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The event part will take alot longer to complete if I ever manage it. But its got alot of entries so will be mostly complete when I finally stop.
Some Monsters are so immense and powerful that they can Ignore Blows
which would kill lesser Monsters. Each time a Warrior hits such a Monster in
hand-to-hand combat or with a missile weapon roll 1D6. If the score is equal
to or higher than its Ignore Blow Rating (n+) the hit is shrugged off and
causes no damage at all.
Tattoo: Some Monsters are painted with complicated protective Tattoos that act like armour. Whether this is due to some arcane power inherent in the tattoos, or
simply the strength of belief on the wearer's part, they do seem to work.
Each time a Monster wearing tattoos is hit roll 1D6. If the score is n or more,
where n is the number after the Tattoos entry, the blow has no effect.
A Monster with Tattoos 5+, for instance, ignores incoming blows on a 1D6
roll of 5 or 6.
Scaly Skins seams to be the same tough I couldn't find any real information on this ability.
At last according to the classic roleplay rules 'Ere We Go would be:
The Shaman floods his allies with power. All Orcs and Goblins on the board get +1 Attack this turn and +1 Toughness next turn.
Tough that doesn't have to mean anything as, for example, most of the other stat's don't concur.
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...................\:::::::::::::::::::::: )Great job!!
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Effects of "Ere We Go" are +1 melee/ranged attack.