THE PROBLEM:
Player X misses one game, his option cards are still in the pile, player Y gets one of his.
The next game, both of them have to share this option card.
THE SOLUTION:
Option Cards themself are made obsolete. Players use character sheets, upon
which they mark each option they own. Options which are turn programmed or have a certain orientation are
indicated by damage counters. Ammo is represented by small boxes, which will be crossed out. Two sheets per page.

300dpi JPEG Format (.jpg)
THE BOTSHEET:
List of options includes most of the additional options by M&M. If you print these
option cards on common sheets of paper, they are easily identified to be different, so we decided to stop
using option cards completely. Instead the options on the sheets are numbered. If a player is about to get
an option card, he rolls 2D10 (two ten-sided dies, available at any fantasy game shop) and marks that one
on his sheet. But what happens, if he rolls a number, referring to an option he already has? Well, it
depends... There are different categories:
Ammo Boost (AB)
example MINI HOWITZER - The player gets another five rounds
Effect Doubled (ED)
- example EXTRA MEMORY - The player gets two additional program cards (or even more)
- example SHIELD - The player may cover two or more sides of his bot
Backup System (BS)
- example PRESSOR BEAM - If the option is destroyed, the player has another one in store
Option overview and specific rules will follow soon.
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