Useful House Rules...

ned-kogar

Banded Mongoose
Hello.

Would anyone like to share their House Rules for GOMC-1? Or anything they've thought of toying with but not got around to? I think there used to be a thread for this before the Great Forum Putsch of '06..

F'rinstance, I'm not keen on the ladder rules as they stand (such rapid ascent..), and we've tried treating them as rough terrain that can be scaled at normal move speed if an Agi roll is made..

Also, we allow apes the following free ability (also available as a trait to other gangs):

Sure-footed
No Requirements

Well adapted to scrabbling over the ruins and clutter of Mega-City One, this gang member may re-roll any Agility roll made to cross rough terrain. The second result stands.

I'd be interested to see what folks have come up with.

Ned
 
In our house league we use rules from both books (Main Rulebook, D.O.T.S.) as well as all the S@P articles ever. On our regularly scheduled game nights players roll one dice each before the game. On a roll of 6 the random encounters from D.O.T.S. are used and on a roll of 1 the random event cards are used. If players roll a 1 and a 6 use 'em both. Any other roll is nothing...play game as usual.

In my mind the house rule that has made play more interesting is: Games can be played in the overcity or the undercity but turf may only be managed dependant on where you are playing. So, if you had 3 turfs in the overcity but you played me in the undercity you would not be able to manage your overcity turf. This effectivly makes your overcity turf unmannaged...at which point some plucky opponent can then try and steal it from you. It keeps gangs from making too much money and really levels the playing field.

Also, we allowed one of the undercity turfs the ability to run rackets...smugglers route, I think...my books aren't in front of me at the moment.

Other than those minor changes the game playes great...would still like to see rules for vehicles and a spear... :D
 
Also, contacts can be used to modify ANY dice roll up or down by one, and negate an opponents Random Event Card, as well as the other uses stated in Death On The Streets. You can still use only one per game... :D
 
ned-kogar said:
Would anyone like to share their House Rules for GOMC-1? Or anything they've thought of toying with but not got around to? I think there used to be a thread for this before the Great Forum Putsch of '06..
{snip}
Ned

Well, during our campaign, we discovered that it was extremely easy for one gang to hide in one building and to wait for the other gang to rush it.

What ensued was generally a duck-shooting contest where the gang in cover was able to shoot up wave after wave of the attacking gang.

So we came up with a house rule that says that whenever all members of a gang are inside a building, they will benefit of the normal cover (generally heavy) for one turn, but for each subsequent stage, the "cover level" would drop by one until there's no cover.

This would simulate the fact that the guys outside would have more time to pinpoint their target and to aim the various visible parts.

In order to regain the cover bonus, the holed-up gang's members need only to change their position.
[This means that it will get quite difficult to keep trak of the cover level for each gang member, but we're still working on that part...]

This means that at least one action is lost doing a movement and the gang member will not benefit of the alert status later on, giving the attacking gang a chance to do so.

I dunno if I have been clear enough here, but as I said already, we're still working on this house rule. :oops:

petitbilbo
 
Rob_alderman said:
I'd say have more scenery.
Or more cunning attackers.

Believe you me, this is NOT a problem of scenery...

Using Worldworks' Streets of Mayhem (and all other products of this range), our battle fields are really great and give the players all sorts of tactical possibilities.

One of which is the possibility to hide your whole gang in one building...

;)

petitbilbo
 
petitbilbo said:
Rob_alderman said:
I'd say have more scenery.
Or more cunning attackers.

Believe you me, this is NOT a problem of scenery...

Using Worldworks' Streets of Mayhem (and all other products of this range), our battle fields are really great and give the players all sorts of tactical possibilities.

One of which is the possibility to hide your whole gang in one building...

;)

petitbilbo

Worldworks is indeed excellent! Here is a house rule you might like to try to avoid attackers getting mown down by massed dug in 'Alert' defenders:

When your attacker gets in range of multiple Alert defenders, only ONE of them gets to fire automatically. After this shot is resolved, the attacker gets an agility roll to determine if he can perform his next action before another alert defender gets to fire. If this test is failed (and he survives the ensuing shot from the defender), he can test again before the next defender fires, and so on, until he manages to take his action.

This will still allow dug-in defenders a good advantage, but will allow a fast attacker to at least have a chance of getting a shot in (or of running past a watched gap into cover) before he is mown down.

Steve
 
scotherns said:
Worldworks is indeed excellent! Here is a house rule you might like to try to avoid attackers getting mown down by massed dug in 'Alert' defenders:

When your attacker gets in range of multiple Alert defenders, only ONE of them gets to fire automatically. After this shot is resolved, the attacker gets an agility roll to determine if he can perform his next action before another alert defender gets to fire. If this test is failed (and he survives the ensuing shot from the defender), he can test again before the next defender fires, and so on, until he manages to take his action.

This will still allow dug-in defenders a good advantage, but will allow a fast attacker to at least have a chance of getting a shot in (or of running past a watched gap into cover) before he is mown down.

Steve

Seems nice, we'll try...

Thanks!

petitbilbo
 
My group has also had problems with Alert defenders. We resolved it by a simple WtF check to allow the model to fire, This simulates the Defenders Willingness to pop his head up out of cover to take the shot. If the defender is standing in the open then he may take the shot without the WtF check.
 
Don't get in range of several Alert defenders. If you must, try grenades or some traits to boost your character. Also, this is what Juves are for. (Pawns.)
 
I've yet to play GoMC1 yet, but I was just enjoying reading people's house rule ideas to get a feel for how people are playing the game.

Regarding the dug in defender problem, I only have the main GoMC1 rules, but "The Rookies Guide to Block Wars" which I purchased for some extra background has rules for the RPG with regards to structural damage and bringing down blocks and smaller structures. Basically if a weapon scores a certain amount of points then it causes 1 structure point to the building level. This could be translated to GoMC1 (again I don't have any GoMC1 expansions that may already cover this). I'd say every modified damage value of 7 causes a point of building damage, 14 Damage would be 2 points, etc. Disintegrators might cause xd6 points of direct structural damage. Structural Points for entire levels in Block Wars range from 100-200 each, but that is for mass combat mechanics, so it would need adjusting for smaller sections in a skirmish game.

So..one possibility to avoid a gang camping out in a building could be to make it easier for an attacking gang to collapse a small building or section of larger structure, i.e.- the hazard of having all the defender's eggs in one basket. Attackers sit back and fire from multiple locations and bring down the house.
 
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