Run a small, 3 aside scenario just to start using the basic rules. Raised a number of questions as I was playing.
Initially confused over the number of dice with certain weapons. Ie, a 3d zip gun, do you roll 3d10 and add them together for 1 hit, or make 3 seperate attacks?
Worked out its three separate attacks but could be clearer. Explaining that certain weapons (zip gun) are rapid fire weapons would make it easier to understand, and the 3D represent 3 bullets from the same gun firing a burst.
Judges v Punks - Round one
Judges win initiative.
J1 moves in and calls for arrest. Punk succeeds on will save.
J2&J3 moves in closer to navigate cover
P1 moves into line of sight and opens up with a zip gun. 2 hits get past J1’s agility. J1’s armour does little. 2 hits, J1 is dead.
P2 moves into line of sight and fires with zip gun. One hit gets past J2’s agility, but saved by armour. Second hit scores a wound. J1 has 1 wound left.
P3 moves closer and takes cover behind bench.
Initiative – Punks Rule!
P1 fires at J2. 3D zip gun, all 3 shots bypass J2’s agility and armour. J2 dead.
P2 fires at J3. 2 shots defeated by J3 agility, third gets through and not defeated by armour. J3 has 1 wound left.
P3 steps from behind cover and fires at J3. 3 hits past agility and armour. J3 splattered on concrete. Mop please!
Took 10 mins as was trying to suss the rules at the same time. Judges never fired a shot in this! It seemed easy to hit them (though I did use zip guns) and cause damage.
So, weapons which have multiple firing dice (ie, 3d) can potentially cause 3 wounds, and each is resolved as a seperate attack?
Only 1 roll for agility made versus each target, regardless of number of attack dice they use?
Armour rolls made against each successful hit, or just 1 roll to cover all hits?
Making additional roll for armour seems unnecessary. To save time, would it not be easier just to allow an adjustment to the agility roll (agility+armour bonus = total defence)? It comes across as just another roll.
A judge must call for arrest of a punk which has not fired on him personally? what if punk has fired on a different judge - once a punk has fired, do other judges have to call for his arrest before they open fire?
It may be that i have not read the rules enough, but these are just my first observations after having actually played a small game. Let me know if I got things wrong, or misinterpreted some things!
Initially confused over the number of dice with certain weapons. Ie, a 3d zip gun, do you roll 3d10 and add them together for 1 hit, or make 3 seperate attacks?
Worked out its three separate attacks but could be clearer. Explaining that certain weapons (zip gun) are rapid fire weapons would make it easier to understand, and the 3D represent 3 bullets from the same gun firing a burst.
Judges v Punks - Round one
Judges win initiative.
J1 moves in and calls for arrest. Punk succeeds on will save.
J2&J3 moves in closer to navigate cover
P1 moves into line of sight and opens up with a zip gun. 2 hits get past J1’s agility. J1’s armour does little. 2 hits, J1 is dead.
P2 moves into line of sight and fires with zip gun. One hit gets past J2’s agility, but saved by armour. Second hit scores a wound. J1 has 1 wound left.
P3 moves closer and takes cover behind bench.
Initiative – Punks Rule!
P1 fires at J2. 3D zip gun, all 3 shots bypass J2’s agility and armour. J2 dead.
P2 fires at J3. 2 shots defeated by J3 agility, third gets through and not defeated by armour. J3 has 1 wound left.
P3 steps from behind cover and fires at J3. 3 hits past agility and armour. J3 splattered on concrete. Mop please!
Took 10 mins as was trying to suss the rules at the same time. Judges never fired a shot in this! It seemed easy to hit them (though I did use zip guns) and cause damage.
So, weapons which have multiple firing dice (ie, 3d) can potentially cause 3 wounds, and each is resolved as a seperate attack?
Only 1 roll for agility made versus each target, regardless of number of attack dice they use?
Armour rolls made against each successful hit, or just 1 roll to cover all hits?
Making additional roll for armour seems unnecessary. To save time, would it not be easier just to allow an adjustment to the agility roll (agility+armour bonus = total defence)? It comes across as just another roll.
A judge must call for arrest of a punk which has not fired on him personally? what if punk has fired on a different judge - once a punk has fired, do other judges have to call for his arrest before they open fire?
It may be that i have not read the rules enough, but these are just my first observations after having actually played a small game. Let me know if I got things wrong, or misinterpreted some things!