![]() That’s akin to current Necromunda except that a gangs stash doesn’t count towards its gang rating. LRB4 had no bank, no journeymen, no spiralling expenses and included treasury into the teams TV. The timing of the rule is important because it then lets you identify what other league rules were also implemented alongside it in order to make it work. It could be but I don’t think it needs to be unless the campaign system was overhauled. Looking back at LRB6/CRP o think the thing that Necromunda actually really needs is a redo of the advancement mechanics similar to what was in bloodbowl.īasically random advancements with the majority of results being a primary skill choice, with a small chance of getting a secondary skill, and even smaller chances of getting stat increases (which are ALWAYS better than skills). But average winnings for a team that size would be closer to 40-50k per game which wouldn’t be anywhere near enough to replace a player, let alone a fully skilled player as each basic skill was worth 20k and better stat upgrades were worth up to 50k.Įven a skeleton lineman with two skills was worth 80k which would take two games of income to “replace” but an expensive skilled positional could get very expensive with even two or three skills (like my bull centaur with bacon, dodge and break tackle that comes in at 200k). ![]() Max income in LRB6/CRP would be 90k (d6+2 for having double the fans +1 for winning, all time 10,000). LRB6 introduced Spiralling Expenses which was essentially a soft cap income tax system which topped your team out at somewhere between 2000-2500TV as the amount of money you made wouldn’t cover natural player attrition. LRB5 excluded a small “bank” of cash in your treasury from being included in your Team Value. LRB4 included the full amount of team treasury into the team value. So I did a bit of digging and I think you might have LRB 5 rather than LRB6(which is also known as the CRP). ![]()
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