to help further their learning and become the finest van saar have.
Income: none
special: Roll a D6 for the ganger sent here -
1 - Fail to learn anything
2-5 - They gain D6 XPs
6 - They gain D6XPs and +1BS for the next game.
If the gained amount of XPs would grant the ganger an advance he stops one point short of that advance.

Tinkerers Shop: If you send a ganger to work this territory he is offered one item generated from the Rare Trade Chart. If the item had any variable cost you may re-roll each dice once.


Orlock
Manufactorum: The gang has contacts within one of the massive manufactories of the Hive. When you send a Ganger to work this territory you gain any number of Common Items/Weapons up to the value you roll below -
D6
1 = D3x5
2-5 = D6x5
6 = D3+1x10

Training School: Roll a D6 for the ganger sent here -
1 - Fail to learn anything
2-5 - They gain D6 XPs
6 - They gain D6XPs and +1WS for the next game.
If the gained amount of XPs would grant the ganger an advance he stops one point short of that advance.


Cawdor
Church: Your gang has small church or shrine where you can send a Ganger to try to milk to masses. The Ganger takes a Ld test and gain 10creds for each point they pass by. If you roll a double 2 the Ganger gains an additional 20 creds, however if you roll a double 6 he has missread the crowd and disappoints them and you may not work the Church after the next game.

Icon Stall: The Gang have a small stall selling icons of their faith. A ganger working this territory generates D3x10creds if they lost the last game or 2D3x10creds if they won the last game.

Basilica: Roll a D6 for the ganger sent here -
1 - Fail to learn anything
2-5 - They gain D6 XPs
6 - They gain D6XPs and +1T for the next game.
If the gained amount of XPs would grant the ganger an advance he stops one point short of that advance.


Delaque
Back Alleys: A excellent knowledge of the highways & byways of the Hive gives the Delaque gang a fantastic advantage in logistics. If you send a Ganger to work this territory it represents them making sure all their maps & knowledge is up to date. After working the territory if the next game involves the deployment of a random number of gang members you may add 1 to any rolls.

Saboteurs: A ganger working this territory goes behind enemy lines to sabotage their money making operations. If you work this territory the enemy gang suffer a penalty to their Income equal to the working ganger's Initiativex5.

Meeting House: Roll a D6 for the ganger sent here -
1 - Fail to learn anything
2-5 - They gain D6 XPs
6 - They gain D6XPs and the ganger may Infiltrate in the next game.
If the gained amount of XPs would grant the ganger an advance he stops one point short of that advance.


Escher
Feminine Charm: The ladies of Escher gangs know how to use their charms to beguile the simple minded males of rival gangs and this territory represents a ganger following an enemy ganger while he works his territory, waiting for the right time and then makes her move getting nice & close, then slipping a little something into his food, drink or just straight injecting the poor fool with a drug. Randomly select an enemy ganger that worked a territory this post-game sequence, in the following game he suffers a -1 penalty to his WS & BS.

Bodyshop: The gang has acquired a bodyshop (tanning salon, killer 'dos, backalley lipo and such), it gets a bit of revenue, and the gang has boosted confidence and bravado.
Income: 25 creds
Bonus: First Bottle Test the gang makes is at +1Ld.

Dojo: Roll a D6 for the ganger sent here -
1 - Fail to learn anything
2-5 - They gain D6 XPs
6 - They gain D6XPs and +1I for the next game.
If the gained amount of XPs would grant the ganger an advance he stops one point short of that advance.


Goliath
Ammo Manufactorum: The Goliath tendency towards quantity over quality when it comes to gunfire means they run more Ammo Shops than other gangs. If you send a ganger to work this territory he is offered a Weapon Reload at half cost.

Iron Gym: Roll a D6 for the ganger sent here -
1 - Fail to learn anything
2-5 - They gain D6 XPs
6 - They gain D6XPs and +1S for the next game.
If the gained amount of XPs would grant the ganger an advance he stops one point short of that advance.

Offline Dimreapa

  • Moderator
  • Active Member
  • *
  • Posts: 42
  • ...Sooner or later you dance with Dimreapa!
Re: Specialist Gang Territories
« Reply #1 on: July 13, 2011, 07:49:52 PM »
These are interesting, and I'll add some more detailed C&C at a later date, but one concern I have is some of these abilities are rather easy to get a 5/6 chance of something nice is rather high odds for a typical Territory imo, and unless offset by a very low income yield, it does seem a little excessive.

However the concept itself, I rather like.  Have you put thought into how these Territories are acquired?

Offline screamingabdab

  • Lurker
  • *
  • Posts: 2
Re: Specialist Gang Territories
« Reply #2 on: July 13, 2011, 10:19:43 PM »
:O a reply, no seriously thanks man it'll be good to get some C&C.

I haven't playtested these, so the income for those with special abilities will probably need tweaking somewhat.

As for the acquiring of them, I was thinking of each gang getting one specialist territory at creation instead of one normal territory. Of course there may be scope during a campaign to acquire more.