Coming Back to Life

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Coming Back to Life

Postby Scottsamn » Mon Sep 28, 2009 10:48 pm

I was curious if there are any rules for units that can survive dying and stand back up. I ask because I saw units with this ability in Deathwars (loved that battle) and was kinda curious how it works.
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Postby OneEye589 » Mon Sep 28, 2009 10:51 pm

I would say that for an extra 1 or 2 CP you can roll a d6 at the beginning of your turn for the figure. On a 6 he comes back to life.
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Postby Scottsamn » Mon Sep 28, 2009 10:52 pm

Holy smokes! I updated my sig (2 or 3 minutes) and there is an answer! Anyway thanks, shoud be usefull for my robots.
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Postby Natalya » Tue Sep 29, 2009 12:59 am

Those were robots, not normal guys.
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Postby lrdofbricks » Tue Sep 29, 2009 5:15 am

units sgould need reviving powers. thats what medics are for.
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Postby Ogel96 » Tue Sep 29, 2009 7:46 am

I also let my hero take a feat to revive himself, so long as there's three of mine on the field (or two in a small battle) also, Medics! it's not like people lose arms and legs, medics are there to combat death.
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Postby Warhead » Tue Sep 29, 2009 1:09 pm

Scotsman huh? I somehow doubt it. But, welcome none the less.

I found when I played against Natalya on a forum battle that the Zombies I controlled needed a (better?) regeneration rule. Especially considering they had no weapons except a bite attack and maybe a few with explosives. A 6+ on a D6 is a bit of a tough roll. Head shot or fire only equals KO kill, anything else has a 4+ on a D6 chance of limb loss (I like the idea of zombies crawling about, only the bits with a head attached to it) and a one off regeneration roll of 4+ on a D6 at the beginning of each turn, if it's failed you can't re-try next turn. Anyway, that's what I would try.
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Postby Magic Soap » Tue Sep 29, 2009 1:13 pm

Warhead wrote:Scotsman huh? I somehow doubt it. But, welcome none the less.

I found when I played against Natalya on a forum battle that the Zombies I controlled needed a (better?) regeneration rule. Especially considering they had no weapons except a bite attack and maybe a few with explosives. A 6+ on a D6 is a bit of a tough roll. Head shot or fire only equals KO kill, anything else has a 4+ on a D6 chance of limb loss (I like the idea of zombies crawling about, only the bits with a head attached to it) and a one off regeneration roll of 4+ on a D6 at the beginning of each turn, if it's failed you can't re-try next turn. Anyway, that's what I would try.


scottsamm is his name. It could be his first name Scott and his sir name Sammo?
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Postby Warhead » Tue Sep 29, 2009 1:19 pm

Maybe, which means I would be correct. Vindicated.
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Postby Scottsamn » Tue Sep 29, 2009 5:31 pm

Magic Soap wrote:
Warhead wrote:Scotsman huh? I somehow doubt it. But, welcome none the less.

I found when I played against Natalya on a forum battle that the Zombies I controlled needed a (better?) regeneration rule. Especially considering they had no weapons except a bite attack and maybe a few with explosives. A 6+ on a D6 is a bit of a tough roll. Head shot or fire only equals KO kill, anything else has a 4+ on a D6 chance of limb loss (I like the idea of zombies crawling about, only the bits with a head attached to it) and a one off regeneration roll of 4+ on a D6 at the beginning of each turn, if it's failed you can't re-try next turn. Anyway, that's what I would try.


scottsamm is his name. It could be his first name Scott and his sir name Sammo?


Actualy it's because I'm of scottish ancestory, so I'm a scottsman. We be hillbilies back in the hills. Anyway, I meant like robots. I asked because I couldn't find any rules on it, and it seemed pretty neat to have someone die but not.
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Postby Strana » Tue Sep 29, 2009 8:08 pm

well if you give them armor its 1cp for +2 armor or base 6
or you can go with classic armor 2cp for 1d6 extra. then if +6 get back up 1cp for 5+ get back up 3cp or 4+get back up 5 cp 3+ get back up 9cp or 2+ get back up for 17cp. however explosives will stop the get back up as will flame, or freezing though if frozen you might not be dead just can't do nothin.

so a lego man with 4+ gbu and armor comes out to 10cp a fig plus weapons.
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Postby *CRAZYHORSE* » Wed Sep 30, 2009 3:34 pm

Warhead wrote:I A 6+ on a D6 is a bit of a tough roll. Head shot or fire only equals KO kill, anything else has a 4+ on a D6 chance of limb loss (I like the idea of zombies crawling about, only the bits with a head attached to it) and a one off regeneration roll of 4+ on a D6 at the beginning of each turn, if it's failed you can't re-try next turn. Anyway, that's what I would try.

I like these rules allot I think I will use them, but with limb loss I just have one problem, ofcourse when a zombie looses a leg he gets a movement penalty but since he doesn't attack with his arms he doesn't suffer from loosing an arm, so how would you go about this?

maybe because zombies use their arms for bashing windows and doors they would get a penalty for that or something like that?
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Postby Warhead » Wed Sep 30, 2009 3:45 pm

Scottsamn wrote:
Actualy it's because I'm of scottish ancestory, so I'm a scottsman. We be hillbilies back in the hills...


I just thought it was one of these jokers trying to put one over on me on account that the Scotsman is pretty mangled for someone who's proud of their ancestry. So, where are your folks from originally?
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Postby Scottsamn » Sat Oct 03, 2009 2:43 am

Technicly, while neither of them were born in the heavily scottish Appalachia, I have direct blood ties on my fathers side to some of the stubornest, feudiest scottish to ever live: the McCoys.
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Postby Warhead » Sat Oct 03, 2009 3:31 am

Anything to do with the McCoys of the Hatfield-McCoy feud? Cool.
http://en.wikipedia.org/wiki/Hatfield-McCoy_feud

Also, some things you probably didn't know you wanted to know. God I love the Internet. :D
http://in.answers.yahoo.com/question/in ... 808AAeIXbJ
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