RePost : Drunkin Mechwarrior rules

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MadWolf
07/17/02 03:28 AM
134.53.151.103

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I remember posting these along time ago but figured they needed to be redone.

If a mech warrior is Drunk at the Time he\she enters the Cockpit, Here's how you can play them.

The Player playing This Must have two different colored dice. One is piloting and one is Gunnery.

They are rolled at the begining of each TURN. (not Phase)
The Numbers then become that pilots Skills.

Try haveing each person have 5 hussars on one mapsheet with these rules. The games last forever. Plus all the planning in the world can't save you from rolling two 6's.

Have Fun with it.
Nothing is Impossible, It is only Improbable.
Cheapbuzz
07/19/02 08:03 PM
165.76.24.182

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Or you could follow this rule which is out of the Warden Clans field manual. Which deals with one of the negative effects of Necrosia.
"Drunken State: The character becomes moderately intoxicated for a period of 1D6 hours. While in this state, he makes all Skill Rolls at a +2 penalty to the target number."
deleteme
07/24/02 09:14 PM
128.118.101.194

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yea, that looks better. B-tech has enough rolls and modifier calculating as it is
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