Round 1 and Guiding Principles

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Re: Round 1 and Guiding Principles

Postby Brad85 » Mon Nov 04, 2019 3:28 pm

Dave wrote:It’s also worth remembering that you hire hangers-on in the PRE-battle sequence, you can also have a hanger on with 0 rep (although we should never drop below 1 rep as we all have a settlement that can’t be lost).

The point I’m trying to make is that you may want to save 50 creds for a Rouge Doc.....just sayin.


Dang it.. :lol:
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Re: Round 1 and Guiding Principles

Postby Tom » Mon Nov 04, 2019 6:50 pm

Are we setting aside all the lawful/outlaw alignment stuff from the enforcer book for now? Also are we using the House Favours (pg 148) and if so, how often?

Can I make a humble request that if we do the Gang Moot we tweak it a little as there’s no shouting to your mates in the newly printed version, and waking up all being based on Int tests feels a tad discriminatory to my remedial class boys!
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Re: Round 1 and Guiding Principles

Postby Dave » Mon Nov 04, 2019 7:40 pm

For now no lawful/unlawful, mainly because I haven’t read the rules! If you think they can be easily integrated them go for it.

House favours are still pretty nuts on what they provide (the rewards far outweigh the risks of rolling on the chart to such an extent that I think it should be used sparingly and mainly as a tool to give a leg up to severely crippled gangs rather than anything else).

Alliances are player’s choice but I’d have to insist on models that at least try and represent the model type.

What are you proposing instead of intelligence tests? Everybody is Ready from the get go?
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Re: Round 1 and Guiding Principles

Postby Dave » Mon Nov 04, 2019 8:13 pm

Ok quick read of the outlaw rules and they are straightforward enough to me (plus are needed if you want to have a criminal alliance). I know not everybody has the book of judgement but I’d happily say you can decide after game one what alignment you want to be.
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Re: Round 1 and Guiding Principles

Postby Tom » Mon Nov 04, 2019 8:40 pm

If we are doing alignment stuff we'll probably need to take the Intrigues as well.

Maybe one sub plot and one intrigue for each player each game? Or is that a bit much? Then again the book says three intrigues each which seems a bit mad as there are only 26 so you'll see them all pretty swiftly.

Also Rackets or Territories?

Happy to play Gang Moot as written, but maybe say seeing an attack made or received in your arc of vision should also wake you up or at least offer some test? As things stand you happily ignore your mate getting his head blown off and right in front of you!
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Re: Round 1 and Guiding Principles

Postby Tom » Mon Nov 04, 2019 8:44 pm

Hired Guns is pre-battle. Hangers On is post. No game 1 Doc for you!
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Re: Round 1 and Guiding Principles

Postby Dave » Mon Nov 04, 2019 9:29 pm

One of each sounds manageable.

This is primarily a Dominion campaign so will be using territories.

Hmmm well it is dark in the underhive.....how about if a model is hit (melee or range) within 12” and within the LoS arc of another model then that model automatically passes its intelligence test and becomes ready.

Ah, no rogue doc for me (although I hadn’t managed to find the 50 creds!)
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Re: Round 1 and Guiding Principles

Postby Dave » Wed Nov 06, 2019 2:19 am

Round one results:

1st Ray
2nd Tom
3rd Brad
4th Dave

This determines the order that territories are claimed, territories are:
Fighting Pit
Needle Ways
Promethium Cache
Wastes

Ray, once you’ve had a think post here which one you want.
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Re: Round 1 and Guiding Principles

Postby Tom » Wed Nov 06, 2019 11:07 am

Sludge Sea rather than Wastes wasn't it?

Tough choice, free flaming grenades, gas grenades, or infiltrate...

Tempting though grenades are, I think I'll take the Needle Ways to get Meaty Chunks the renderizer into the action quicker.
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Re: Round 1 and Guiding Principles

Postby Tom » Wed Nov 06, 2019 11:22 am

So assuming Ray is taking the Scum, and I'm taking the Infiltrate, next choice is Brad. Flame grenades or gas grenades?
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