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RoyBatty
I have this awesome painted House Cawdor Necromunda gang I decided to use as an NPC gang in a scenario fight between two friends running CSO & APAC.

Here's the stats I came up with based on the fluff and my own ideas--

GANGER
MVE RCA CCA SAG BDY NRV CRAFT
4 3 3 3 3 3

Wounds: 0,0,0-1,-2,D

Skills & Abilities
Devout

Weapons & Equip
Shotgun
Autogun
Lasgun

COST: 33 ARMOR: 1 REP:

JUVE
MVE RCA CCA SAG BDY NRV CRAFT
4 2 3 4 3 2

0,0,-1,-2,D

Skills & Abilities
Parry
Swarm
Devout

Weapons & Equip
Knife
Hand Flamer
Autopistol

COST: 25 Armor: REP:

HEAVY
MVE RCA CCA SAG BDY NRV CRAFT
4 4 3 2 4 4

0,0,0,-1,-1,D

Skills & Abilities
Built for Battle
Sturdy
Devout

Weapons & Equip
Autocannon

COST: 50 ARMOR: 2 REP: 1

LEADER
MVE RCA CCA SAG BDY NRV CRAFT
5 4 4 3 4 5

0,0,0,-1,-2,D

Skills & Abilities
Leadership
Sufferance
Devout
Unerring Faith

Weapons & Equip
Chainsword
Bolt Pistol

ARMOR: 2 REP: 2

Input welcome.

Gimp
Without knowing your weapon stats, it's a little harder to judge, but here's some thoughts.

Gangers are probably a little low on cost, and that's assuming they have a choice on weapon, rather than all three. They're close to Peace Keeper stats, yet 6 points cheaper.

Juves are seriously in the elite range with SAG 4. There's a reason SAG improvements are limited to Hardened level characters in the campaign structure. SAG 4 against normal CSO Troopers with RCA 2, or APAC Enforcers with RCA 1, is a really potent advantage.

Parry is normally a weapon attribute, with only martial arts masters like the Fist able to parry without a weapon. Adding it to CCA 3 gives them an effective CCA 5 when they parry.

Swarm is not very appropriate for an intelligent model, though I'm guessing you're thinking only of the requirement to charge. That restriction would require the use of pre-measuring, which is an advantage for a non-mindless model with a ranged attack. Even if you blindly check the charge distance, it gives a solid sense of actual range a player should not get.

Heavies are another significantly underpriced model. While they have one damage point less than a Brick, and one more block in the fatal damage range, Built for Battle is a huge advantage only given to combat robots, and your heavy shoots like a Shootist with a +2 bonus over a Brick in RCA, and a +1 NRV, while costing 8 points less. REP is also normally limited to force leaders or their seconds.

Your Leader doesn't have a cost listed, but you're starting them with better stats than any other leader. Special heavy models and Dravani are the only models with BDY 4, and the Dravani Human Form is the only leader with that rating. Captain Doyle is the only model around with both RCA and CCA 4, and even he still runs BDY 3.

Your skill list is also redundant. Unerring Faith does nothing beyond what Leadership and Sufferance do, because your Leader is not a Craft user subject to Mind War.

Right now, your Gangers are close to Peace Keepers, and your Juves are elite close combat troops that wouldn't make sense to grow into Gangers.

I've helped a couple of friends convert Necromunda gangs to Rezolution, so here are the ideas we ran with:

Juves start as APAC Enforcers
Gangers start as CSO Troopers, or Peace Keepers for experienced teams
Leaders start as Mavens or Marshals
Heavies start as Bricks or Enforcer Heavies

Lasguns and autoguns run as assault rifles
Shotguns cost one more point than assault rifles in the campaign points, so that works for conversions
Autopistols run as machine pistols
Run hand flamers as flamthrowers limited to the first two range bands (4" max), and allow either two machine pistols or a machine pistol and hand flamer for the Juves.
Autocanons can be mini-guns, and you could allow the option of a launcher
Chainswords can be run as the Dravani Human Form's mono-blades
Bolt pistols can be run as hammerheads or smart pistols

Those starting points give solid and tested point values for your units, while still allowing you to use them as they were. Outbreak gives you point values for several other shifts to keep things in line, without even worrying about advances.
RoyBatty
Great notes! Thanks!

My idea with the Juves was to make them more wily, ferocious, Close combat troops, almost like rapid dogs (diff from Necromundas where they're just weaker young punks). I also liked the idea that they could "gang up" on a foe (hence the Swarm notion).

I'm not nearly as exp. with the system as you are, but everything you said makes total sense and I will share your changes with my group!

I appreciate all the input.

I did like the use of Devout for the Cawdor guys since they are fanatics. smile.gif smile.gif smile.gif





QUOTE(Gimp @ Jul 28 2008, 03:20 PM)
Without knowing your weapon stats, it's a little harder to judge, but here's some thoughts.

Gangers are probably a little low on cost, and that's assuming they have a choice on weapon, rather than all three.  They're close to Peace Keeper stats, yet 6 points cheaper.

Juves are seriously in the elite range with SAG 4.  There's a reason SAG improvements are limited to Hardened level characters in the campaign structure.  SAG 4 against normal CSO Troopers with RCA 2, or APAC Enforcers with RCA 1, is a really potent advantage.

Parry is normally a weapon attribute, with only martial arts masters like the Fist able to parry without a weapon.  Adding it to CCA 3 gives them an effective CCA 5 when they parry.

Swarm is not very appropriate for an intelligent model, though I'm guessing you're thinking only of the requirement to charge.  That restriction would require the use of pre-measuring, which is an advantage for a non-mindless model with a ranged attack.  Even if you blindly check the charge distance, it gives a solid sense of actual range a player should not get.

Heavies are another significantly underpriced model.  While they have one damage point less than a Brick, and one more block in the fatal damage range, Built for Battle is a huge advantage only given to combat robots, and your heavy shoots like a Shootist with a +2 bonus over a Brick in RCA, and a +1 NRV, while costing 8 points less.  REP is also normally limited to force leaders or their seconds.

Your Leader doesn't have a cost listed, but you're starting them with better stats than any other leader.  Special heavy models and Dravani are the only models with BDY 4, and the Dravani Human Form is the only leader with that rating.  Captain Doyle is the only model around with both RCA and CCA 4, and even he still runs BDY 3.

Your skill list is also redundant.  Unerring Faith does nothing beyond what Leadership and Sufferance do, because your Leader is not a Craft user subject to Mind War.

Right now, your Gangers are close to Peace Keepers, and your Juves are elite close combat troops that wouldn't make sense to grow into Gangers.

I've helped a couple of friends convert Necromunda gangs to Rezolution, so here are the ideas we ran with:

Juves start as APAC Enforcers
Gangers start as CSO Troopers, or Peace Keepers for experienced teams
Leaders start as Mavens or Marshals
Heavies start as Bricks or Enforcer Heavies

Lasguns and autoguns run as assault rifles
Shotguns cost one more point than assault rifles in the campaign points, so that works for conversions
Autopistols run as machine pistols
Run hand flamers as flamthrowers limited to the first two range bands (4" max), and allow either two machine pistols or a machine pistol and hand flamer for the Juves.
Autocanons can be mini-guns, and you could allow the option of a launcher
Chainswords can be run as the Dravani Human Form's mono-blades
Bolt pistols can be run as hammerheads or smart pistols

Those starting points give solid and tested point values for your units, while still allowing you to use them as they were.  Outbreak gives you point values for several other shifts to keep things in line, without even worrying about advances.
[right][snapback]21112[/snapback][/right]

Gimp
I thought Devout was a good idea for Cawdor, too. I never played Cawdor, going mostly with the Orlocks and Goliaths from the box, and only adding Escher to my collection to fill out the gangs people were playing.

You had some very cool ideas there, but you have to make sure new things fit well with established ones if you're going to cross games. You don't want to turn off players by missing an overpowered new unit or ability.

That's why I tend to start with established units, and tweak things from there; it keeps things balanced better if things were balanced to begin with (still a favorite thing about Rezolution for me).

Let us know how things work out, and try a Data Dump article if your group really likes it.
JackDinn
What do you mean by "NPC gang"? I've played RPGs so I understand it in that context but how are they incorporated into wargaming?

I assume your friends play crews competing for a similar goal but what's the objective of the NPCs?
RoyBatty

We play a scenario where the Game Master controls a "neutral" gang.

So perhaps two diff crews have to break into a complex to steal an object, but the complex belongs to the 3rd party (the npc gang).

Now not only do the players have to tangle with one another, they have a wild card force to contend with as well.

Capice?

D
Bryan Borgman
QUOTE(RoyBatty @ Aug 1 2008, 06:25 PM)
We play a scenario where the Game Master controls a "neutral" gang.

So perhaps two diff crews have to break into a complex to steal an object, but the complex belongs to the 3rd party (the npc gang).

Now not only do the players have to tangle with one another, they have a wild card force to contend with as well.

Capice?

D
[right][snapback]21136[/snapback][/right]


So you have a GM? Isn't this basically as playing a 3-way?
Gimp
It can be a simple three way, or a neutral force of different size with specific rules of engagement. We've also done this with different games through the years with some very fun results. Even the original RT 40K was designed with a GM in mind to control battlefield elements the players might not know about.

Think Toxic Zombies with more brains, and sometimes guns.
Bryan Borgman
QUOTE(Gimp @ Aug 2 2008, 03:06 AM)

Think Toxic Zombies with more brains, and sometimes guns.
[right][snapback]21142[/snapback][/right]


When I think "toxic zombies"... I think "recruits"! smile.gif

The 3rd party sounds interesting. It sort of lends to an idea I have for a Halloween scenario.
RoyBatty
GM's are esp. useful in campaigns - it's good to have a neutral player to settle disagreements and make judgment calls. And as Gimp said, it's great for scenario surprises. It adds another element to the game.

If you're using a GM, in my exp. it's good for he/she to write down the NPC's objectives so that they are clear in the scenario - that way when the GM has the NPC(s) take action they are consistent with the role they're playing on the battlefield.

For instance, NPCs guarding a reserach scientist that the two crews are trying to kidnap would pursue/attack whatever crew had captured the scientist. Likewise, once they were able to get the scientist back, they would continue to make for the limo/elevator/helipad or whatever objective they had - not just stand there and pummel the attackers (a.ka. the players).

On a final note, if you use GM's make sure they understand that they must, and are willing to be, unbiased, no matter whose best friend they are. wink.gif Their role is to keep the story moving not take sides or decide the outcome of the battle.

D
Gimp
One of my more memorible moments with a TTG GM happened during a game of Centurion/Interceptor (Renegade Legion game series anti-grav tank/space fighters interlocked game).

My TOG forces showed up to stop a Renegade task force from contacting a neutral force, and they declared themselves neutral.

My opponent moved too close to a neutral position, and they responded with force. Two stacked shots later, and my opponent had lost a tank without my firing a shot.

The GM moved away, but the Renegade player is still playing with us over eighteen years later.
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