I want to take the Freebooter rules and fork them (fork as in software development). The Freebooters work quite well and tUGS' own Depiff runs a quite successful mob of them, however there are some issues with using them for what I want to do.
I want to create a mob structured like an outlaw motorcycle club but current listings make it a bit difficult. For a start, bikes are expensive, secondly riders can't get off and on at will, thirdly riders can't use shootas, kannons, or similar whilst riding. There's other issue too, but those are the initial problems.
Before you take a look at the changes I'm making, have a read through the Freebooterz PDF as I'm making comparisons to those rules.
Here's the structure I propose:
1 President = Kaptin
12 teef
0 - 1 Vice President = Furst Mate
8 teef
Mek (name pending) = Bad Mek
8 teef
Retain the kustomisin' ability as well as allowing one to look after 4 bikes.
Full-Patch Members = Freebooterz
5 teef
0 - 1 Prospect = Kabin Boy
3 teef
Vehicles:
Bike - 8 teef
Trak - 20 teef
Trukk - 25 teef
To offset the reduction in cost of the Meks and the enhanced vehicle coverage I plan the following and would like your feedback and opinions:
- The mob may only ever own one trukk or trak
- Kustomisin' and repairs cannot be done in Mektown
To combat the problem of a lack of firepower I'm thinking a unique skill table for the mob including one which allows the warrior to use two-handed gunz whilst on a bike.
I might give them access to some sort of explosives or cheaper krak grenades to compensate for their very limited access to vehicle-busting weaponry.
Lastly they'll all have the ability to get off their bikes and move normally, and then get back on again - unique to this mob.
I feel like I've missed something, but I can always edit this post or reply, in the meantime, let me know what you think.
EDIT: Rules are done.