sjosten wrote:Not necessarily. When you end up is determined by what you roll.
You're still making zero sense. Not only are you not specifying what units of time you're using, but you're suggesting that it's possible to go back in time in a BrikWar. To do that, you'd have to have an identical battlefield set up, take pictures of every turn, and then set the second battlefield up to match the turn you rolled. I mean, maybe you have some magical negative dice that can go back to a previous turn, but I don't think they're that common.
samuelzz10 wrote:Ok, here goes.
A random shock trooper finds a delorian, and is being chased by several savages. Unable to fend them off, he hops in and goes at 15" for 2 turns and he is suddenly whisked away. He rolls "Time travelers get older selves to fight along side them". then you roll a 1d6,(to determine how long it takes) and you re-appear in that location with a future self in the car with you. I hope that serves as a good example.
That explanation makes more sense, except instead of just saying "roll for when you end up", try "roll for how many turns it takes to come back". This actually sounds like fun now. The big problem is that not everyone seems to have the same understanding of this mechanic.