Well, here are some rules I've come up with, noticing that nobody seems to have made rules for teleporting units:
Some units have capabilities that allow them to move around the map quickly without being touched. Telebriking can be anything from teleporting to digging a tunnel and then coming out the opposite end.
The first thing to do when telebriking is have the unit make an action check at difficult(5) level. If failed, there are no results, but if passed the unit may perform telebrik.
The player then must place 3 markers(dice, coins ect.) on the map. The player must then assign 2 numbers between 1 and 6 to each marker
[Example] Marker 1: 1-2, Marker 2: 3-4, Marker 3: 5-6.
The player then rolls a D6, and the marker with one of its two numbers is rolled, then the location of the marker is where the telebriking unit is placed. The markers can then be removed.
The place where the player wishes to have the unit telebrik to must not be within 2 inches of a brik (unless its considered the ground).
NOTE: This is a special rule, so only unit with the telebrik special rule may use this ability.
Telebrik
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- Warrior King
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we don't worry about that sort of thing here! if anything, play a few games using the 40k rules and use the things you witnessed during the games to refine your own rules for teleportation.
i wouldn't advise reading the whole 2001 rulebook, as it is exceedingly tedious at times, but the entire thing is golden. Lots of great stuff in there, if you cut away all the crap.
i wouldn't advise reading the whole 2001 rulebook, as it is exceedingly tedious at times, but the entire thing is golden. Lots of great stuff in there, if you cut away all the crap.
Cool idea, but here's what I would probably do:
First, it would be a separate type of movement that you could buy (like flying, swimming, or walking/running) and you would buy it separately from any of those. The cost would probably be something like flying, where it costs 2CP per two inches plus it's structure level.
You are able to teleport/travel that many inches, but there is a skill roll involved, like your version. The skill roll starts at a use of 2 for 2 inches (which would be the minimum distance that you could travel while using it) and for every 2 inches after that it goes up another 1 (so going 2 inches is a use of 2, 4 inches is 3, 6 inches is 4, etc.).
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction.
First, it would be a separate type of movement that you could buy (like flying, swimming, or walking/running) and you would buy it separately from any of those. The cost would probably be something like flying, where it costs 2CP per two inches plus it's structure level.
You are able to teleport/travel that many inches, but there is a skill roll involved, like your version. The skill roll starts at a use of 2 for 2 inches (which would be the minimum distance that you could travel while using it) and for every 2 inches after that it goes up another 1 (so going 2 inches is a use of 2, 4 inches is 3, 6 inches is 4, etc.).
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction.
- tahthing
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but you can get round the random appearing point by putting them next to each other!
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
yeah, I was gonna say just that, which is why I like oneeye's solution better.
if I remember correctly the 2001 rules had you buy the teleporting ability in blokinches. and everytime you teleported you had to roll a d10, on a 1 you then had to roll another d10 and consult the Heisenberg ker-pow! table.
this table had results like creating a doppelganger, or instead of teleporting it, teleporting the opposite etc. etc.
if I remember correctly the 2001 rules had you buy the teleporting ability in blokinches. and everytime you teleported you had to roll a d10, on a 1 you then had to roll another d10 and consult the Heisenberg ker-pow! table.
this table had results like creating a doppelganger, or instead of teleporting it, teleporting the opposite etc. etc.
Act first, then think, then try to find a way to cover up the horrible mess you made.
Si Hoc Legere Scis Nimium Eruditionis Habes
Si Hoc Legere Scis Nimium Eruditionis Habes