Rules Revision

Rules questions, suggestions, and discussion

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Warhead
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Post by Warhead » Wed Mar 17, 2010 3:00 am

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RagnarokRose
u a MILLION wus and only then shall you become the MISTRESS
u a MILLION wus and only then shall you become the MISTRESS
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Post by RagnarokRose » Wed Mar 17, 2010 2:12 pm

Does it count if they all have the rank of 'Lurker'?

Spartan, sorry to say, but I sincerely doubt Rayhawk's putting Spartans in the rulebook.

He might put Halotards in just as a result of this conversation though... NEW ZOMBIE CLASS!
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Theblackdog
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Post by Theblackdog » Wed Mar 17, 2010 4:27 pm

More like new sub-zombie class. Zombies are scary, can self resurrect, can zombify other minifigs, and are utterly devastating in melee combat. Halotards... based on my mocpages experience, a Halotard minifig wouldn't be good for anything else except as a mobile obstacle/human shield.

HALOTARD (.1 cp)
skill 0
move 4"
armor 1D6, -3 vs. criticism

Swarm: Halotards appear in packs of at least 10 each. They fill up huge amounts of space with multicolored, blocky vehicles and strident demands to "CHEK OUT MY MASTER CHEIF AN RITE COMANTS!!!!1111!!!11!!1!!one".

Construction: Halotards may construct 1 Creation per turn. The Creation must use at least 7 different colors and may not resemble a HALO vehicle or weapon. The creations uniformly have no movement, no functional weapons, and 1D10 armor.

Repulsive: If a minifig has line of sight on a Halotard and is within weapons range of it, he will attack it whether it is friend or foe.
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Ranger S2H
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Post by Ranger S2H » Thu Mar 25, 2010 9:10 pm

may I suggest bringing back stuff from the 2001 arsenal, general combatants and creatures lists?
stuff like kamikazes, slaves, engineers, medix, synthetix, ninjas, skeletons, civilians, dimmies, zombies, ghosts, shields, teleporters, ker-something tables, etc. etc.

maybe like a supplement or idea or example chapter?
- I refuse to be stopped by something as irrelevant as logic, the laws of physics, or common sense -

if 20 chickens can fit in a brick, how many pingpongballs does a crocodile have to eat so it can swim faster than a washing machine?

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OneEye589
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Post by OneEye589 » Mon Apr 19, 2010 7:42 am

Another good idea for the rulebook: Some sort of rules for the little figures that come with the board games. I don't think many of us here have them, but it might be neat.

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Tzan
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Has anyone ever used those holes before?
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Post by Tzan » Mon Apr 19, 2010 9:21 am

Ker-Something!

1. Something you totally expected
2. Something that's somewhat familiar
3. Something
4. Something else
5. Something you read about in a book once a long time ago
6. Something you never expected

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legacymedia92
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Post by legacymedia92 » Mon Apr 19, 2010 9:42 am

OneEye589 wrote:Another good idea for the rulebook: Some sort of rules for the little figures that come with the board games. I don't think many of us here have them, but it might be neat.
They count as size 0 creations
Loosing your mind is a side effect to this fourm
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OneEye589
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Post by OneEye589 » Mon Apr 19, 2010 10:26 am

I know they do now, but it would be neat if they, along with protofigs, had their own special abilities or rules.

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legacymedia92
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Post by legacymedia92 » Mon Apr 19, 2010 11:09 am

make a statcard
Loosing your mind is a side effect to this fourm
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RagnarokRose
u a MILLION wus and only then shall you become the MISTRESS
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Post by RagnarokRose » Mon Apr 19, 2010 11:39 am

Special Ability- MIGITIZE (+5cp)

If any of the fourms Sigfigs are on the field once this ability is engaged, they immediately launch into an argument that lasts 3 turns. Affected sigfigs cannot do anything else during this time. Usable once per game.
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dilanski
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Post by dilanski » Mon Apr 19, 2010 1:02 pm

What about a racing expansion?, acceleration and turning etc.
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Magic Soap
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Post by Magic Soap » Mon Apr 19, 2010 1:05 pm

If you check out the site map, you can find long-lost WiP rules. I think the bestiary is a good idea, rather like a warhammer army book, but I think it should be kept very basic to allow customisation. The rules would give us archetypes, special rules like on stat cards and of course alternative weapon ammo/special attacks.

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Cpt. Zipps
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Post by Cpt. Zipps » Mon Apr 19, 2010 10:49 pm

I like the idea of keeping the mechanics of the game relativly simple(how they are now with a few tweaks) but having lots of options for weapons and units and classes.
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dilanski
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Post by dilanski » Tue Apr 20, 2010 1:22 am

Cpt. Zipps wrote:I like the idea of keeping the mechanics of the game relativly simple(how they are now with a few tweaks) but having lots of options for weapons and units and classes.
Yeah what he said.
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Cpt. Zipps
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Post by Cpt. Zipps » Tue Apr 20, 2010 5:54 pm

Keep it so that the game moves quickly but you have tons of options for customization of your forces and units.
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