Giant Monster Rampage Deluxe Powers Overview 01/16/2012
It’s time for another look at what’s inside the Giant Monster Rampage Deluxe rulebook coming this February. This week we take a look at Chapter 3: Powers. Powers are the special abilities that monsters possess to help them in battle. Some require atomic power points to use while others can only be used in certain situations. There are five different types of powers used in Giant Monster Rampage. Movement Powers alter how and when a monster can move and are generally used during a monster’s movement phase. This category includes powers such as burrow, fly, and leap. There are 10 different powers to choose from in this category. Ranged Combat Powers allow a monster to make a special ranged attack against a target and are generally used during a monster’s ranged combat phase. This category includes powers such as energy blast, force blast, and psychic blast. There are 15 different powers to choose from in this category. Close Combat Powers add special effects to a monster’s natural attacks and are generally used during a monster’s close combat phase. This category includes powers such as daze, knock down, and pierce. There are 15 different powers to choose from in this category. Defensive Powers allow a monster to protect itself and can be used at any time providing certain conditions are met. This category includes powers such as invisibility, reflection, and shield. There are 10 different powers to choose from in this category. Special Powers are powers that don’t fit into any of the previous categories because they have a wide variety of effects. This category includes powers such as mutate, spawn, and transform. There are 10 different powers to choose from in this category. Giant Monster Rampage Deluxe contains 60 different powers to help bring your monster design to life, but that’s not all you will find in the powers chapter. Also included in the chapter are two optional rules to help you save points and better customize your monster. The first option is called linked powers. The linked powers optional rule allows you to save points by limiting when two or more powers can be used by linking them together. The second option is called power charges. The power charges optional rule allows you to buy“uses” of a power called charges. Each charge is equal to one activation of the power the charge is for. That’s all for this week, join us next week as we take a look at Chapter 6: The Playing Field and Chapter 7: Sequence of Play. Comments Comments are closed. | ArchivesFebruary 2012 Categories |


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