This is a repost of my question in the rules forum since I'm not getting any responses over there...
So I've just picked up a copy of GOMC-1 for $5.00 off of ebay but some of the rules don't seem to be very clear so I was hoping that there might be some experienced players who could clear some things up for me.
1. When a grenade attack is a miss the rules say to roll for the direction however there doesn't seem to be any set rule for where you put the numbers on the blast template in relation to the miniatures. Do you line it up so that the 1 is always in the 12 o'clock position in relation to the direction of the throw? Always have the 1 point to the top of the board? Allow the throwing player to point it however he pleases and then make his roll?
2. Weapons with the unarmed trait say that their weilder suffers an automatic hit at the beginning of combat and then in every subsequent round of combat? Does this mean every time that an attack is made or only once per round?
3. So the only way to hurt a street judge with a phut rifle is to score a critical hit? I say this because the weapon's damage is 1D+1 and a judge has an effective resilience of 8.
4. Are AP weapons an all or nothing sort of deal? Meaning if I shoot a guy in a shell jacket (+2 armor) with an AP1 weapon what happens? Is the shell jacket considered +1 for the attack or is the AP quality ignored and the jacket remains at +2 because it fails to equal or exceed the armor level of the +2 shell jacket?
5. Why would you ever take the "Accurate" trait when you can just improve your agility instead?
6. Why does the Blitzer have the armor penetration trait when he already has an AP 1 weapon and you can't buy him any equipment? (I REALLY want to give him a close combat weapon)
7. Do medipacks have unlimited uses?
8. Good god is there any way to beat those judges?
Thanks in advance for any replies.
So I've just picked up a copy of GOMC-1 for $5.00 off of ebay but some of the rules don't seem to be very clear so I was hoping that there might be some experienced players who could clear some things up for me.
1. When a grenade attack is a miss the rules say to roll for the direction however there doesn't seem to be any set rule for where you put the numbers on the blast template in relation to the miniatures. Do you line it up so that the 1 is always in the 12 o'clock position in relation to the direction of the throw? Always have the 1 point to the top of the board? Allow the throwing player to point it however he pleases and then make his roll?
2. Weapons with the unarmed trait say that their weilder suffers an automatic hit at the beginning of combat and then in every subsequent round of combat? Does this mean every time that an attack is made or only once per round?
3. So the only way to hurt a street judge with a phut rifle is to score a critical hit? I say this because the weapon's damage is 1D+1 and a judge has an effective resilience of 8.
4. Are AP weapons an all or nothing sort of deal? Meaning if I shoot a guy in a shell jacket (+2 armor) with an AP1 weapon what happens? Is the shell jacket considered +1 for the attack or is the AP quality ignored and the jacket remains at +2 because it fails to equal or exceed the armor level of the +2 shell jacket?
5. Why would you ever take the "Accurate" trait when you can just improve your agility instead?
6. Why does the Blitzer have the armor penetration trait when he already has an AP 1 weapon and you can't buy him any equipment? (I REALLY want to give him a close combat weapon)
7. Do medipacks have unlimited uses?
8. Good god is there any way to beat those judges?
Thanks in advance for any replies.