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Necromunda Question

AftyAfty Registered User regular
edited March 2007 in Critical Failures
Hi guys,

Recently started playing Necromunda with a couple of friends and after my gang getting completely spanked. I've finally had a couple of good games in a row.

In my last victory my opponents’ gang leader was out of action at the end of the game due to being too close to my gang leader and his meltagun, and his roll on the serious injuries chart couldn’t have been better - Snake Eyes.

An 11 (D66) on the chart is Dead - all gear lost.

Now we are unsure how to handle this, with a normal death (of which I had 2 in 1 game !) its no problem, you recruit another ganger if you can afford it, but no where does it say anything about recruiting a new leader, only that you have to have one.

Our options appear to be as follows

Let him recruit a new leader (he currently couldn’t afford it if this was an option)
Let him promote an old member to leader (but keep the same stats)
Let him play without a leader.

Has anyone experienced this before, if so how did you handle it?

(If this post gets enough response I might start a Necromunda thread but for now this will do)

Afty on

Posts

  • DisruptorX2DisruptorX2 Registered User regular
    edited March 2007
    You sure there are no rules for it?

    In Gorkamorka, you just have your next highest Ld orks fight it out to see who's the new leader.

    I'd steal that rule and have his highest ld dude take over, same stats of course.

    DisruptorX2 on
    1208768734831.jpg
  • AftyAfty Registered User regular
    edited March 2007
    Hmm now that you mention that it does sound familiar. Couldnt find it in the source books / rule books though.

    Afty on
  • SUPERSUGASUPERSUGA Registered User regular
    edited March 2007
    If my memory serves your most experienced ganger will step up to be leader. Not sure if he gains the use of special weapons etc. though.

    I'll speak to my old necromunda opponent today at some point I think, he may know, as he was always the rules expert in our games. Will get back to you if I hear anything.

    SUPERSUGA on
  • Redcoat-13Redcoat-13 Registered User regular
    edited March 2007
    I think that the person with the highest Ld value (after which it goes to exp) takes over the gang.

    I'm afraid I don't know with regards to if the new leader would gain access to the armoury and skills and such.

    If it's not in the rules, I would just chat to your friends about it all and see what you all agree on.

    If you want an opinion, and it happened to a friend of mine's gang, I'd let the new leader have access to the armoury and skills.

    Redcoat-13 on
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  • SUPERSUGASUPERSUGA Registered User regular
    edited March 2007
    Over the Summer I really want to get a Necromunda campaign going on, it's much easier to rope in people who used to play because of the small financial commitment. What I wouldn't give for new multi-part plastic sets, though.

    I forget the name of them, but that Imperial Guard regiment with the gasmasks could be put to awesome use in a Van Saar gang. Sure they're meant to have suits that protect them from chemical stuff but a good gasmask would help a lot too.

    SUPERSUGA on
  • AftyAfty Registered User regular
    edited March 2007
    I've read / heard a rumor that Necromunda will be coming back into print.

    Afty on
  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited March 2007
    The trouble is that the leadership challenge rules were in outlanders, the supplement tot he original game, which I on't think has ever been reproduced in its entirety. IIRC, the next highest Ld should take over and automatically gain the Leader skill (the one that allows other gang members to use his Ld and to get D3 items at the traders instead of just one. They shouldn't get any other bonuses.
    Also, if there are ever gangers with a higher Ld than the current Leader, they have to test to see if they try to take over. There was a little table...

    Mr_Rose on
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