Ray wrote:Can I suggest maybe captives get rethought in general? It's always been a bit of a problem when you get some guy captured then have to arrange a game against the same player to get him back and in the meantime just do without him for however many weeks that takes. Also it makes a mess of more organised campaigns where you have a scheduled list of games and opponents.
Check for Captives
As per the rulebook (roll 2D6 plus number of Out of Action opponents, on 13+ take a captive) but captives are only taken if the player left on the battlefield has not bottled.
The owner of the captive fighter must decide whether he intends to attempt a rescue mission to free the captive fighter now. If he states his intent to mount a rescue then the fighter is held captive as per normal rules allowing an attempt at a Rescue Mission next time the gangs fight. If he does not want to attempt the rescue then his opponent may sell the captive to the guilders or claim their bounty immediately.
If the captive is sold off without a Rescue Mission being attempted, the owning player may then petition their more powerful gang backers to use their influence to intervene and have the captive fighter returned to the gang at the cost of 1 rep and 50% of the captive’s cost (including equipment). This may be paid at the end of the post battle sequence after receiving income and trading, and does not affect the reward the captor receives. This option is not available once a rescue mission has been attempted.
Note: The best laid plans don’t always come together. If the planned Rescue Mission game is not happening within a reasonable time frame then either player may choose to progress things as if the option to attempt a rescue wasn’t chosen and sell or pay to claim back the captive as appropriate. If this happens then do your best to let the other party know so they can claim their rewards or opportunity to pay for their fighter’s return!
Tom wrote:I'm thinking we need something to address the situation Dave is in where he has only two guys not in recovery for the next game.
Something like the optional ability to take loss of 2 rep and d3x10 creds to have a week of going to ground and bring everyone out of recovery. Throw in a test of your alliance if you have one.
The rep cost seems a good way of making it negligible to a gang already struggling to make a name, but that a more established gang will avoid as it might start hitting the amount of hangers on and territories etc they can hold. And the small cred cost makes it not an auto take option when you have no rep to lose.
Users browsing this forum: No registered users and 1 guest