Primarch wrote:I had a quick flick through the rules and had a couple of questions about gang creation that I was unsure of.
I've seen the rules on how many weapons a mini can carry and on how many points a mini can spend, but...
1.) Are there any limits on which minis can carry which guns? (Like heavy weapons in Necromunda)
2.) Are there any limits on how many Heroes or Minions you must have in your gang?
3.) Do minis which are already Heroes already have their Hero benefits included in their stat-line?
I'm sure a more thorough check of the rules will probably help.
Looking over the book on lunch break...
1) Some, actually most entries have a limit to credits worth of equipment they can carry. Eg., a punk (minion) can have 75 creds of equipment. If they are upgraded to hero, they can take up to 125 creds. Some hero talents can improve this restriction too. Within that you are ok, whatever fits in- excepting Justice Dept kit.
We fudged this restriction a little with the switchblades last time, a minion got a las cannon they shouldn't have, but it was all by consent and hunky dory.
Justice dept at first glance seem to have no restrictions, but there's a nice rule which means they only get specific judge stuff. However that's all amazing equipment..
2) I am pretty sure you must have 1 hero, beyond that, whatever you like within the points (sorry, not points at all, credits) , so 3 heroes, 1 and lots of minions, whatever.
3) pg 107, creating a hero. If the entry says they are a minion before making them a lvl 1 hero, add one hit, choose 2 talents, and add one to two separate stats.
If they start as a hero, same as above, but no extra hit.