Wednesday, January 14, 2015

RULES IN RULES

In both the games we play, there is something that gets to us- RULES IN RULES. When a special rule a model CONTAINS another special rule- sending you flipping around the rulebook just to figure out the full extent of a special rule. We have tried to identify and quickly explain them here- so when you get a "please turn to page 194 to continue your adventure" - you know where down the rabbit hole the journey is headed

Infinity N3-
Camouflage, TO, Impersonator- Suprise shot, Suprise attack
Bezerk- assault, V: courage
Engineer- D-charges, deactivator
Martial arts- Suprise attack, Stealth, V: courage
Regeneration { shock immunity } This is a fairly simple one, and makes sense- you have more chance to use it!
Paramedic {medkit} Obvious and the only role of the skill (besides being a specialist). bit of a shame
veteran lvl2- V:nwi SSl2


BMG
Leader- (reroll) WIP, Inspire, free "lets go"
Sidekick- All reroll "lets go"
Henchman- "lets go"
Acrobats- 12cm BASIC move, Dodge (spend MC and roll agility to dodge ranged weapons), Stand for free, Ignore obstacles, JC is 12
BIG- 12cm Basic move (BMD), Resilient (reroll END tests), Charge (1AC+1SC move your BMD with a free push on every target you contact), -1 to blinks, reduce fall distance by 5cm
Dirty Fighter- Gives all ranged weapons carried "Light" (allowing you to shoot while an enemy is within 5cm)



1 comment:

  1. When i play, I ALWAYS forget the Stand for Free that comes with Acrobat. Outside a game i have no trouble remember it but when i play, there are so many things that catch my attention that "Stand up for free" usually takes the opportunity to slip my mind.

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