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Mini-Munda
Posted:
Wed Jun 22, 2016 6:13 pm
by Dave
What's the appetite for a slow grow league once the campaign is done?
Also I am finding that I am constantly forgetting stuff about my gang! (Age/stupidity I guess) so what about the following:
500 creds to start
3 territories to start
Max 8(10?) gang members
Mandatory Bottle rolls at 50% instead of 25% to account for lower numbers (but you can still voluntary bottle at 25%)
Any other changes you'd make? (apart from a total rewrite of course!)
Dave
Re: Mini-Munda
Posted:
Wed Jun 22, 2016 6:32 pm
by Ray
I would join this
Re: Mini-Munda
Posted:
Wed Jun 22, 2016 6:49 pm
by Mike
How about all Juves 10 models =250 with 250 weapons.
Teenage gang warfare.
Pick one to be leader then after that the first person who gets Ld is leader.
Can take spec / heavy weapon only when they get the specialist skill.
Re: Mini-Munda
Posted:
Wed Jun 22, 2016 7:32 pm
by Ray
All juves will lead to massive levels of proxying since most models are gangers and have basic weapons
Re: Mini-Munda
Posted:
Wed Jun 22, 2016 9:03 pm
by Mike
Ray wrote:All juves will lead to massive levels of proxying since most models are gangers and have basic weapons
Possible purchase a plastic cheap box from another game and develop as we go on? A sort of Necromunda Legacy
Or Mike takes that idea in to another realm.
Legacy ?
Re: Mini-Munda
Posted:
Wed Jun 22, 2016 11:06 pm
by Tom
Even smaller! Everyone starts with 1 leader, 1 heavy, 1 ganger, 2 juves. Maximum gang size slowly rises over time but all new hires must be juves. Play on quarter size boards. I'm making this up as I go along. I should go to bed now.
Re: Mini-Munda
Posted:
Wed Jun 22, 2016 11:26 pm
by Mike
Tom wrote:Even smaller! Everyone starts with 1 leader, 1 heavy, 1 ganger, 2 juves. Maximum gang size slowly rises over time but all new hires must be juves. Play on quarter size boards. I'm making this up as I go along. I should go to bed now.
Like the idea. Could it be stretched further with limits on monetary expenditure or an equipment list with more levels rather than common/rare.
Fallout Necromunda
Re: Mini-Munda
Posted:
Wed Jun 22, 2016 11:55 pm
by Ray
I like that a lot better. Really not interested in picking up yet more figures to play a game I already have a ton of stuff for.
Income would be massively restricted for ages because only the one ganger can work territories (and only if he isn't injured). Would make for really fast games and fun progression. We might need to change the rules slightly though to allow anyone to test to unpin. Requiring a friend nearby is going to force the whole gang to clump together or be pinned constantly.
Re: Mini-Munda
Posted:
Thu Jun 23, 2016 7:42 am
by Dave
Taking some of the ideas on board how about:
500 Creds
3 Territories - one of which is a settlement(?) (got to live somewhere right?!)
Max Gangs size 8
Gang Compositon (to allow for a little creativity):
1 Leader
0-1 Heavy
0-3 Ganger
0-4 Juve
New Hires can only be Juves (for gangs without a Juve equivalent then this becomes whatever the cheapest member to recruit is).
Pinning - Leadership Test, no friend required to be able to test (although you can use the leader's leadership if within his 6"(?) influence bubble or a friend's leadership if within 2").
Mandatory Bottle rolls at 50% instead of 25% to account for lower numbers (but you can still voluntary bottle at 25%)
Playing area 2x2
Dave
Re: Mini-Munda
Posted:
Thu Jun 23, 2016 8:14 am
by Darkson (Simon)
There were rules for a Juve-only gang in one of the Journals and/or Necromunda magazines. Iirc you could take Juves from any gang ("down with the oldies"), and they had access to basic weapons on top of the normal pistol/hand options.