Settlement mode, thoughts, ideas, and advice.
We’re talking about starting Settlement Mode the next time we play, so we’re starting to really dig through the settlement rules. In doing so, I’ve been rolling around some ideas that I wanted to run past the community for two reasons: 1. So you guys can poke holes in my ideas if I’m doing something stupid. and 2. To share some potential house rules with anyone who might be interested in them.
We’re thinking about making 2 or more settlements each, choosing our favorite factions to use for our settlements.
Details: Excluding your leader, each House allows you to take one additional character who is either Unique or has a base value above 75 points. (This would include any named character, or powerful characters like the Behemoth, Paladin, Veteran Raider, etc.)
Requires: 1 Power, 1 Water
NOTE: You can change the name to reflect your faction if you’d like.
Robots and Turrets:
For every structure you own, you may take up to 25 points worth of Robots and Turrets in any combination. These are in addition to your normal force. Equipment, weapons, perks, or anything else may be applied to these as part of your normal force cost. The settlement owner must place two terminals somewhere in their settlement, no close than BLUE to each other. These terminals can be hacked. The first terminal hacked will shut down all turrets and robots. The second allows the attacking player to designate new targets (Turn them on their owners.)
The settlement owner may take any number of obstacles they want when setting up the map. These items include but are not limited to: Barricades and other forms of cover. Anything the settlement owner feels will be helpful. For every three obstacles used (Rounded up) the attacking force may choose one hazard. Hazards may include radioactive barrels, explodeable cars, or anything else they think may be helpful. The attacking force may take two barricades instead of a hazard if they prefer.
Setup comes in three stages when attacking a settlement. Stage 1: The settlement owner places any structures related to their settlement. 2. The raiding player places all hazards on the table as they see fit. No hazard should be closer than RED to one another OR the edge of the playing area. 3. The settlement owner places all barricades and cover they have as they see fit. This includes terminals if you have robots or terminals. Last thing the settlement owner does is place the Stash.
The settlement owner may then designate a single side of the table that the raiding player may NOT attack from. After all structures and terrain is placed, troop placement happens as normal.
The stash is an objective that the settlement owner places after the table is completely set up. This is your cap stash, and the objective of the raiding player. If the raiding player is able to acquire the cap stash, and exit the map with it, those caps are then transferred to their settlement.
The settlement owner places the search markers on the table. There should be at minimum one for every item stored in Maintenance Shed. Items stored in Maintenance Sheds become their own search deck during play.
A settlement must be in a minimum of two scenarios between raids. Those scenarios include raiding other settlements. These stored items are lost to the settlement owner if the raiding player draws them.
Anyone have any thoughts or comments to share? Ideas for doing things better? Their own house rules that might be interesting to add? I’d love to hear what everyone has to say.
@robhistory Since we were talking about this the other day, and I told you I’d tag you in it when I posted it in the community, here it is! I’ve refined a few things since we originally talked about it and would love to hear your thoughts. I THINK I covered everything here that we’ve talked about before?