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| what skills would a raider explosives expert have? | |
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| Tweet Topic Started: Dec 14 2012, 11:20 AM (308 Views) | |
| Mortius | Dec 14 2012, 11:20 AM Post #1 |
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Evil Genius
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Im a bit stumped for skills here, I have bigger explosive radius and more accurate grenades, now a major case of writers block. :/ |
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| Dr.Falkenhayn | Dec 14 2012, 11:56 AM Post #2 |
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Kleister Meister
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how about Nerves of Steel/immune to panic? |
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| Mortius | Dec 14 2012, 12:05 PM Post #3 |
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Evil Genius
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Possibly but id like to keep fearless skills for leaders. Thinking a self destruct with a grenade dies or something |
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| Crazy Joe | Dec 14 2012, 04:14 PM Post #4 |
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Mutant Hunter
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How about “Booby Traps”? Allow a certain number of preplaced explosive traps to be placed on the game board. Of course that can lead to “Find and Disarm Booby Traps”. When the Expert comes within range of an enemy’s booby trap roll the dice to see if he spots it without setting it off, if successful allow him a chance to disarm the trap. Depending on how much emphasis you place on resource gathering you might also allow the Expert to make explosives, mortar shells, and rockets, and maybe even ammo for firearms. Or you could just say your troops can be armed with grenades/Molotovs for a cheaper price. |
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| Mortius | Dec 17 2012, 10:31 AM Post #5 |
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Evil Genius
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Good idea. How could the traps be placed so the opposing players can't just avoid them though? maybe have tokens with some as duds? |
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| v_lazy_dragon | Dec 17 2012, 10:44 AM Post #6 |
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Enforcer
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Aye - Maybe place 3 markers within a couple of inch radius every time a 'trap' is set - but only 1 marked is 'live'? Another possibility would be to have explosives have a high chance of mis-fire, which the expert's abilities would then reduce to a more reasonable level? |
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| Crazy Joe | Dec 17 2012, 04:37 PM Post #7 |
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Mutant Hunter
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Hmm yeah markers would probably be the best way to go for non-refereed games. |
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1:34 AM Jul 14