This is so cool! I love it! In my campaign, a company went too far with the implants, got it's last Taint and went on a killing spree through the Order's flagship. If we had had this, maybe we could have sorted something out.
Zaran
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That's nice.
In my games there has been a few parlour situations and this could have come handy. My players have a big tendency to demand services of the Dominion and simply lie to their enemies (in the rare occasions when they don't shoot them at first sight). This would open a whole new dimension to the game!
I like that!
I tried myself and got "Rescue in orbital citadel with weapon malfunctioning".
The Order has to evacuate all the civilians in Neo-Krosvitz, a research station in the orbit of Uranus that has been taken by cyborg terrorists. Sadly, the last resupply weapon batch stayed a bit too long by a pulsar star and, because of the radiation, 60% of the weaponry shows glitches, problems reloading or suddenly stops working.
One thing we have noticed is that if you start with only one territory it's really hard to progress as everyone is very poor and the tendency is to conquer other players' territories. This usually leads to a few squirmises fought to the last man obliterating all gangs but one (usually weakened). The option to generate a new territory is there but stealing from others is just better.
As a simple solution to this, I think that starting with more territories could help. This way, you aren't that bad if you lose one, everyone starts wealthier and that gives more options.
A good thing about the game: it takes very little to play. I met some friends last night for a board gaming session and I managed to squeeze Necroworlda instead of the regular filler and we ended up playing for two hours!
The best part is the story that the game tells: two gangs fought for a weapon loot and the winner used it to conquer the village of another player. This one had to run away after heavy loses and spent most of the game wandering in the wasteland until by chance they discovered some tunnels they used to ruthlessly attack back their former village. Other player ended up with three weapon factories but every time he went to sell them there was a battle in the black market. He lost three or four gangers he had to buy back.
Eventually, the winner was the player that took the village and controlled two casinos that worked incredibly well. That same player didn't attack other gangs, just destroyed their territories. After destroying a couple of gangs, the other remaining one just couldn't stop him.
I think what pushed people back was the amount of rules. There were so many details and exceptions and conflictive rules that was hard to organise games.
Apart of that, good news, I convinced my other half last night to try your game and my mutant gang, the Blistered Rats faced the Plutonium Chainsaws, his head hunters. We had a few squirmises mainly around his casino, wich changed of owners a couple of times. Eventually, the Blistered Rats ran out of money and weapons and ended up going a bit too often to the wasteland where my last surviving mutant was devoured by a bigger mutant. XDDD
We had good fun and we agreed the game would be funnier with more players. How many can play this?
This looks great!
In my club they tried to play Necromunda a few times but Blood Bowl got in the middle. The last attempt of a campaign was interrupted by the arrival of Mordheim (come on!) and that was the end of it. The few gangs around were recycled into chaos and imperial guard armies.
I want to give this a go.
Agmina Sphingis: the Winged Goddess Cleopantor gave humankind the gift of her children, the Oligarchs, who command the Space Knight Orders in the conquest of the galaxy. But the Oligarchs are not free of human flaws and the power they hold might cause terrible sorrow to the just born Dominion...
I recently started reading the Horus Heresy and just can say...
Which I think would be a great idea for a campaign although I don't know how could you manage such amount of information with a galaxy wide scenario and potentially thousands of NPCs. But it sounds really really interesting.
LIBER TENEBRARUM
An expansion to play with the bad guys: aliens, renegades, dark cults, space pirates and the like.
That's the obvious one: all the armies from W40K and other Sci fi franchises could potentially have playbooks.
Those are nice. I like the first one specially as it's very epic, reminds me of 300.
Back in the uni days, I had this friend in my ttrpg group who always had edgy characters (assassins and the like with sunglasses and wearing black) and always speaking in grim quotes from comics and songs. His best achievement was in Shadowrun when his street samurai (sunglasses, black leather jacket and trousers) got shot by like five guns with explosive ammunition, the GM got lucky with the dice and the poor character got damage to die three times. The Player took it with philosophy and asked for some last words which were:
-I have stopped them all.
We all burst into laughter and applause.