Secret Weapons

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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stashman
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Secret Weapons

Post by stashman »

Secret Weapons
Roll a D6 after the drive, if the roll is higher or equal to the number of the SW, that player can enter the new drive and still play on. If not, player has to leave the game.

Sinnebad 3+
Bomber 4+
Chainsaw 5+
Deathroller 6+

If the player have the Stunty Skill or Sneaky Git Skill, reduce the dice with -1 (the player has either hidden himself among the fans or smoothtalks his way out of it it.)

If you use a Bribe it's a 2+, no matter what!!!

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Shteve0
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Post by Shteve0 »

Should that be reduce the required roll by -1, or rather add +1 to the dice? As written SG penalises the SW roll.

Also, no score listed for Ball & Chain rolls.

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mattgslater
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Re: Secret Weapons

Post by mattgslater »

Should add to cost. Sinnedbad would be worth about 140k, bombers about 110k, chainsaws probably +30k, which makes them compete with a Wizard. 6+ is only worth maybe 10k on a DR or ball and chain (you also forgot Zzharg, who should be 4+ and 140k IMO).

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Chris
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Re: Secret Weapons

Post by Chris »

I always liked the house rule that sneaky gitz (and sometime stunties too) got put in the KO box if you didn't use a bribe. Then recover as if from a KO (so babes help by distracting the ref).

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