Hey there - once again trying to get a consensus on something that hasn't turned up yet in our campaign - but I'm sure it will (and is also a result of GW in their wisdom, not wanting to put points rating on allies) - so trying to get ahead of the curve. I'm probably going to go down the route of having a form of capturing in there - just because it'd be fun, but I'm interested if anyone has come up against this before and how they've dealt wtih it.
Capturing Allies
Can you capture allies? Do they count towards the number of fighters for the capture roll at the end of a battle?
For the moment, It's been easy for me to say no they don't (no one wants to mess with the Guilder Houses and with the exception of myself, most people have been Law Abiding) - but if I look at the Criminal Allies, I have a harder time justifying that -particularly with regards to the Master Charlatan, Rebel Lord and Mind-locked Wyrd. Unlike the Work Gangs - they explicitly don't have the rule stating that they're always counted as going Out Cold if taken out (perhaps more relevant for the bounty question below). I also imagine that as Recidivists that they would be lucrative targets to be captured.
3 Routes forward for me:
All Allies can be captured
1) if an ally is captured by a gang - you must make a Rescue attempt. This must include the remenants of the allies (if applicable)
2) you cannot claim the benefits of an alliance whilst a member is captured
3) If the rescue mission is failed - you must test the alliance with a +3 modifier
4) How would you deal with the points cost of Criminal Allies for bounties (again see below)
Not sure how this would work with automatic allies through rackets - again see below
No Allies can be captured
Simplest route forward - but ignores that Outlaws would be lucrative to capture
Members of Groups can't be captured, individuals can
Guild and Criminal Allied Groups - can't be captured (even the daftest Outlaws don't mess with the Guilders/ outllaws
Individual Criminals can be (Wyrds, Rogue Lords, Master Charlatans
Bounties
Can you claim bounties on Criminal Allies, if so - how much?
A rephrasing of the above question - but specifically relevant again to the Master Charlatan, Rebel Lord and Mind-Locked Wyrd who may be captured/ will have to roll on the injury table (RAW). Can you claim bounties on them? If so - what's the points cost? I'm not gonna type it all out again - but essentially the 3 scenarios above.
Testing the Alliance if automatically allied through a Racket - do you do it?
This is potentially as intended, but if you have an automatic alliance with a Guild - you gain all the benefits, but none of the drawbacks (benefits being withheld for the next game etc). Testing the Alliance doesn't impact anything - you're in one automatically. And you can always bring the associated crew.
Capturing Allies
Can you capture allies? Do they count towards the number of fighters for the capture roll at the end of a battle?
For the moment, It's been easy for me to say no they don't (no one wants to mess with the Guilder Houses and with the exception of myself, most people have been Law Abiding) - but if I look at the Criminal Allies, I have a harder time justifying that -particularly with regards to the Master Charlatan, Rebel Lord and Mind-locked Wyrd. Unlike the Work Gangs - they explicitly don't have the rule stating that they're always counted as going Out Cold if taken out (perhaps more relevant for the bounty question below). I also imagine that as Recidivists that they would be lucrative targets to be captured.
3 Routes forward for me:
All Allies can be captured
1) if an ally is captured by a gang - you must make a Rescue attempt. This must include the remenants of the allies (if applicable)
2) you cannot claim the benefits of an alliance whilst a member is captured
3) If the rescue mission is failed - you must test the alliance with a +3 modifier
4) How would you deal with the points cost of Criminal Allies for bounties (again see below)
Not sure how this would work with automatic allies through rackets - again see below
No Allies can be captured
Simplest route forward - but ignores that Outlaws would be lucrative to capture
Members of Groups can't be captured, individuals can
Guild and Criminal Allied Groups - can't be captured (even the daftest Outlaws don't mess with the Guilders/ outllaws
Individual Criminals can be (Wyrds, Rogue Lords, Master Charlatans
Bounties
Can you claim bounties on Criminal Allies, if so - how much?
A rephrasing of the above question - but specifically relevant again to the Master Charlatan, Rebel Lord and Mind-Locked Wyrd who may be captured/ will have to roll on the injury table (RAW). Can you claim bounties on them? If so - what's the points cost? I'm not gonna type it all out again - but essentially the 3 scenarios above.
Testing the Alliance if automatically allied through a Racket - do you do it?
This is potentially as intended, but if you have an automatic alliance with a Guild - you gain all the benefits, but none of the drawbacks (benefits being withheld for the next game etc). Testing the Alliance doesn't impact anything - you're in one automatically. And you can always bring the associated crew.
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