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Digs99

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Posts posted by Digs99


  1. Couldn't resist more of a tweak - I'd go for greater risk/reward


     


    Speed 3


    Attack: Melee 1G


    Health: 5


    Defense: None


    Cost: 3 points (Single model per card)


     


    Power Surge: When an adjacent friendly figure performs a ranged attack, they may perform a free tech (wrench) attribute test.  If successful they add 1 red die to the attack pool for this attack.  If the test fails, they receive 1 damage.


     


    Short: GNK does not block LOS to other models. LOS can be traced through the space GNK occupies as if the space was empty.


     


    Volatile: When GNK is destroyed, deal 1 damage to *all* adjacent figures.


     


    High Voltage: Whenever GNK deals damage to a figure they must perform a strength test.  A failed test results in the figure being stunned.


     


    - Digs


     


    *apparently they'd be printing this deployment card in Topps' Wide(tall)vision format  :P


    Edit - it probably shows, but I have no Skirmish experience - from my limited understanding the above would be campaign only :(  



  2. Hello all,

     

    Regarding Class Cards that are Items, the Rebel Upgrade Stage section of the RRG (page 21) states "Once purchased, (a hero) retains the cards for the remainder of the campaign."  This seems to indicate that item Class Cards are not meant to be traded.  You could argue that the starting item is not "purchased", but I don't believe that to be the intent of the rule.  Thoughts? 

     

     - Digs

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