Hope's last stand: turn 4
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- piltogg
- Clown-Face Bologna

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- Joined: Wed Jan 02, 2008 6:16 pm
- Location: Fictional Deutschland
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.... well, I was thinking that rules for one of theese uber troops would go like this....
at begining of turn, roll 1d20. if you get a one, roll on the ker-heisenburg chart, otherwise keep rolling 1d6 untill you get a one or two for a number. The number of times you got a number higher than two is how many surface elements get knocked off a ship or group of ships, attacker's choice of which they are. once an odd number is rolled, the sword has mised it's target and the knockback from the power cord destroys the intricate machinery of the personal teleporter, leaveing the uber-troop at the mery of the ships he was just attacking. Should he somehow survive the round, he can move only 4 inches a turn, and can still use the nachtmahr, but only once per turn.
So, one of theese is about equivilent to a squad of four fighter jet type things.
at begining of turn, roll 1d20. if you get a one, roll on the ker-heisenburg chart, otherwise keep rolling 1d6 untill you get a one or two for a number. The number of times you got a number higher than two is how many surface elements get knocked off a ship or group of ships, attacker's choice of which they are. once an odd number is rolled, the sword has mised it's target and the knockback from the power cord destroys the intricate machinery of the personal teleporter, leaveing the uber-troop at the mery of the ships he was just attacking. Should he somehow survive the round, he can move only 4 inches a turn, and can still use the nachtmahr, but only once per turn.
So, one of theese is about equivilent to a squad of four fighter jet type things.

