[JDMG] Rules Question about casualties missing games

chaoschild

Mongoose
We have an interesting problem that's come up in our campaign. We have a zombie horde where the zombie mistress has to miss the next game due to an injury. How does this work with the Psychic Conduit rule? Do the zombies have to test every turn starting with turn one? Or are they effectively immune to this rule since the mistress cannot be removed as a casualty in this battle?

On a similar note, what happens if a lone vigilante has to miss the next game (or games) and there's nobody else in the force? This very nearly happened to me, if I hadn't had a loyal follower to send into battle then I wouldn't have had a force at all for 2 games.
 
For the zombies I'd suggest house ruling something like this -

No tests until 25% nof the zombies are removed as the mistress is running things from just off the table with a loyal zombie pushing her wheelchair! Once they've taken those casualties she decides it may not go her way and is wheeled off hence tests starting.

For the superhero I have no idea how to do it but I can't imagine a crazed vigilante sitting it out and maybe just run him with some stat penalties?
 
The most logical (but boring) way as I see it would be to have such a Force auto-lose it's following game(s) in a structured Campaign. But this isn't very fun, so I'd probably try to houserule something myself.
 
The issue with the lone vigilante isn't limited to them, it can affect any force that only includes heroes. It's just more obvious with the vigilante, as he's likely to be the only model in your force. If all of your models are missing the next game due to injury what do you put on the table?

For our campaign, I'm going to rule that if necessary you can field a force consisting entriely of mercenaries if necessary as this allows people to still play the game.

I still have no idea how to handle the missing zombie mistress, and I need an answer for this before our next camapign session.
 
You always have the option of fielding mercenaries to make up the delta in force points. So if the LV is out a game, then field an entire gang of mercs for the next. It will cost a bit, but won't result in an auto loss.
 
Winged_Human said:
You always have the option of fielding mercenaries to make up the delta in force points. So if the LV is out a game, then field an entire gang of mercs for the next. It will cost a bit, but won't result in an auto loss.

This is correct!
 
msprange said:
Winged_Human said:
You always have the option of fielding mercenaries to make up the delta in force points. So if the LV is out a game, then field an entire gang of mercs for the next. It will cost a bit, but won't result in an auto loss.

This is correct!
Would the opposing player get 0 credits for that game then as only mercenaries are participating, leading to a Force Value of 0?
 
msprange said:
Winged_Human said:
You always have the option of fielding mercenaries to make up the delta in force points. So if the LV is out a game, then field an entire gang of mercs for the next. It will cost a bit, but won't result in an auto loss.

This is correct!
Thanks for the confirmation. Any thoughts on the zombie issue?
 
Okay, still thinking about this - rules as written you are rolling for zombies from turn one.

I am actually quite reluctant to change this, but I think we can make some additions to the zombie list and/or Psychic Talents that will help this be less of a burden.
 
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