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Thread: captives

  1. #1
    Chapter Master
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    May 2011
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    captives

    Hello all,

    I would like to ask how your group handles captives?

    Last game ive catured 3 enemy gangers including my opponents gangleader and hes freaking the hell out how hes going to make without him...

    Hes also burned through his cash the second he got it so holding them for randsom isent an option either im inclined to sell them to the traders but my ganger rating is already miles above that of my fellow gamers and im more or less the GM (every one plays me and only me...sometimes we get a group game in but thats it) and our group is somewhat small.

    We already have a hard time getting games off the ground and im afraid this guy will just stop if he loses his leader. Dont think he cares about the rest of them though, so eh...

    What should I do here? We will try to get a jailbreak in next week for his leader. Should we throw the other 2 captives in as well? Do it all in 1 game or hold 3 seperate battles? I know for certain he wont be able to give me any kind of cash for his guys and they hold some pretty expensive gear (leader and juve are. The leader is loaded on gear and juve has a medipack) should I perhaps keep the gear and kick his captives out of my terretory if he fails to free them?
    My Necromunda log, Shedan's Skullbashers! click me - 30-07 terrain update
    My Empire log, Altdorf mountain patrol -> click me - 28-4 tale of X gamers project (knights) due date
    40K campaign with friends! click me started date 01-11-2013

  2. #2

    Re: captives

    I've bumped into this issue a few times.

    As the Chronicler (gm/st/whatever) you sometimes do have to take into account whether a player will return after their gang/hero/whatever has been brutalised. In small groups it is sometimes even more critical, as a group can splinter and collapse if the dispute grows too far.

    Sometimes it isn't "just a game".

    I handled it by having the Adeptus Arbites/Enforcers be an active role in the campaign. Captives are handed over to the arbitrators in return for the standard fee (1d6x5 cr) and the models go before the courts. That way it ceases to be another player doing it to them and it becomes a random roll, just like the injuries table. Sure there is a chance of the model being enslaved and sent away, but there is also a chance they will be released with all their gear.

    Alternatively, offer to ransom his leader, fully equipped, for a randomly selected territory from the captive gangs list. It might be more palatable to the player than risking the loss of his leader.

    As for allowing a rescue mission, go ahead, give him a chance...it's always fun to watch a failed rescue mission result in additional captives. Then send all the captives off to the stockade. You get 1d6x5 creds, tax free, for each captive and he gets another chance at recovering his gang members.
    "There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter."
    ~ Ernest Hemingway

  3. #3
    Chapter Master
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    Re: captives

    Well actually his leader is somewhat crippled... What he wants the most is the power sword his leader has (and tbh the only thing going for the leader... He has an old battle wound, T2 etc) in his fluff his leader is possesed as the sword would be a deamon sword..

    If worst comes to worst il sell his bum arsed leader off to the slavers but the sword "mysteriously" finds it way back to his gang. The one taking over LD actually has a way better statline and skillset and doesent have the standard 120 cred fee attached to him as he is a ganger My gang is also leagues ahead of the other gamers in terms of gangrating so im not to fussed about missing out on the sword...

    Hes also considering starting over and/or sending off some of his key g angers on a bounty hunter campaign that we are considering... Hes not such a drama queen about it anymore like he was yesterday. He was abit upset about how horrible the dice were treating him (and boy did they treat him poorly...) so im less inclined to believe he will quit the game entirely. Hes just rewriting the fluff about his agang abit it seems. Which is kinda what Necromunda is about anyway if you ask me

    That said im still not sure how we are going to work out the 3 captives. Would 3 seperate scenarios be the best bet? Do them all in one go with both gangs at their total strength attacking/defending?
    My Necromunda log, Shedan's Skullbashers! click me - 30-07 terrain update
    My Empire log, Altdorf mountain patrol -> click me - 28-4 tale of X gamers project (knights) due date
    40K campaign with friends! click me started date 01-11-2013

  4. #4
    Chapter Master Catferret's Avatar
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    Re: captives

    How about a prison break scenario? Set in the local enforcer precinct.

    Lots of corridors and rooms. The gang have to get to the lockdown button which will release all three prisoners from their cells. Then they all need to get out of the area. A bit of an alternative to the usual walk up and untie the captive.

  5. #5
    Chapter Master
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    Re: captives

    Hmmm that might work. I could play it out as that im selling them out for a bounty (player wants to have his gang be a chaos cult soon. We could play it that the local authoriaties are looking for him ) and then have him break out his gang from the precinct house. I was also working (well planning ) an enforcer gang so that makes this even more interesting!
    My Necromunda log, Shedan's Skullbashers! click me - 30-07 terrain update
    My Empire log, Altdorf mountain patrol -> click me - 28-4 tale of X gamers project (knights) due date
    40K campaign with friends! click me started date 01-11-2013

  6. #6

    Re: captives

    hows about something like a zombie outbreak scenario, with his 3 captured figures teaming up with a few of yours to escape the shambling hordes and earn their freedom.
    "There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter."
    ~ Ernest Hemingway

  7. #7
    Chapter Master
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    Re: captives

    Well player has lost his gangleader already...

    Other one is a juve and a ganger with mediocre advances and gear

    Not to sure if he still wants them back though. Hes already getting a ton of bonus XP due to underdog. Thats only been increased now!
    My Necromunda log, Shedan's Skullbashers! click me - 30-07 terrain update
    My Empire log, Altdorf mountain patrol -> click me - 28-4 tale of X gamers project (knights) due date
    40K campaign with friends! click me started date 01-11-2013

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