Movement: | 2 Red Dice |
Attack: | 2 |
Defend: | 2 |
Body Points: | 7 |
Mind Points: | 6 |
Movement: | 2 Red Dice |
Attack: | 2 |
Defend: | 2 |
Body Points: | 6 |
Mind Points: | 6 |
Die Roll | Outcome |
---|---|
The attempt fails utterly, and the Spare Parts where wasted to no effect. | |
The repair job fails, but the Spare Parts were not used up. You may try again on another turn. |
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Success! You used up the Spare Parts, but the Device is fixed. |
Die Roll | Outcome |
---|---|
The Device is rusted. | |
The Device escapes harm. |
Spare Parts | 100 gold coins | ||
Miracle Oil | 200 gold coins |
Die Roll | Outcome |
---|---|
When you pull the trigger, the device cracks with a loud noise. It is broken. |
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When you pull the trigger, both darts jam. You spend the turn un-jamming the device and may not attack. |
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When you pull the trigger, only the first dart fires. | |
When you pull the trigger, only the second dart fires. | |
When you pull the trigger, both darts fire. |
Die Roll | Outcome |
---|---|
You attempt to slip the Mancatcher over your targets head, but you drop the heavy Device instead, breaking it. |
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You attempt to slip the Mancatcher over your target's head, but it dodges the ring at the last instant. | |
You manage to slip the ring over your target's head, but it slips out before you can trigger the spikes. You do manage to inflict damage, though. You should roll two attack dice, and the monster can roll its normal defense dice. |
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Success! You slip the ring over your target's head, and trigger the spikes, snapping your opponent's neck. |
Die Roll | Outcome |
---|---|
The Device snaps, breaking in your hands. | |
The Device jams and no bolts fire. | |
The first bolt fires, but the second and third jam. | |
The first and second bolts fire, but the third jams. | |
All three bolts fire. |
Die Roll | Outcome |
---|---|
SNAP! The chain breaks loose, lashing at the Engineer in the process. Roll two red dice for damage, and the Engineer may roll his defense dice. The device is now broken, and is useless (it may not be swung like a regular sword) until repaired. | |
SPUTTER! The Device sputters and coughs, coming to a dead stop. It cannot be restarted this turn, though the Engineer may attempt to do so next turn, and may use it this turn as a regular sword for one attack die. | |
ROWR! The infernal Device keeps on growling and spinning normally. |
Die Roll | Outcome |
---|---|
KAPOW! The portable boiler on your Engineer's back explodes, scalding him and everyone, whether friend or foe, in each adjacent square (including diagonals). Each figure must roll two attack dice for damage and can make no defense dice rolls. The Gauntlet is broken and cannot be used again until repaired. | |
CREAK! The framework around your Engineer's arm has seized up, rendering the Gauntlet useless for the time being. If the Engineer tries to use the Device again during this combat phase, he must roll another red die. On a roll of 6 the device has cooled off enough so that it may be used normally once more. Once this combat phase is over, the device may be used again without rolling a 6. | |
The Gauntlet works normally. |
Die Roll | Outcome |
---|---|
The hook flies off from the Halberd, rendering the weapon useless. It is broken and must be fixed with a Spare Parts kit. It cannot be used as a regular weapon until it is fixed. | |
You attempt to hook your enemy's leg, but miss. | |
You have succeeded in knocking your enemy off his feet! He defends against any attacks made against him during the remainder of the turn with 1 fewer defense die than normal, and cannot attack or move on his turn because he is getting up. |