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.

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.
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