Parachute
A Parachute is a utility movement-device represented by a backpack. A minifig jumping off of a tall structure or flyer can open the parachute and coast to the ground without taking fall damage. In addition, it can be used to fly across large gaps or simply to cover ground quickly. A Parachute descends a minimum of 2 stories each turn (max of 4) and can move up to 12” per turn horizontally. You need to use an action to open a parachute and pack it up after you land, but while in flight you can spend your action on other things unless you steer. Parachutes cost 2cp; very good equipment for ninjas, heroes and other such people who like to jump out of planes to fight behind enemy lines. (note: Parachute users can exploit "thermals" or columns of hot air to stay level or actually climb 1-3 stories in a single turn. Sources of thermals vary and can be decided by a What I Say Goes roll if they seem to be on the very edge of reasonable. Possible sources of thermals include explosions, power plant smokestacks, and talk show hosts.)
Jet Pack
A Jet Pack is a utility movement-device which allows minifigs to fly over the landscape. It’s more stable than a jump pack, but less powerful. As long as the user flies in a straight line, it does not require an Action to use. It costs 6cp. A Jet Pack allows a minifig to move up to ten inches in a single turn horizontally, and up to two stories vertically. Also, jet packs don’t have to land between turns, making them excellent choices for cheap air support or long-range travel.
jetpack and parachute
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Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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drop pods can be dropped on enemies while stile being loaded with guns and troopers or a dreadnought.Theblackdog wrote:A parachute probably costs less than a drop pod. Also, they're not just used to block fall damage. A parachute can move you a significant distance sideways as well... a Ninja with a parachute could, say, leap from a hill or plane safely behind his own lines and land in the enemy base.
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Thor's magic hammer:
Size: M (1h or 2h)
Cost: 6 CP
Range: 6 inches
Damage: 2d10
CC: 2d10+2 damage
UR: 5 (12 without the magnetic gloves)
Thor, eldest son of Odin, and strongest of the gods, possessed three dwarf-made treasures more precious than gold. One was Miolnir, a huge hammer which always returned to his hand, no matter how far he hurled it. The second was a pair of iron gloves, without which no hands could hold the hammer. And the third was a belt, able to double the strength of him who buckled it on. -Geddes and Grosset, "Thor Among the Giants" in Norse Tales of Legends, Gods and Heroes
When Thor hurls Miolnir with both hands in one story, he blows up a mountain.
Size: M (1h or 2h)
Cost: 6 CP
Range: 6 inches
Damage: 2d10
CC: 2d10+2 damage
UR: 5 (12 without the magnetic gloves)
Thor, eldest son of Odin, and strongest of the gods, possessed three dwarf-made treasures more precious than gold. One was Miolnir, a huge hammer which always returned to his hand, no matter how far he hurled it. The second was a pair of iron gloves, without which no hands could hold the hammer. And the third was a belt, able to double the strength of him who buckled it on. -Geddes and Grosset, "Thor Among the Giants" in Norse Tales of Legends, Gods and Heroes
When Thor hurls Miolnir with both hands in one story, he blows up a mountain.
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