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Ideas for future equipment cards

A place to give your suggestions, ideas, etc.

Ideas for future equipment cards

Postby El Cuajinais » Thu Dec 16, 2010 3:32 pm

Large Monkey Wrench
Description:
A big old rusty wrench

Location:
Technical Room
Find factor = 1

Cost:
2 Weight
-2 Mission points

Benefit:
+1 Yellow die to technical tests
+2 Yellow dice on close combat dark purple arc
+1 Yellow die on close combat light purple arc
+1 Automatic hit on white close combat arc
User avatar
El Cuajinais
 
Posts: 16
Joined: Fri Dec 10, 2010 7:51 pm


Re: Ideas for future equipment cards

Postby El Cuajinais » Thu Dec 16, 2010 6:07 pm

Teleportation Prototype
Description:
A small device that resembles a TV remote.

Location:
Science Room
Find factor = 3

Cost:
0 Weight
-3 Mission points
Discard after one use

Benefit:
Pass a +8 technical + scientific test to use. Take the teleporting character's marker along with 3 decoy markers and shuffle them under the table. (No player should know which is the character marker). Divide the map into 4 equal quadrants. If the quadrants cannot be made equal, the player using the Teleportation Prototype decides where the quadrant divisions lay, but they must be as equal as possible. Use dice to settle any disputes. Starting with the teleporting character's player and continuing clockwise, each player selects one marker and places it on an empty space in one of the quadrants. This continues until all 4 quadrants have a marker. At that point the markers are revealed. Remove the decoy markers and place the teleporting character's miniature on the space corresponding to the character marker. The player who originally placed the character marker decides the facing of the teleported miniature.
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El Cuajinais
 
Posts: 16
Joined: Fri Dec 10, 2010 7:51 pm


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