Re: [Epic] Mekboy repair cards
Simon Dodds wrote:
>
> >Does anyone have the list of what they are and what they do?
> >Im waiting for my rules to arrive and would like to know NOW. Im sure
> >you understand this feeling...Thanks for reading this!
>
> You're in luck. I'm actually at home so all my crap is on hand (so thats
> what the smell is...)
>
> Okay, here goes...
>
> 1 Super Stikk Bombz
> Give to - any boyz mob
> Effect - all the boyz stands in this mob have an extra D6 in close combat.
> If any Orks roll a double in close combat it is blown up by its own
> stikkbomz and the Ork stand is removed - the opponent remains even if it
> lost the combat.
>
> 2 Rokkit Packs
> Give to - any stormboyz or madboyz mob
> Effect - all stands in the formation add 10cm to their movement and terrain
> is no barrier to their movement. Each stand scatters D6cm from its landing
> point. If a stand lands in impassable terrain or rolls a "hit" and a 6 are
> destroyed.
>
> 3 Kustom Weapons
>
> Give to - and nobz mob
> Effect - all nobz stands in the mob roll an extra attack dice (now they have
> 3 A.D.). If any nobz stand rolls a 1 roll that dice again, the stand is
> destroyed if you roll a 5+
>
> 4 Big Gunz
> Give to - any vehicle squadron or boyz mob
> Effect - all models in the unit get an extra -1 save modifier on their
> attacks. Any models that rolls a 1 on any of its attack dice is hit by a
> misfire (-1 save)
>
> 5 Super Power Armor
> Give to - any nobz mob
> Effect - all stands in the mob gain a unmodifiable 6+ saving throw
>
> 6 Kustom Force Field
> Give to - any vehicle squadron
> Effect - all vehicles in the squadron gain an extra 2+ saving throw which is
> taken before their normal saving throw. If this save is failed, the
> vehicle's armour save is taken at a -1 modifier.
>
> 7 Red Paint Job
> Give to - any red painted vehicle squadron
> Effect - all vehicles in the squadron go an extra 1D6cm when they move
> (this has been scientifically proven)
>
> 8 Squig Fuel Injection
> Give to - any vehicle squadron or bikeboyz mob
> Effect - after the squadron has moved, the Ork player may use the fule
> injector and boost them an extra 5D6cm straight ahead. Roll separately for
> each vehicle. Any vehicle that rolls 21+ shakes itself to pieces and is
> destroyed.
>
> 9 Xtra-Big Wheels
> Give to - any wheeled vehicle squadron
> Effect - can charge at triple rate. Roll for each vehicle that does so, they
> are destroyed in an accident on a 1
>
> 10 Xtra-Spikey Bitz
> Give to - any vehicle squadron
> Effect - all vehicles in the squadron gain +2 to their CAF
>
> 11 Armor Plating
> Give to - any vehicle squadron
> Effect - all vehicles in the squadron gain +1 on all their armour saving throws
>
> 12 Bionic Bitz
> Give to - any nobz mob
> Effect - roll 1D6 for each nobz stand before the battle. On a 6 it becomes a
> madboy and joins the madboy mob (or forms one of his own if there isnt one).
> The remaining nobz roll and extra D6 in close combat and have an
> unmodifiable 6+ save.
>
> 13 Glyph Inscriptions
> Give to - any vehicle squadron
> Effect - all vehicles in the squadron get +1 morale due to the flash
> inscriptions
>
> 14 Soundz
> Give to - any vehicle squadron
> Effect - huge speakers fitted to the vehicles blare out goffik rok. Any Orks
> within 10cm of the vehicles (including the vehicles themselves) get +1 morale
>
> 15 Cyboars
> Give to - any snakebite boarboyz mob
> Effect - all the stands in the mob get +2D6cm movement and an extra D6 in
> close combat if they charge.
>
> There. Now i've finally gotten around to typing it up, i'll upload it to my
> page when i can.
>
> doddsy
>
> ----------------------------------------------------------------------
> Simon Dodds
> c9415355_at_...
> EPICentre - http://www.geocities.com/BourbonStreet/1353/epicentre.html
>
> "I do not need to see the world through rose-coloured glasses, because
> my eyes are naturally bloodshot."
> ----------------------------------------------------------------------
Thanks!!
Received on Sat Feb 15 1997 - 15:17:34 UTC
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