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 Making arrests

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RationalLemming
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werekin
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PostSubject: Making arrests   Making arrests Icon_minitimeSat 1 Mar 2014 - 17:33

+1 Felon under arrest. Roll a D6 whenever a thief, assassin, slaver, bandit, outlaw, cutpurse or necromancer is placed under arrest. On a roll of 6 the warband gets +1 campaign point.

Other types of criminal suspect that anyone would like to see added to the above? Speak now or forever hold your peace!

Regards,

Werekin


Last edited by werekin on Tue 11 Mar 2014 - 22:42; edited 1 time in total
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSat 1 Mar 2014 - 18:02

how are you ranking different evil races? Orcs, beastmen, fimir, skaven? I'm guessing they don't get thrown in jail, instead they get thrown into a grave...
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSat 1 Mar 2014 - 18:03

werekin wrote:
forever hold your peace!

Dreamer.

Mutants? Witches?

Slavery isn't illegal in the empire is it?
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSat 1 Mar 2014 - 20:37

Yes, goblins and their kind go straight on the end of a sharp stick!

Hunters don't treat them so kindly but mutants do get a much better deal from local law enforcement as usually their personsal hygiene problems can be kept concealed. A thief who happens to be a mutant goes to jail though.

Witches are best being arrested for necromancy but not for mixing herbal highs. Necromancy is treated much like an Academic Skill in the Marienburg supplement.

Slavery happens in the Warhammer World. It isn't legal in the Empire or Marienburg

Any more suggestions based on the above?

Cheers,

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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSat 1 Mar 2014 - 22:02

Pirate? Smuggler? Mobster?

Could a cutpurse simply fall under 'thief' for simplicity or is it safer to stay explicit?
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSat 1 Mar 2014 - 22:30

Smugglers!! Pirates ye say?!

Cutpurse is relating to any warrior with the Cutpurse skill.

While it is a crime to be committing piracy, there are an awful lot of pirates and smugglers on the jetties around Marienburg! The city is rife with smugglers of different stripes. Too many to make every arrest worthy of awarding Campaign Points.

Where as there are whole gangs of smugglers and pirates, your typical thieving bandit, cutpurse or tea-leaf are a bit more difficult to lay your hands on. Call that detective work. At least that's the anticipated subject of my next blog post. Wink

Anything more specific please?
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSun 2 Mar 2014 - 2:37

werekin wrote:
While it is a crime to be committing piracy, there are an awful lot of pirates and smugglers on the jetties around Marienburg! The city is rife with smugglers of different stripes. Too many to make every arrest worthy of awarding Campaign Points

As usual this conversation is a bit confusing for me. Aren't there whole warbands of thieves, bandits and outlaws as well? What exactly are you basing the rule on? The captured character's warband type? A captured model's special rules? A hired sword's title? A particular type of crime?

Finally I am lost as to where the rules for arrests might be. I thought the Watchmen warband would be the logical place but I don't see any such rules in the text provided... It might help us provide feedback if we knew what we were commenting on.

Are the rules for arrests a campaign rule or an objective rule?
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSun 2 Mar 2014 - 2:53

I think that the rules for arrests are in the Dead Freight scenario in MiM. Well there are rules for Jurisdiction and there is also a Conviction Chart there at least.

I am a little bit confused also regarding the intended scope. It sounds like the Strigany River Pirate warband or the original Pirate warband would be excluded from these rules but the Outlaws of Stirwood Forest warband and the Hochland Bandits warband would be included in the scope of these rules. I agree that limiting the ability to get bonus CPs is important but this seems odd and hopefully more will become clear as Werekin unveils further details regarding this 'law enforcement' plot.
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSun 2 Mar 2014 - 12:31

Quite right Rational. I aim to go through the motions of police work in my next article.

The special rules only apply when a scenario or a plot objective allows a warband to place enemy models under arrest.

There are two plots which have achievements that permit this, but sometimes a scenario allows arrests to be made before the achievement has been reached. That's why the special rules were included with the scenario 'Dead Freight'.

Another of the objectives for the 'Guarding the Peace' plot is to reward patrols for placing warriors under arrest who are in the process of committing a crime.

This is simply worked out by looking at what items they are carrying. If his pockets are turned out and he's found to be carrying drugs, poison, a profane book, a tainted item or Chaos artefact then it's jail time!

If a warrior is a Slaver or has the Slaver skill (same difference) then he is a known felon. The same goes for bandits and outlaws. These men are wanted for past crimes.

Being a mutant is not a crime in itself where as being a necromancer is criminal.

A pirate or a smuggler has to caught in the act.

Theives are always considered to be working so I'm treating them as being "on the lam".

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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSun 2 Mar 2014 - 20:21

werekin wrote:
+1 Felon under arrest. Roll a D6 whenever a thief, assassin, slaver, bandit, outlaw, cutpurse or necromancer is placed under arrest. On a roll of 6 the warband gets +1 campaign point.

Since models may only be arrested during scenarios which allow criminals to BE arrested, would it not be simpler to state that--
+1 Felon under arrest. Roll a D6 whenever a criminal is placed under arrest. On a roll of 6 the warband gets +1 campaign point.


Since only criminals may be arrested then only criminals commit crimes worthy of a campaign point. Listing the crimes is redundant since the term 'outlaw' could apply to ANY of the other categories including pirate and smuggler. To belabor the point, a cutpurse is an outlaw. He is also a thief. A slaver is an outlaw. Etc.

Either that or your list of criminals should become more specific instead of including both specific crimes/criminals AND general categories which include the specific crime/criminal.
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeSun 2 Mar 2014 - 21:45

+1 VK. I was thinking yesterday that it may work better making the rule more simple. You could then have a section on the page that goes into more detail about what is defined as a crime similar to what you posted above, Werekin. I'm looking forward to your article and rules for this and I think these minor tweaks will make the rules easier to understand and more robust.
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeMon 3 Mar 2014 - 1:36

Ogre Slaver & opposite of the roadwarden in EiF

BTW will Orc & Goblins be in MiM?  I'm making a pirate Orc warband right now??
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeMon 3 Mar 2014 - 2:33

@thornz... Good point that the Highwayman hired sword should definitely be included.
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeMon 3 Mar 2014 - 8:50

The trouble is, it's not only criminals who can be arrested. Anyone at the scene can be placed under arrest upon suspicion. Then afterwards it's up to the justice system to give them a fair verdict.

I do not wish for every member of a crime syndicate (Mobsmen) warband to allow bonus points for arrests. Bonuses are scored based on detective work. e.g. Is this character a known felon or is he found to be committing a felony.

Also, there has to be more clever interaction between the mob and the watch. Call it banter if you will. They are enemies but the cartels do what they can to keep the fuzz on their side (or off their backs). A great way of doing this is misdirecting them to other known felons. It was be a lot of fun to this end if one of the players in your campaign choses to play the warbands Hochland (Wasteland) Bandits or Outlaws of (Sickly Wood) Stirwood.

Highwaymen are known felons. Good spot guys!

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PostSubject: Re: Making arrests   Making arrests Icon_minitimeMon 3 Mar 2014 - 10:17

Fair enough. I still like VK's simplification and I still feel that there needs to be more rules explaining this rather than just rattling off some vague words in the Plot Achievement.

Plot Achievement:
Quote :
+1 Felon under arrest.[/b] Roll a D6 whenever a warrior on the wanted list is placed under arrest. On a roll of 6 the warband gets +1 campaign point.

Supporting rules (adjust to your taste based on your overall knowledge of your rules):

Quote :
Identifying a Criminal
Sometimes it is easy for law enforcement to make an arrest. Slavers and assassins are known felons. Cutpurses and other thieves are considered to be always working by the watch. Bandits, outlaws and pirates who have been identifed and placed on wanted lists are likewise easy targets. Also, wizards who are known to dabble with the dark art of necromancy can also be placed under arrest on sight.

Normally though it is not that easy and good detective work is needed to identify a criminal. Patrols who are lucky enough to arrive while a crime is in progress can place warriors who are caught committing a crime under arrest. Of course sometimes even innocent bystanders found at the scene of a crime can be placed under arrest upon suspicion! A warrior arrested upon suspicion can be searched by the watch to determine the items he is carrying. If his pockets are turned out and he's found to be carrying drugs, poison, a profane book, a tainted item or Chaos Artefact then it's jail time!

Wanted List
Some hired swords and warband members have names or special rules that fit into types of known felons.

  • Assassin (Imperial Assassin, Nipponese Assassin, the leader of a 'Silent Threat' warband who has used the 'Assassination' achievement Twisted Evil)
  • Bandit (add clarification here)
  • Highwayman (hired sword)
  • Necromancer (any warriors who know spells from the 'Necromancy' spell list)
  • Outlaw (add clarification here)
  • Pirate (add clarification here)
  • Slaver (slaver hired swords (e.g. Ogre Slaver, Slaver), warriors with the 'slaver' special rule)
  • Thief (thief hired swords (e.g. Halfling Thief, Thief), warriors with the 'Cutpurse' special rule, warriors with the 'Tea Leaf!' special rule)


The list above may not be definitive. Your gaming group should determine if there are other warrior types who naturally fit into the role of a known felon.


Edited to add more detail...
Edited again (2014-03-05) to fix terrible formatting...


Last edited by RationalLemming on Wed 5 Mar 2014 - 3:37; edited 1 time in total
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeMon 3 Mar 2014 - 11:41

Warlocks and rogue spellcasters not authorized by the Colleges of Magic?

Whenever the MiM supplement is themed after the founding of the 8 Colleges.

Priest of Stromfels?
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeMon 3 Mar 2014 - 23:00

Please use a different colour than yellow! It is unbearable to read on my phone! Razz
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeTue 4 Mar 2014 - 8:26

lol You're right. It is pretty terrible on the grey background.
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeTue 4 Mar 2014 - 8:51

I dunno these colours read ok on my phone! Thanks for the round-ups Rational. I will use these towards a round-up of law enforcement etiquette, a Watch Officer's Handbook of sorts.

In regards to rogue wizards, this is more of a problem for the Witch Hunters to look into because the Colleges of Magic do not govern wizardry in Marienburg! They have their own college for which spellcasters are not always treated as equals by the Empire Colleges. Some treat it as licensed hedge wizardry.

I was also just thinking about grave robbery as being another felony.
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeTue 4 Mar 2014 - 10:22

No problems. I just largely copied what you had already written in this thread! Very Happy
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeTue 4 Mar 2014 - 12:47

The different strands of investigation will make for an entertaining experience.

There are also those characters who are 'above the law'.
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeTue 11 Mar 2014 - 21:13

The sheriff hasn't blogged again yet but how does this suit you deputies?

Plot - Guarding the Peace
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeWed 12 Mar 2014 - 1:01

Thanks for the new format! A pleasure to read Very Happy
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeWed 12 Mar 2014 - 5:21

Simplify and clarify, that would be my plea.

Quote :
+1 Felon under arrest. Roll a D6 whenever a thief, assassin, backstabber, slaver, cutpurse, bandit, outlaw, fugitive, highwayman or necromancer is placed under arrest. On a roll of 6 the warband gets +1 CP

Who or what is a fugitive, for example?

Quote :
Banditry: River brigands committing open piracy on the Reik aren't the only problem. Wasteland bandits and the outlaws of Sickly Wood stalk the fens surrounding Marienburg! They face immediate trial if taken into custody.
Wouldn't river brigands be pirates? Since they are committing piracy? What does that have to do with Banditry?

And now bandits and outlaws are the same? If so why list outlaw as a separate crime (criminal?).

Quote :
The Officers Guide to Utilitarian Law Enforcement
So is this intended as fluff or rules?
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PostSubject: Re: Making arrests   Making arrests Icon_minitimeWed 12 Mar 2014 - 8:54

I think the part about Pirates is referring to the previous part about piracy?
I'm not sure about the lumping of Outlaws and Bandits together though, I had assumed that Outlaws referred to the Outlaw warband and the Bandits to the Hochland Bandits or is it any outlaw/bandit?

Also i had taken Fugitive as the felonies part for some reason? as in someone trying to rob a house and getting chased by the NPC watch? if you catch up to them first you can catch them yourself?

But the Felonies part raises questions in itself, if someone is carrying drugs/illegal items can you arrest them by taking them out or do you still have to roll the 6? or it that just for normal citizens and anyone commiting a crime listed in that list is auto arrested? or is the list just for clarifying what gets you the +1CP

Also how do you win this objective? the 40Cp bonus doesnt list a win condition?

all that aside, way i'm loving it and am already thinking of how to make my Fen-guard watch warband.
The Forge World Manann's Blades are looking like a great place to start.
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