piltogg wrote:The reason for this occurance is that sometimes I care about what I am typeing, however usualy I do not. So you know, just being lazy is all.
davee123 wrote:piltogg wrote:oh, I got mixed up... I meant 5 times longer than 2001
There are a few things that don't quite line up-- like falling damage vs. collision damage for example. But mostly, it's pretty good.
warman45 wrote:collision damage should be fall damage divided by two (colision damage has 2 objects moving towards each other causing twice the damage as one obgect moving at the ground or a wall
BW2001 - 4.3.5 wrote:... the object does as much damage as its Mass times the number of full stories that it dropped times 1d6. If the object has no appreciable weight, it does as much damage as if it had been thrown. The object itself takes as much damage as whatever it hits.
BW2001 - 4.3.6 wrote:Once you have determined the Collision Speed, divide it by five inches and round down. This number is the Damage Multiplier. (If the two objects collide at a speed of less than 5" per turn, any resulting damage is purely cosmetic.) Objects do their own Armor Value in damage, times the Damage Multiplier.
Niflheim wrote:Actually, falling should only be counted if the minifig falls off somewhere where its higher then him, then he should be wounded. For every 1 cm higher then him or her, they get wounded which could eventually kill him.
Cpt. Zipps wrote:Jetpack rules
Rules for mediks and mechaniks
Rayhawk wrote:The falling rules in 2001 are messed up because they were based on an earlier version of the Collision rules and never got updated. Whoops! A lot easier in the 2005 rules, and it'll get easier still once I delete all the parts of 2005 collisions that I don't like.
I'm still planning to work Mechanix into chapter seven, now that I've finally got the artwork for them. I've just been busy.
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