Skill Shots wrote:Physical projectile weapons may be fired in place of a dice roll. Hits and misses are determined by whether the projectile strikes the target.
Hijacking wrote:A pilot on foot has standard minifig stats. If a pilot is within 3 inches of a battle machine, he may roll 1d6 in an attempt to hijack the machine. On a roll of 3 or better, he succeeds, and the current pilot is thrown roughly out of the cockpit to the ground below. The new pilot spends the remainder of the round familiarizing himself with the controls.
The Pancake Rule wrote:A battle machine may roll 1d10 to attempt to step on an on-foot pilot. A roll of 7 or better succeeds, and the victim becomes a greasy smear on the pavement.
And my favorite idea of the bunch:
The Itano Circus Maneuver wrote:Because it wouldn't truly be a giant robot fight without massive swarms of missiles erupting from all over a robot's chassis, I now present the rules for performing an Itano Circus.
Performing an Itano Circus costs the battle machine's entire complement of missiles (and counts as a full-turn action), provided the number remaining is greater than 1. The player removes the remainder of the missiles from his battle machine and rolls that many d10s. The result is how many guided rockets you now have screaming around the arena in search of a target.
You may divide these rockets amongst as many targets as you wish, and each defender rolls that many d6s. Rolls of 3 or lower fail, and the rocket hits for 1 damage.
Note: While you can, as stated, divide your damage amongst as many targets as possible, it's entirely possible -- and quite cinematic -- to aim every single rocket at a single target.
It's also worth noting that once you have declared targets, there's no going back. If any one target explodes before expending all the rockets headed its way, those rockets are lost for good.
Any thoughts or suggestions on how I can improve or expand on these ideas?