Welcome Guest [Log In] [Register]
Add Reply
Mission mutator
Topic Started: Jul 11 2009, 04:17 PM (143 Views)
dicehead
Member Avatar
Coldheart
[ * ]
This is an optional rule to add variety to campaign battles and looting missions. The player who is in attacking gets to decide if they want to roll for a mission mutator or not. If they want to, roll D12 once both sides have set up on the table.

1: Bloodworms
At the end of both players turn any characters that are prone and outside a building take D4 damage and are dragged D4" in a random direction. Prone characters that are 1" or more above ground level are not viable targets for a bloodworm and are not affected.

2: Dust Storm
Shots cannot be fired further than D4+4 distance for the entire battle. Any character knocked prone is swallowed by the shifting sands and killed. Items carried by characters that are killed are not lootable in this battle.

3: Ambush
The defender sets up both the attackers and the defenders, anywhere on the board. Defenders must be at least 3" away from any attacker.

4: Wandering Dead
Place D12+4 chaser zombies in the middle of the table. Once both players have taken their turn the zombies move towards the closest enemy they can see and attack it in close combat if they can. Zombies ignore all other zombies.

5: Severe radiation
At the end of a players turn all of their characters (but not vehicles) take a point of damage which ignores armour. Characters with wastewalker or a vac suit are immune as are all mutants.

6: Collapsing buildings
Once both players have set up their characters roll D6 for every piece of scenery, on a 5 or 6 remove it from the table. Any character that enters a building must roll D6, on a 6 the building collapses, replace it with rubble and deal D8 damage to them ignoring armour.

7: Reinforcements
The defender is joined for the duration of the battle by D4 of the cheapest archetype they can normally hire, armed with either sword or a shotgun or a smg or a pistol and knife (choose one option).

8: Road Junction
The winner of this battle gains a free highway sector.

9: Prisoner
A prisoner is held here, if the attacker kills all of the defenders they may hire one character of any archetype, though they must pay the normal cost of hiring them.

10: Fuel Barrels
Any looted item is a fuel barrel worth 10 resources. If the battle is not a looting mission then the winner earns a bonus 20 resources instead.

11: Caged Slaves
The winner of the battle can liberate D4 slaves (survivor archetype). If the winner is the living dead then they are turned into zombies (choose any type).

12: Bloodbath
Any experience points earned are doubled. This applies to both sides. The winner of this battle may give one character the leader skill if nobody in the gang already has it.
Power and chaos!
Offline Profile Quote Post Goto Top
 
mattblackgod
Member Avatar
Administrator
[ * ]
Nice rules. I hope to give them a try in the future.
Mattblackgod - Warlord in Charge and Wargames Anarchist!

Bow Down to the Wasteland Warlords!!!!

Mattblackgods world - A Post Apoc minis site

Mutate & Survive!
Offline Profile Quote Post Goto Top
 
v_lazy_dragon
Member Avatar
Enforcer
[ * ]
These look really promising Joe!
-Xander
"I know not what weapons WWIII will be fought with, but WW IV will be fought with sticks and stones" Einstein.
Check out my modern wargaming website: Black-Ops-Command
Offline Profile Quote Post Goto Top
 
dicehead
Member Avatar
Coldheart
[ * ]
Thanks I'm thinking of doing a separate chart for each faction to make a living dead mission totally different to a scavenger mission. Totally optional of course, but there if people want to expand the game and it's easy enough to rewrite it for a specific setting.

I noticed over the years that people tend to have fond memories of games where a simple story seems to have developed randomly over the course of a campaign. It's just an attempt to seed campaigns with a bit of random narrative, if that doesn't sound whopping pretentious for a D12 chart..
Power and chaos!
Offline Profile Quote Post Goto Top
 
Tinker
Member Avatar
Old School Member
[ * ]
Good idea.

Different factions would have different motivation driving them... Automobile factions need gas, Zombies would need fresh brains, cults need converts, and scavengers need junk... to me it would make it easy for a player who might draw a blank on how to play a particular group.
My hands are blistered from trying to get a grip on reality!
Offline Profile Quote Post Goto Top
 
RavenFeast
Member Avatar
Raider
[ * ]
Nope, not pretentious. Very cool, in fact.

I like random elements in these types of games; it adds to the story.

You could also have encounter markers scattered around the table (in the case of ruins or zombie games: one in each building) and a deck of random events. Every time a figure touched an encounter marker, or made a successful "scouting" roll from several inches away, then you'd draw a card from the deck. For Post Apocalyptic, there could be things like...

Old warbot - roll randomly each turn to find out it's current mood. A really big warbot could be a "once a campaign" thing.

Wildlife - a dozen types of mutated critters. They could be worth something if killed/captured, or just pests. Am I the only one thinking: "giant, radioactive ants"?

Zombies - they're everywhere. Get used to it.

Locals - NPC's with their own agenda. Could be raiders, The Local Law, a mutant horde, a bunch of bunker babies on a bus tour, etc. They don't necessarily have to fight the players, just be in the way.

Loot - most critters don't loot the bodies after they kill 'em, so there may be some goodies mixed in with the shredded, bloody clothing and sun-bleached bones. Assuming, that is, they weren't swallowed whole.

Traps - simple quicksand, pit traps or snares all the way up to unexploded munitions. Would you mind not shooting at the thermonuclear weapons? :(|;):

And sometimes a particularly memorable random event could help shape the campaign. Save the bunker babies and they'll give you access to some better tech. Help The Local Law and you'll get to call on them once for additional troops if the mission doesn't violate their ethics. Stuff like that.

Edited by RavenFeast, Jul 14 2009, 03:03 AM.
- Al

___
"A few are born with the talent. The rest of us are just too darn stubborn to put down the brush and walk away."

PA figures I've been working on --> http://ravenfeast.deviantart.com/gallery/#Sci-Fi-Post-Apocalyptic
http://www.rivetsandsteam.com
Offline Profile Quote Post Goto Top
 
dicehead
Member Avatar
Coldheart
[ * ]
Cheers Raven that's very interesting, it would be quite easy to incorporate something like that into the looting missions. I definitely like the idea of not knowing what you're going to be up against when you start poking around some ruins.

One really nasty result could be that all search points turn into zombie generators spitting out a few zombies every turn to represent an undisturbed basement full of them or something like that. Time to leg it!
Edited by dicehead, Jul 14 2009, 12:39 PM.
Power and chaos!
Offline Profile Quote Post Goto Top
 
mattblackgod
Member Avatar
Administrator
[ * ]
I like the idea. Its gives more flavor to different games and missions. Makes the game more like real life.
Mattblackgod - Warlord in Charge and Wargames Anarchist!

Bow Down to the Wasteland Warlords!!!!

Mattblackgods world - A Post Apoc minis site

Mutate & Survive!
Offline Profile Quote Post Goto Top
 
dicehead
Member Avatar
Coldheart
[ * ]
I was just thinking it, what do you think of this - when you search an area you roll to see what's there, but you choose to roll one, two or three D12. The best loot and biggest trouble is at the higher end of the table and the lower end is generally fairly easy stuff. That way you can more or less set your own difficulty.
Power and chaos!
Offline Profile Quote Post Goto Top
 
RavenFeast
Member Avatar
Raider
[ * ]
dicehead
Jul 14 2009, 12:33 PM
One really nasty result could be that all search points turn into zombie generators spitting out a few zombies every turn to represent an undisturbed basement full of them or something like that. Time to leg it!
That's evil! I like it! :(|:D:

Keep in mind that about a third of the cards in the deck would be blank, so there's always a chance that the encounter marker would yield nothing whatsoever.

Or have two tables/decks. One for the occupant of the encounter location, the other for any loot. This is what we did for the ATZ game we ran at Historicon all those years ago. The players had to deal with the occupants before they could find out what loot there was, if any.
- Al

___
"A few are born with the talent. The rest of us are just too darn stubborn to put down the brush and walk away."

PA figures I've been working on --> http://ravenfeast.deviantart.com/gallery/#Sci-Fi-Post-Apocalyptic
http://www.rivetsandsteam.com
Offline Profile Quote Post Goto Top
 
Tinker
Member Avatar
Old School Member
[ * ]
RavenFeast
Jul 14 2009, 02:58 AM
... a bunch of bunker babies on a bus tour...
:lol:
My hands are blistered from trying to get a grip on reality!
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Wasteland Rules · Next Topic »
Add Reply