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Author Topic: The Warriors meets Necromunda? Genre Notes 03/03/2012  (Read 25081 times)

Offline kitrok

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Re: The Warriors meets Necromunda?
« Reply #30 on: 01 March 2012, 07:22:14 AM »
@aggro84 wow.  Nice thread you've started here.
@LeadAsbestos I really dig the street thing.  Sweet!
@ink I think you've done some good research there with your list.  I need to start saving up my lunch money.
@viper the Hasselfree stuff looks like it could serve at least two gangs. Sho'Nuff!  Those could probably fit a "The Last Dragon" vibe as well!

I'm not sure if its kosher to NOT rent the movie, but there are several streams on youtube.com for The Warriors movie.  All low-quality and chunked into parts, such as this one here .




Offline aggro84

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #31 on: 03 March 2012, 05:15:21 PM »
Kitrok created a bunch of genre notes for a Warriors themed game.
They are for MEST but can easily be incorporated into other gaming systems...

GENRE GOALS
------------------------------
This genre will be a tribute to the film version of Sol Yurick's novel http://en.wikipedia.org/wiki/The_Warriors_%28Sol_Yurick_novel%29

There should be several linked mini-campaigns, all of which fight upon a map of Manhattan, New York. One of the mini-campaigns should be known as "The Gauntlet" and allow players to run one or more gangs through the series of encounters identified in the movie.  The campaigns should be focused on gathering two types of Resources; Reputation, and Recruits. A key feature should be the growth of a gang, and the customization of its members.  Gang members begin as Common archetypes and become customized in Champions.  There should be a sole Persona character in a gang that will represent the player. A player's gang should start with his Persona and two Champions as the core members.  Any battles that are fought must include one of the Champions or the Persona, and any number of Commons that are purchased.  

------------------------------
GANG TEMPLATE
------------------------------
The Warriors genre is mostly about melee combat; very few models will have anything besides Improvised, Unarmed, Club, Nun-chakus, or Small Knives.  Perhaps one or two might have Light or Medium Revolver in any assembly.

As such, we should differentiate the various gangs by their fighting styles or by their approach to combat.  There are a lot of gangs and I think we should address the ones we know first, but also set up a pattern that can be used to model the other gangs.

The first element of the pattern is that there should be thematic list of what can and what can't be weapons and armor for a gang. Next is a list of member types; there should be a sub-set of the Common archetypes as for the Basic Game rules and we should add new archetypes.  There should be a set of archetypes available to all gangs, and free-hires that can be picked up during a campaign. Also, each gang has a limited list of skills that could be assigned to it for when creating Champions placed into pick-lists; Grab-bag or Rare.

------------------------------
ARCHETYPES
------------------------------
Average; same as Basic Rules
Brawler; same as Basic Rules
Shooter; same as Basic Rules
Leader; same as Basic Rules
Side-kick; same as Basic Rules

Joker; has Average stats except for INT and includes [Selfless], Obviate and Sneaky
Fighter; has high CCA with Fight and Boxer
Peabody; SIZ 2 character with but has Timing, Stealth
Vet; receives Trained, Sure-footed
Brute; has [Braggart], includes high STR plus Tough, Sturdy
Thinker; has INT with Leader, Tactics, Planning
Ace; high stats but with [Comrade], Knife-fighter and Quick
Psycho; comes with the new [Wreckless] trait, includes Resolute, and Presence
Shy; comes with [Bond], has low stats, but receives Outwit
Look-out; low RCA, CCA, SIZ 2, with Sure-footed, Stealthy, Outwit
Mentor; receives Fencer, Tactics, Tough

------------------------------
TRAITS
------------------------------
I want to add some new traits [ NEW ] and restrict the over-all list of traits to those below [ EXISTING ].  Please feel free to add, limit, or remove as you see fit.

------------------------------
NEW
------------------------------
[Wreckless];
Penalized -1 Wild die Defender Close Combat Hit Tests while in a Scrum.

Quick;
May Counter-strike if tie with Active character in Close Combat Hit Test.

Boxer;
Receive +1 Modifier die Attacker Close Combat Tests if using Concentrate.

Planning;
When this character’s activation has ended, receive an Initiative Point to spend immediately upon any Ordered friendly character; if unspent the IP is lost.

Sneaky;
Automatically become Hidden at no cost if behind cover or when not in LOS.


------------------------------
EXISTING
------------------------------
[Bond <character>];
Whenever this character is not within Cohesion of <character>, it is penalized -1 Wild dice for Combat and Morale Tests.

[Braggart];
May never use the Hide action, nor become Hidden. Any friendly model within Cohesion suffers ?1 Wild die when targeted for Detect Tests.

[Comrade <character>];
When <character> has been eliminated from play or in a Scrum, this character must as its first action each Turn either join the Scrum or Engage the model that eliminated <character> until that opponent has been Knocked-out or Eliminated.

[Selfless <character>];
While Engaged to an opponent in common with <character>; any damage received by <character> may instead be given to this character.

Acrobatic X;
Receive +X Base dice Defender Combat Tests. Allows movement across the bases of up to X models as though they were not present. Never penalized for being Flanked or Cornered. Ignores X penalties for being Outnumbered in a Scrum.    2 + 12X

Brawler;
If Attentive and Engaged may perform Circle or Push Bonus Action in spite of not passing Combat Test, but acquire Delay token.

Fencer;
While Attentive, all Melee weapons without the [Stub] trait used in Close Combat receive the Parry trait if Defender and the Impale trait if Attacker.

Fight;
If Fight level is higher than the Engaged opponent; receive an extra Bonus Action. If two higher the opponent is disallowed a Bonus Action unless using a Concentrated attack against this character. Each level beyond two more than the opponent allows another Bonus Action.

Focused X;
Considered Attentive with up to X Delay tokens; these Delay tokens don’t convert to Stun damage. At the start of this characters’ Initiative, it may ignore X Delay tokens.

Knife-fighter;
Melee weapons with the [Stub] trait may optionally use REF for Attacker Hit Test and optionally use CCA for Attacker Damage Test.

Leader X;
If within Visibility of a friendly model it provides a bonus +X Modifier dice for all Morale Tests. Only one model with this trait may provide bonus.

Obviate X;
For 1 AP if Free and within Cohesion of Attentive target without the [Beast] disability; perform +X Base dice for Opposed INT Test while within Cohesion of Attentive target. Target receives delay X Delay tokens equal to cascades.

Outwit X;
Receive +X Modifier dice for Close Combat Hit Tests. If Attentive, the Hit Test may instead be performed comparing INT. Negates Outwit X.

Presence X;
Costs 1 AP. If no character has yet been Wounded; perform Opposed INT Test at +X Base dice against Sociable target within Cohesion. +1 Modifier die for every Attentive friendly model within Cohesion that also has Presence. Upon success, this model and any friendly models within Cohesion may not be targeted by Combat attacks until after the target itself has been attacked. If targeted, reduces other’s Presence by X.

Resolute;
Do not count for Bottle Test calculations

Sure-footed;
Downgrade Terrain effects on movement by one per: Difficult ? Rough ? Clear.

Tactics X;
Receive +X Base dice for Initiative Test when designated as the player's Leader.

Timing X;
When Attentive, for any Opposed Test involving this character; whenever opponent rolls a die showing a face-value of 1, award that as a success for this character. Negates Timing X of opponent.

Tough X;
Receive +X Wounds.

Trained <list>;
If target in <list> is within Cohesion and Activates this character may also activate. Spend AP for these characters in any order. Afterwards, mark all characters as Done.

Sturdy X;
Receive +X Base dice for Defense Damage Tests. Ignores first Stun damage received of any attack.
« Last Edit: 03 March 2012, 05:19:02 PM by aggro84 »

Offline Viper

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #32 on: 04 March 2012, 04:22:03 AM »
Hmm sounds interesting.

I'm not familier with MEST so just going off to have a read of it justnow.
Nemo me impune lacessit
Wha daur meddle wi' me?

Offline aggro84

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #33 on: 04 March 2012, 06:21:38 PM »
Viper, feel free to post any suggestions, additions or subtractions here.

I thought Molotov Cocktails were a must.

Offline kitrok

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #34 on: 04 March 2012, 08:31:42 PM »
I found this on youtube.com just recently posted by lalakers1984.  It's a deleted scene in which the chieftain of the Warriors [ Cleon ] cites his reasoning for selecting 8 out of 120 members of his gang.  He uses terminology identifying respective roles of those 8; good source I think for keeping it real.

Roles:
1. Swan - War chief
2. Snowball - Music man (raises boom-box).  Gots-to have a boom-box.
3. Fox - Scout, Memory man (navigation, lore)
4. Cowboy - Soldier
5. Cochise - Soldier, Heavy muscle
6. Ajax - Soldier, Heavy muscle
7. Vermin - Bearer (money-man)
8. Rembrandt - "Artist" (spray-can man)
 


Offline Viper

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #35 on: 05 March 2012, 02:42:59 AM »
Certainly I love the character creation it really gets a huge level of differences across.

Not so keen on the general rules of MEST though.
The opposed roll system seems a little over complicated, not by much and I'm sure after a few games it would run fairly smoothly, but different dice types, carry overs, successes and so on just seem a tad overboard.

That said I am speaking from a stand point based mostly in old Games Workshop games, even then GW games over complicated even the basic stuff at times.

I guess I have something faster and more brutal in mind from a gameplay stand point, I'm just not totally sure what yet.
 :?

Offline LeadAsbestos

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #36 on: 05 March 2012, 09:41:34 AM »
The Song of Blades and Heroes system seems perfect. Diff stats for diff troop types, a little advancement/campaign system, easy combat resolution.

Song of Denim and Switchblades? ;)

Offline Lowtardog

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #37 on: 05 March 2012, 09:46:20 AM »
The Song of Blades and Heroes system seems perfect. Diff stats for diff troop types, a little advancement/campaign system, easy combat resolution.

Song of Denim and Switchblades? ;)

Yep would work very well, the swash buckling one Flashing Blades would adapt quite well as it has lots of daring do and combat options whihc would reflect close hand to hand combat well

Offline Viper

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #38 on: 05 March 2012, 01:08:14 PM »
I must, sheepishly, admit to having no clue at all about the various "Song of" rules, I feel a pressing need to educate myself.

Song of Denim and Switchblades? ;)

Song of Bats and Boppers?

Edit: Just had a look at the Ganesha store, are Flying Lead and Mutants and Death Ray Guns a bit too firearm focused for this?
« Last Edit: 05 March 2012, 01:43:33 PM by Viper »

Offline meatpuppet7

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #39 on: 05 March 2012, 07:47:15 PM »
Hello everyone,  this is my fist post and all that, but I'd like to suggest that the Spinespur rules set would be pretty much perfect for running "the warriors" as a miniatures game.
In hoc signo vinces

Offline aggro84

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #40 on: 06 March 2012, 02:43:43 AM »
Kitrok- That deleted scene almost seemed like it was specifically shot for wargamers wanting to start a Warriors project!  :-*

Certainly I love the character creation it really gets a huge level of differences across.

Not so keen on the general rules of MEST though.
The opposed roll system seems a little over complicated, not by much and I'm sure after a few games it would run fairly smoothly, but different dice types, carry overs, successes and so on just seem a tad overboard.

That said I am speaking from a stand point based mostly in old Games Workshop games, even then GW games over complicated even the basic stuff at times.

I guess I have something faster and more brutal in mind from a gameplay stand point, I'm just not totally sure what yet.
 :?

Thanks for the feedback Viper. I appreciate it and I'm sure Kitrok does too. I've been a little concerned that people see the different dice types and are a little intimidated by them. Kitrok and I have been playing with them so long, they just seem second nature to us, so its really nice to get a fresh faces perspective on things.  :)

Anyone else out there please feel free to comment for better or for worse.

Lowtardog Viper and meatpuppet7- Feel free to customize these ideas to which ever system you want.

meat puppet7- I've never read the Spinespur rules, but they looked interesting. By the way welcome to LAF.


Offline Marine0846

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #41 on: 11 March 2012, 04:03:49 PM »
I finally got a copy of The Warriors.
I liked it alot.
 I like the idea of different gangs and their "turf."
A prefect club project, members of a club build their own piece of turf, maybe 2 feet by 2feet.
Put them all together and see what you get.
Semper Fi, Mac

Offline aggro84

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #42 on: 11 March 2012, 04:16:46 PM »
Marine84,
Glad you enjoyed the movie. There's some great "miniature inspiration" in it.
I hope they never try to remake it though!

On another note, for anyone who has read the MEST rules,
Would something like this be a more appealing dice resolution system?
It would feature only one die type instead of the three different colored dice.




1.  Roll two dice; +1 success for each 4, 5, or 6.
2.  Add bonus dice; only one player gets to have bonus dice because they'll cancel each other out.
3.  Roll dice and count successes.  Every '6' that appears is a carry-over to the Damage test.
4.  Find test score by adding successes to attribute value.  Rule-of-Three still applies.

Things that were +1 Modifier dice are now just +bonus dice.
Things that were +1 Base dice are now just +2 bonus dice
Things that were +1 Wild dice are now +1 attribute value; these will be infrequent such as ROF, Outnumbering, and a couple of others particularly weapons.

ROF X is now +X attribute value for Hit test and for Damage test but must be declared for each.  Roll a D6 equal or greater than the amount declared; if fail 'Jam' for Hit test, and 'Out-of-Ammo' for Damage test.  No re-roll.


When converting dice for weapons, each +1m becomes +1 bonus die
When converting dice for weapons, each +1b becomes +1 bonus die, each +2b becomes +1 damage and +2 bonus die
When converting dice for weapons, each +1w becomes +2 bonus dice, each +2w becomes +1 damage and +2 bonus die, each +3w is +1 damage and +3 bonus dice

Dynamite used to be 1 + 3w.  It will become 2 + 3w


Offline kitrok

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #43 on: 11 March 2012, 10:57:35 PM »
@viper I understand your perspective on the dice.  ;)  I tend to like cinematic games and so the MEST rules reflect that.  For example, the majority of the dice colors to be used are just white (base dice) and red (modifier dice).  I worked in the yellow (wild dice) for rate-of-fire attacks, and those rarely appear unless using powerful traits or when using machine guns.

The game rules are focused a little smaller-scale than the quicker-playing Song-of-Blades-and-Heroes which allows the 8-16 models with a 300 point start to complete a skirmish-level conflict within 30 minutes. 

The idea behind MEST instead was to focus on the actions of 5-10 key individuals using a 750-point start to create a story derived from combat actions resolvable within about 60 minutes.  As such, the MEST game system falls more in the same narrative niche as Rat-trap Productions or Goalsystem, or even the newer Crooked Dice offering 7Tv. All of these systems solve their own needs and I think are good at what they do. 

@aggro84 BTW, more on the Warriors.  I placed an order for Sol Yurick's book and I'll be getting  a copy to read soon.  Also I found this link for a map of Manhattan:
.  I'll try to find some time and sit through the movie for the flavor aspect. Already I'm thinking that .38-specials should generate Fear because of their rarity within the genre.  :o

Offline aggro84

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Re: The Warriors meets Necromunda? Genre Notes 03/03/2012
« Reply #44 on: 12 March 2012, 02:35:49 AM »
Already I'm thinking that .38-specials should generate Fear because of their rarity within the genre.  :o

Good idea! I like it.  :-*

 

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