A couple questions for anyone who can answer them.
1. Does a gang start out with 1 armor or no? It’s unclear to our group if my Cutter has to take the Leader ability for our Thugs to have any armor.
2. “When you send a gang to achieve a goal, roll their Quality to see how it goes. Or, a PC can oversee the gang operation by leading a group action (the PC rolls Command, the gang rolls Quality).”
Can I get some clarification on what this means exactly? When our Loyal, Fearsome, Savage Thugs and I all rush into bloody combat together, it seemed to us that it would make sense for it to be a Skirmish group action to see how well we fight, rather than a Command action to see if they’re willing to do something their nature would imply they’d be eager to do. Am I thinking about this from the wrong angle or misunderstanding the text?
From what I understand, Command here is more your ability to lead the gang in an effective, coordinated manner.
Arseny Kuznetsov You know what? That’s probably it.
I’d say it comes down to how you describe it. Are you directing the battle like a general, or are you down there in the mix with your minions?
1. A cohort doesn’t have armor by default.
2. When you send a gang off to achieve a goal (on their own) then it’s a group action with Command + Quality. When you actually fight alongside your gang, it’s a group action with Skirmish + Quality.
John Harper That’s great, thanks! My Cutter wasn’t conceived as being a strategic or coordinated leader, so I’m glad this is the case!
Is that in the text John Harper ? I don’t remember picking up on it.
Yeah, it’s just a statement of the group action rule as written.
Cohorts roll Quality (or zero dice) and you roll what you’re doing — commanding them or skirmishing alongside them or whatever. It’s not a special case, I just spell it out for Command because sometimes people forget.
Does this go for taking a cohort into a score or doing a downtime action or both?
Teamwork is always available, constrained by the fiction.