BFenix wrote:Silent-sigfig wrote:
Coolest 1000th post ever
or if he's running across an open field with a pistol while you're hiding in an underground bunker with a hand on the magma release lever
Example wrote:Every time the repaired creation is attacked, roll a d6 before resolving damage rolls.
1: The patch falls off and the creation reverts to its previous condition
2: -2 to armour roll
3: -1 to armour roll
4: armour roll stays normal
5: +1 to armour roll
6: +2 to armour roll
All armour roll modifiers are only effective for the selected attack. If a 1 is rolled, the patch will remain fallen off until repaired.
Tzan wrote:Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.
Arkbrik wrote:There is a typo in the introduction to Spirits of the Game
Silent-sigfig wrote:Clicking chapter 10 in the contents page brings you to chapter seven.
solvess wrote:You should add different battle examples, like you have solo Jones vs the black knight for jousting, change it up with something like alien bikers, or anything you think would be good.
Silent-sigfig wrote:Mechanic rules=win, but implementing it to forum battles may be difficult.
Silent-sigfig wrote:Also, in the beginning to chapter 7, The Sonks picture is overlapping onto the Mechanik.
lrdofbricks wrote:thank you for letting me know that over a year of dedication to this forum aint worth shit to you
Silent-sigfig wrote:and a huge glaring error: The book doesn't start with chapter 6.
aoffan23 wrote:I like the mechanik rules, but there's just one thing that seems a little unnecessary to me: the extra d6 roll after patching up structure damage.
Lt. Krus wrote:I like the mechanic rules, and also I think you need to add smthing about minifig weapon cnstruction, or is that going to be in 8?
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