Playing with this on Scenario 2 only at this stage and is basically the same fundamental mechanics at the DOTR Minions expansion. Adds another layer of difficulty and decision making
Create Gang Bosses by either replacing 5 (may need 7 or 10, still a WIP) of the minis of the 3 Raider tribes with whatever you like or just add a sticker to them like in the pic to identify them as a Gang Boss.
So it uses the same rules:
-When a Leader moves, the first Raider placed will be a Gang Boss.
-The third Raider added to a location will be a Gang Boss.
-Gang Bosses are always removed last from a location.
Techies Gang Boss (TGB)
Upgraded Armour: While a TGB is present at a location, each successful combat die must be re-rolled and the second roll result is used to determine if the combat was actually successful or not.
Barricaded: To enter a location with a TGB, you must discard a Ranger Badge Defender card of any colour or exhaust 2 unused Actions.
Upgrade Armour example:
Spend an Action to attack 2 Techies (one is a Gang Boss) and one Earther.
Obtained a roll of R2, R3, Y5, so the first one misses and the last two are successful so they must be re-rolled.
Obtained a roll of R4, Y2, so at the end of that combat only one Techie is removed, the normal one.
Earthers Gang Boss (EGB)
Ambush: If a Ranger enters, passes through or flys over a location with an EGB present, that Ranger suffers 1 Wound.
Counter Strike: Each die roll of "1" obtained by a Ranger in combat with an EGB present results in a Wound.
Road Riders Gang Boss (RRGB)
Convoy: When a RRGB is placed, place a Road Rider Raider in any other adjacent location to the one that was just placed. If after placing the extra one results in a RRGB, no further placements are made.
Road Rage: If a RRGB is present during combat and a 1 or 2 is rolled (after modifiers), then discard a Crossed Pistols Defender card of any colour or suffer two wounds.
Cool ideas. The game is tough enough right now, but if I find it becoming too easy down the road, I'll give this a try.