Rule Clarifications

Zond

Mongoose
I have a few rules I'm looking to get cleared up, wondering if anyone can help?

1) The rule on opposed checks states that a rolled 1 always fails regardless of modifiers and a rolled 10 always wins regardless of modifiers, unless the opponent also rolls a 10 resulting in a tie, in which case everyone rerolls.

How does this apply to shooting and melee? If someone rolls a 10 for a shooting check does it automatically succeed despite the roll plus agility score for the opponent? If there is a tie, does the defender win or does everyone reroll?

2) Zombies do not use the normal armor rules. What effect does Heavy Cover or weapons with armor piercing have on the damage roll?

3) Presumably zombies can ride in and drive vehicles, but can they shoot any mounted weapons?

4) I've probably missed it, but does the Lawrod function as a Mk 1 Lawgiver where the user has to pick two ammo types before the battle begins, or does it have all the Mk 1 ammo types available and the operator selects before shooting as per a Mk 2 Lawgiver?

5) Can models without a listed credit allowance for equipment such as the Brit Cit ever be purchased more items?

6) Does the Loyal Bodyguard ability allow attacks to be redirected to a model the opponent cannot see?

7) When using The Shadow and attacking with multiple dice, does one automatically cause a critical hit or do they all?

8) The Enemy Shield ability doesn't seem to really do anything, or am I reading it wrong?

9) Riot Foam launchers are listed as a gas weapon on the Patwagon but the rifle the riot judge carries is not. Is this intentional? Are zombies supposed to be immune to riot foam weaponry if it is correctly listed as a gas?

Probably got a few more but that's all I can think of for now. Thanks for any help in advance.
 
1) Not 100% sure. I thought I was but there's some disagreement. I'll ask Matt tomorrow and get back to you.

2) Cover and AP have no effect on damage rolls against zombies.

3) Zombies have a Shoot score of '-', so no.

4) It's the second option, use the Mark I's ammo types but there's no need to pre-select.

5) No.

6) By the letter of the rules, yes. Imagine that the bodyguard is causing a distraction of some kind to put the shooter off if it helps.

7) We've always played it as all attacks are automatic critical hits. Again, one that I intend to clarify.

8) You're right, it doesn't make much sense right now.They playing it as follows. When firing into melee you randomise whether a friendly or enemy model is hit, on a 1-5 it's friendly, on a 6+ it's an enemy. With Enemy Shield, an enemy is hit on 3+ with a friendly model only hit on 1-2.

9) Riot foam should not be a gas weapon in either case. I believe the Pat Wagon entry is an oversight.
 
Thank you for some speedy responses. The answer to question 5 does seem a bit puzzling as it's going to leave the Brit Cit and East Meg Judges unable to respond to threats that others with more versatility or credit allowance can.

Another rule query, can a Brit Cit Judge on an Iron Lion take advantage of the Lawmaster talent tree? The scattergun advantage would be a dead talent but others would certainly help.
 
Justice Dept judges are supremely versatile becaise the lawgiver has so many options.

Brit Cit and Sov Judges are more limited in what they can do.

Judge talents are intended for all Judges - so I would certainly think the Brit Cit judges could use the Lawmaster talents.
 
They're certainly more limited without any sort of long term pay off that I can see. I'd argue the Soviets get a great short to mid term payoff with the carbine, but they can't even buy basic equipment to create a character archetype such as a medic.
 
Not all forces in the game are created equal. Many are full of flavour and fun to play but not the most competitive of forces.
 
Well that revelation has certainly dampened my enthusiasm. Well, I can but hope for FAQs and errata for some of my other questions.

Another query, why is there a small points difference between a regular Street Judge and an Apocalypse War Street Judge, and a rather substantial points difference between a regular Citi-Def trooper and his Apocalypse War counterpart?
 
I assume it's because the Apocalypse War resistance force has that rule for low ammunition supplies, thus they're worth slightly less than their counterparts who've just been to a fully stocked armoury.
 
Plus, low ammunition is more of an issue for the citi-def with their trigger happy rule.

To go back to question 1: a 10 is not an automatic hit in shooting or melee, or an automatic miss if making a defense roll. Hope that helps.
 
I figured I should add some rules clarifications that came to mind. Some have been discussed in the Blood on the Streets thread, but I figure it's good to have em all here:

1) Does shroud of death last even after the model has avoided death once? For example, will a model with will +5 not die until he rolls a 1?

2) Does shroud of death activate by hit, or by attack? I.e if a 1 hit model gets shot by a gun with 4 shooting dice, and all dice hit, will he have to roll 4 will saves in sequence to survive, or just one? This goes for Die Hard too.

3) Do multiple Voices of Command stack? The rules don't say otherwise, but I would suggest you consider that it's a 1 cost skill that can be easily stacked with multiple people, causing 5+ will to entire crews with little cost...and also synergizes to an incredible degree with Shroud of Death. Immortal Cursed Earth psi mutant gang anyone?

4) Can a Cal-Hub, or Brit-Cit etc merc who's been permanently recruited by the Justice Department get a Lawmaster instead of an Iron Lion? Can it get an iron lion at all if the main force is not Brit-Cit? What about the Cal-Hub judge specifically, who has a specific rule to get an Iron Lion?

5) How does ramming interact with Drive-By Boot and Wheelie? By rules as written you can ram the same model you proceed to melee with the same action, is that on purpose?

6) Psi powers on bikes, how do the powers work? I assume self targeted powers work on the driver, not on the vehicle, so you can make a bike levitate? But how about powers like Flaming Shroud? Do they also hurt your bike when you cast them? Most importantly, what about Pyrokinetic Burst and Ectoplasmic Attack? They have a shooting component, but they are not guns. Are they limited to the pistols only rule for bike drivers?

7) In melee, can we use special actions, like Shield wall?

8 ) The Riot Judge tree has a lot of shield trees, but does not actually specify that you need a shield to use them, unlike say, the Sniper Artist tree. I assume that's an oversight?

9) In the Sniper Artist tree, there are several skills whose description states that you take "a single powerful shot" etc(for example, Armor Cracker), but it does not state that you only get one die with a burst weapon. Is the description just fluff then, and the effects affect all shots? Keep in mind that a Widowmaker Judge with One Shot, One Kill can potentially do 24 damage per turn, if all shots hit.

10) Accurate states that it can only be used by single shooting dice weapons... does that mean that a person that dual wields two single shot die weapons, like two lawmasters with Heatseeker rounds, gets to use it, even if he gets an extra shooting die from Dual Pistol Master?

11) I assume Iron Lion riders use Biker Groove, not Lawmaster Mastery?

12) What is the use of the arrested component of the Slippery skill, since heroes can't be arrested? Is it just for the Vatican Judges?

13) How does explosive weapons and cover interact? For example, if I shoot someone in cover in a corner, and it hits the buddy next to him, which is out of my LoS, does that buddy get cover as well? Or does cover count from the explosive's origin point? Can I hit the out of LoS guy at all?

14) Similarly with bodyguard. If the original target is out of cover, but the bodyguard is IN cover, or even out of line of sight, what happens with the rolls. Do we go with the cover of the bodyguard, or the original target? And if the guard is out of LoS, does the shot happen at all?

15) What about Spray weapons? Do they follow the same rules as above? I'd assume so, since sprays simply give the explosive rules momentarily to weapons. Does that also mean that sprays double damage against zombies as well, when using the spray rule?

I'll probably think of some more pretty soon, but these are the ones that came up in my campaign. Excellent game BTW, good job! I am looking forward to the FAQ!
 
A few more questions. Under hostages it states any model. I assume this means any heroes or minions taken out have a chance of being taken hostage? When a model is taken hostage you can strip it of equipment. What happens if this is part of the models standard issue gear and has no credit cost, like the Judge teams? Can you strip them of their Lawgivers (choosing not to use them so you don't blow up) and send the poor Judge back starters? Does sector command take pity and reissue gear?

If a Citi Def officer is shot by the same trooper that is also his Loyal Bodyguard, does the trooper realise his mistake and leap in front of his shots, protecting the officer?
 
Greg Smith said:
Not all forces in the game are created equal. Many are full of flavour and fun to play but not the most competitive of forces.

Also worth pointing out that no force is considered 'finished.' New Brit-Cit and East Meg models are being worked on right now!
 
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