Rules question

Overkill

Mongoose
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.
 
Overkill said:
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?
We go for the latter. It allows more opportunities for the player to kick himself for choosing the wrong direction.

Overkill said:
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?
The use of the term 'round' in the rules is a bit unclear, but we play it as taking a hit at the start of any Charge action the character is involved in (either as target or attacker), and in Locked Combat. So that could be up to three free hits in a turn.

Overkill said:
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.
Yep - unless you buy AP ammo. Or get a trait like Weapon Expertise.

Overkill said:
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?
Yes. AP only penetrates Armour if the AP rating is equal to or higher than the Armor rating. In your example, the Shell Jacket would completely repel the AP1 attack.

Overkill said:
5. Why would you ever take the "Accurate" trait when you can just improve your agility instead?
Yeah, true. Although, I guess once your Agility is increased to 2+, if you bought Accurate, you could not fail to miss after a ready action.

Overkill said:
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)
Hmm.. I'd never noticed that, good point. Unless you assume that it applies to his fists/feet too - which sort of helps with your close combat point, too... sort of...

Overkill said:
7. Do medipacks have unlimited uses?
Yep. Or that's how we play them, at least. Incidentally, we also allow them to heal Stunned and Scratched injuries, so that they're useful to gangers with only one hit.

Overkill said:
8. Good god is there any way to beat those judges?
They're tough. It's ugly. But Close Combat can turn so quickly that it's worth a go...

Overkill said:
Thanks in advance for any replies.
You're welcome.

If you want a few more trait ideas, there's some on my site here.

Have you picked up Death on the Streets? Well worth it.

Cheers,

Ned
 
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