chaoschild said:One rule that I'm considering for the campaign I'll be running soon is a change to the way credits are earned. Instead of both sides earning credits equal to 40% of the largest force, I was going to change it to 40% of the opposing force (not including any added mercenaries). My reasoning was:
1: If the bigger gang gets 40% of their own value each time without having to spend any of it on mercenaries then they're just going to get even bigger.
2: For the more criminally-minded gangs, the credits represent (to me at least) the cash they can extort from whatever resources they have available. They're going to be able to extort more if they've just done over a larger target.
3: Same for the Justice Department, they'll have more pull when it comes to budgeting if they're tackling larger threats.
I don't know what anyone else thinks of this, but I've run plenty of campaigns where the big gangs just get bigger and I'm anxious to prevent the same happening here.
Winged_Human said:The problem with the larger gang taking 40% of the lower gang's rating minus mercenaries puts the higher gang at a double disadvantage.
Greg Smith said:Something else that occured to me: if you have a med judge as a mercenary, does he get to use his Medic talent after the battle, or does he just disappear immediately after the battle has finished?
WereRogue said:1 clarification question, first. When starting a campaign force, do left over credits from Gang Creation carry over into the gang's available credits?
WereRogue said:Finally, back to the Lone Vigilante: given the "goals" listed above including "repairing" your heroes when they get hurt, can the Lone Vigilante still buy replacement cyberware (I'm excluding the Advanced replacements, of course) even though they're not in his initial build out?
-Ken
Da Boss said:Another thing I am not totally clear about is about Judges and Arrest checks?
A number of models are immune to this - but does the Judge still have to attempt the roll before he guns them down. I assume not but it does not actually say they don't have to proceed with the attempt?
So yes, Judges still need to make an arrest check even if the player knows that the target will automatically pass the test.Rulebook said:Heroes will automatically succeed in resisting arrest, but judges must still make the attempt. They do not have to arrest robots or zombies, and may open fire immediatly.
Greg Smith said:Some good points about robots and Will based talents were raised on another thread.
To summarise: robots with stealth talents are super stealthy, because they always win Will rolls. Does the rule change from block war apply - the fluff part of the wording seems to indicate it is for spotting not sneaking.
Block War said:The ‘You’ll Never Take us Alive, Human!’ rule states that robots automatically pass any Will check. This is still true except in the case of Talents in the Sneaky Does It Talent tree. In such cases, robots are assumed to have a Will score equal to their total cost in credits, divided by 100, rounding down.
Greg Smith said:Robots always escape from combat with Hit & Run.
Robots with Surgeon always succeed.
If a robot has Die Harder it is immortal - although it has a number of useless talents along the way.
A Robot is immune to Punisher double pistol effects.
A robot will never be knocked down by a Shield Bash.
Greg Smith said:As a further point: how does will work with robot mercenaries? The 'You'll never take us alive human' rule applies to Renegade Robots, but not to robot mercenaries who have no will score.
msprange said:16. All Mercenary robots now work like Renegade Robots in terms of special rules.
chaoschild said:The wording of this would mean that it applies whether the robot is hiding or seeking.
The last two sentences imply that it is aimed at spotting though:
This is a reflection of the sophistication of the sensors they are equipped with. Robodogs gain a +1 bonus to this, as they are designed
to sniff out intruders.
chaoschild said:Da Boss said:Another thing I am not totally clear about is about Judges and Arrest checks?
A number of models are immune to this - but does the Judge still have to attempt the roll before he guns them down. I assume not but it does not actually say they don't have to proceed with the attempt?So yes, Judges still need to make an arrest check even if the player knows that the target will automatically pass the test.Rulebook said:Heroes will automatically succeed in resisting arrest, but judges must still make the attempt. They do not have to arrest robots or zombies, and may open fire immediatly.
This rule could do with a little extra clarification though, possibly in Block War to highlight other targets that do not need to be arrested. Right now Judges have to arrest demonic entities, and may actually succeed. :twisted: