Hi PDH,
I used a similar set of hybrid rules when I was using Scavvies in our NCE campaign last year.
I thought that the basic scavvies were overpriced too. To get round this I just got rid of the free club entirely and I changed the experience to 10+
D6. In the original rulebook there is a ‘gap’ in the experience levels between 11-21, so a green scavvy fits very snugly in there.
I didn’t use the ‘followers’ rule, instead used the zombie bait rules from the ORB but reduced it to D3 zombies per 10 creds. I found it very hard to save up enough creds to actually use zombies though (see my first ever thread on here:
http://www.dakkadakka.com/dakkaforum/posts/list/447048.page), so I’d quite happily pay a bit more for my boss to get some free ones every game, or I’d up the zombie count to D3+1. Am liking the idea of throwing meat around to create a ‘zombie bomb’ but it sounds like it might be a bit powerful when it does work. Maybe make it so that you can either use it before a game to deploy D3+1 or D2+1 or whatever OR throw it for D3/D2 zombies?
In regards Post Battle I had each scavvy requiring 3 creds of food and able to scavenge
D6 per game like normal outlaws, and I’d still end up with no cash at the end of the day. Like you, I had eating a scavvy feeding SxT+W guys. This way scavvies were worth 30 creds (in theory) as food but 25 creds to buy, so it was good economics to eat one per game and buy a new one each time (not ideal). So your bumping the price up to 30 makes a lot of sense. Having said that, if they’re only needing 2 creds of food the scavvy in the pot is only worth 20 creds.
The main thing I’m not sure about giving scavvies access to frag grenades and man stopper shells. It seems a lot fairer for sure, but bearing in mind frag grenades are now 25 creds in the NCE they would be, what, 22 creds for scavvies? With the new -1 cover rule they’d be very dangerous in large numbers. Scallies would be able to throw them 15”! And the man stopper thing isn’t too bad I guess, but again it makes your shooting that bit more dangerous, something scavvies aren’t reknowned for.
Some other
misc rules that I used were that Scallies take
Ld tests with
3D6 and pick the lowest; and I remember seeing some rule somewhere saying that Scavvies cannot take Techno skills even after rolling a double 1 or 6 which I liked. Simple and characterful! I notice you also docked chains & flails down to 5 creds. Any reasoning behind this? I suppose if you’re giving away a free club you could offer a free chain as an alternative…
Reckon if I played Scavvies again I’d use a version of these rules though and I love the extra mutations in there. Especially the Wyrd minor power one!
EDIT: Remember seeing some rules somewhere (Anthony Case?) that let you give your Boss mutations too at 2x cost for scavvies. Thought that might be a good one to include as well!