I enjoy using the +CP special abilities from the Minifig Statcards (Stealth, Gunnery, etc), and had a few questions:
6: Is there a limit on how many abilities I can give to a single unit? Besides the practical one of not wanting to stuff all my CP into one place, that is.
7: Can Size 0 units have special abilities? For example, a 1x2 slab statted as a Gunnery Computer (Sz 0, SL 1/2, Mv 0", Sk 1d6, Gunnery = 2CP) seems like a very cheap and space friendly way to reduce the Use Ratings of large weapons, but I wonder if I'm reading something incorrectly.
8: Can something with a Half-Mind have abilities? As an example, a Submissive robotik arm in a hospital with Ker-Triage!, in order to assist a proper Medik
Special Abilities, Minds, and Size
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Re: Special Abilities, Minds, and Size
No, Yes, and yes. Hooray!
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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Re: Special Abilities, Minds, and Size
The brikwars rules are there to guide you never to limit your imagination and ideas. Both the medic robo arm and the gunnery computer are both totally legit ideas.
Just remember that awesomeness should be a lot higher on your priority list than functionality and effectiveness in combat. Otherwise you just turn into a dick who tries to bend the rules in such a way to maximize the strength of his forces which is not the idea.
Just remember that awesomeness should be a lot higher on your priority list than functionality and effectiveness in combat. Otherwise you just turn into a dick who tries to bend the rules in such a way to maximize the strength of his forces which is not the idea.
stubby wrote:You were inb4beluga.
Re: Special Abilities, Minds, and Size
NO DISSEMBLE! NO DISASSEMBLE!Voin wrote:
What Mavericks sig is missing:
Silvawards 2013 wrote: Best Noob
Nominees
-Nimja
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Winner: Maverick