Any vehicle/creation with an indication of radar, (printed bricks, radar dishes, etc) is treated as if it has a 360-degree view, as apposed to a cone. When it is spotting anything outside of it's regular cone of vision, roll 1d6.
1-2: Failure, target is not spotted.
3-6: Success, target is spotted.
Radar has -1 to spot when it is trying to spot minifigs/creations with stealth as an ability.
Any minifig with a radio backpack/radio piece can communicate with other minifigs/creations with methods of radio communication. (I.E., A minifig with a radio in hand communicates with an artillery team, calling in an artillery strike) Handheld radios have a range of 12", and vehicle/ground-based radios have a range of 24"
Radio interceptors look like your average radio box, but they can hear the enemy's radio transmissions, giving them a chance to contact their comrades and warn them if they are about to get bombed or something. If the intercept is successful and it is sent to the person in danger, they get half their regular move OR one action in an attempt to save themselves. Radio interceptors have a range of 24".
In order to intercept a communication, roll 1d6.
1-2: Failure, it does not intercept the transmission.
3-6: Success, it does intercept the transmission.
Radio interceptors cannot be carried by minifigs, so they can only be ground-based or vehicle-mounted.
Let's say you want your unit to contact another unit outside of its radio's range. This is when radio relays come in. If a relay is within or within 1" of a radio's range, it can bounce a signal 24" to the intended receiver or another relay unit. However, every time a radio communication is relayed, interceptors get +1 to their rolls.
(Alternately, say if you have a futuristic/medieval army, they could be communicators, or drummer boys, telepathy, etc.)
So what do you guys think?
Last edited by Robot Monkey
on Mon Jan 23, 2012 9:33 pm, edited 2 times in total.