"DO YOU WANNNA BE IN MY GANG?"
Recruiting New Blood
 

One of the things I found odd about Necromunda was the idea of "buying" new recruits. It felt very wrong to pop down the shops and pick up a booster-pack of juves and a new leader from Honest Bob's Used Gangsters. It didn't fit with my idea of what the gangs were, either, giving the impression that they were mere mercenaries rather than a group of family and friends out to get what was best for them and theirs.

Therefore, in my new vision there is a whole section devoted to gaining new members. They join for free, but you have no control over the rate at which they join: you just have to go with the flow and hire out mercenaries to tide you over if needs be. So, without further ado, here it is…

 

Recruitment

This system requires that your gang have one or more Recruitment Points in order to gain new members. These represent time passing and the kids in your clan coming of age, new converts seeing the light or whatever else provides your gang with it's new talent.

After every game you must roll a number of D6 equal to your total recruitment points. Every 6 you roll allows a further D6 to be rolled. Total up the scores on all dice thrown and compare it to your gangs Recruitment Rating. If you score equal to or higher you gain new recruits as detailed in your gangs Recruitment section, which tells you how many new members you gain and of what type (eg clan gangs gain Juves) and your recruitment point total resets to zero. If you score less, you fail to gain any new members and your recruitment point total goes up by one (better luck next time).

So there you have it. Note that under this system, leaders, heavies (who I treat as Character level guys) and so on cannot be recruited: you must raise yourself from the ranks to be one of these. I'll let you know how in the section on advancement when I post it.