MOD- this thread brings together a number of separate threads with similar themes into one place. The responses might seem out of order or not make sense in places, it’s due to the time stamps on posts from those threads and /or lack of quotations.
Once Carona is over me and a group I joined 2 weeks prior to Carona are planning to do A Necromunda Campaign, the Campaign will have several features and rules that will make the campaign unique, I plan to use house Orlock, so far I've only decided what each model will cost and I want to if the following is a balanced starting gang
The Gang will have 1 270 Credit Road Captain, 2 210 Credit Road Sergeants, 1 210 Credit Arms Master, 10 100 Credit Gunners, 2 85 Credit Wreckers and 2 65 Credit Greenhorns
In this Campaign all Gangs start with 2,200 Credits, A Reputation of 16 and A Turf of 8
They also have all A Settlement that raises their Reputation to 17
Thanks to The Rules changes The GM made that lets all Gangs start with up to 3 Champions, up to 3 3 Brutes and up to 3 Hangers-on
As well as which all Leaders or equivalents and all Champions or equivalents start with 1 Free Skill and the player gets to choose The Skills
That all Gang Members, even Juves and Gangers or the equivalents, start with 1 Free Advance chosen by The Player
Despite that he/she can’t choose to promote Gangers or the equivalents to Specialists
But all Gangs start with 1 Ganger promoted to Specialist
Rules for buying Properties that will get you a free replacement any Hangers-on that die or leave. 3 examples being Private Surgery for Rogue-Doc, Private Slop-House for Slopper and Brute Training Ground for Brute Handler
Theirs no longer a limit on what A Gang Member can own
The former limit on what A Gang Member can own now applies to what they can use in a game
The GM has ruled that Helot Cultist Gangs can have 3 Champions and 1 Witch
Thanks to get another rules change The GM made all members of all Gangs can store or even sell stuff they don’t want
Once Carona is over me and a group I joined 2 weeks prior to Carona are planning to do A Necromunda Campaign, the Campaign will have several features and rules that will make the campaign unique, I plan to use house Orlock, so far I've only decided what each model will cost and I want to if the following is a balanced starting gang
The Gang will have 1 270 Credit Road Captain, 2 210 Credit Road Sergeants, 1 210 Credit Arms Master, 10 100 Credit Gunners, 2 85 Credit Wreckers and 2 65 Credit Greenhorns
In this Campaign all Gangs start with 2,200 Credits, A Reputation of 16 and A Turf of 8
They also have all A Settlement that raises their Reputation to 17
Thanks to The Rules changes The GM made that lets all Gangs start with up to 3 Champions, up to 3 3 Brutes and up to 3 Hangers-on
As well as which all Leaders or equivalents and all Champions or equivalents start with 1 Free Skill and the player gets to choose The Skills
That all Gang Members, even Juves and Gangers or the equivalents, start with 1 Free Advance chosen by The Player
Despite that he/she can’t choose to promote Gangers or the equivalents to Specialists
But all Gangs start with 1 Ganger promoted to Specialist
Rules for buying Properties that will get you a free replacement any Hangers-on that die or leave. 3 examples being Private Surgery for Rogue-Doc, Private Slop-House for Slopper and Brute Training Ground for Brute Handler
Theirs no longer a limit on what A Gang Member can own
The former limit on what A Gang Member can own now applies to what they can use in a game
The GM has ruled that Helot Cultist Gangs can have 3 Champions and 1 Witch
Thanks to get another rules change The GM made all members of all Gangs can store or even sell stuff they don’t want
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