Wednesday, 3 February 2010

Planet 9 - on the edge.

Planet 9 is to be a concept, using the WarEngine rules, for a gang based skirmish game.

Starting a gang.

First of all you will need to create the leading character as you would build a normal character.

After creating your leader you will need to work out what his reputation is to build your gang. Roll a d6 and then consult the chart bellow. This becomes your leaders starting reputation.

1-2 = 3 gang members

2-4 = 4 members

5-6 = 5 members

For each member slot you have roll on the following chart to see what sot of character you have attracted.

1-3 = henchmen

4-5 = ganger

6 = character (choose one of the types available to your gang)

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Henchmen

They are the most expendable of the gangs members. Where possible they must stick together in groups of at least three with one designated as the units ‘leader’. If this is not possible they must form a unit with other model types. Its not unusual to have a character with henchmen as bodyguards in the same unit.

The first henchman must be a head henchman and become the leader of the unit and from that point as soon as you have three henchmen they MUST form their own unit. After that further henchmen can join that unit or form another one. But if a new unit is created the first must be a head henchman, you can not have more than one head henchman in a unit.

It is important that this is adhered to because henchmen gain skills as units rather than individuals. The skills are lost if the unit looses half of its original members. Adding to the unit can be done but only by one member per post game session.

Basic Henchmen Unit Choices:

Henchman (10):

T (2), MV – 6” (4), df – 1k1 (0), Mn – 2k2 (0),

Lead henchman (14):

Is the same but with Mn – 3k2 (2), Cr – 4” (2)

These gang members start off unarmed which is: Av – 1k1 (4) close combat attack.


When equipping them they are initially only allowed to be armed with pistols and close combat weapons.


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