Nexo Knights, Clones, Spehss Beerines, and Vikings!

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Re: Nexo Knights, Clones, Spehss Beerines, and Vikings!

Postby Vason » Mon Oct 16, 2017 10:52 pm

Since SN dice must each be tied to some sort of element carried by a fig, such a a wizard's staff, and the jewel thereupon, the Clone Commandos choose to keep them in their backpacks. For their cliche, it adds to things like Skill(aim assist), Damage(Overcharging their weapon), Range(Same), Armor(Personal Shield), that sort of thing.
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Re: Nexo Knights, Clones, Spehss Beerines, and Vikings!

Postby Texhnophille » Tue Oct 17, 2017 1:04 am

Good to know, thanks!
Natalya wrote:Warhammer doesn't sell well because the models are good; it sells because of the awesome universe created around the models.

My lego Instagram: https://www.instagram.com/texhnophilleslegos/
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Re: Nexo Knights, Clones, Spehss Beerines, and Vikings!

Postby sahasrahla » Tue Oct 17, 2017 9:04 am

why did i not see this before

these are some fuckin brilliant squad abilities dude. the fluff is great too
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Re: Nexo Knights, Clones, Spehss Beerines, and Vikings!

Postby Kommander Ken » Tue Oct 17, 2017 10:11 am

This stuff is the definition of  :666: .
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Re: Nexo Knights, Clones, Spehss Beerines, and Vikings!

Postby Vason » Tue Oct 17, 2017 4:48 pm

I'm glad you all approve!

I like the idea of having stats for the kinds of things that the average newbie to the game might have picked up. Stuff like this is too specific(and licenced) to be in the official rulebook, but I like to imagine that someone looking to stat out an army might come to the forums for inspiration. Star Wars and Nexo Knights are just two lines that I can easily see a potential BrikWarrior having a bunch of, I might come back and do more lines in the future.
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