Re: The Book of Knockback Optional Rules
KB is a pretty efficient way to wound or kill Iron Man and such.
KB is a pretty efficient way to wound or kill Iron Man and such.
KB is a pretty efficient way to wound or kill Iron Man and such.
KB is a pretty efficient way to wound or kill Iron Man and such.
Out of curiosity, have you played with it or are you just theoryscaping? In my experience with it, it's not a very efficient way to do any damage unless you put your unit it a pretty exploitable situation adjacent to an enemy figure with superstrength and a big attack. The only place it's particularly nasty is on a lava map, but so is Jotun's throw.
On page 2, I would like an addition to be made. The line in the KNOCKBACK MOVEMENT: section says "If you are unable to move the defending figure due to another figure, a special power, a glyph, a destructible object, an obstacle, or change in elevation, roll for Knockback Damage (KD)." I would like the highlighted addition to be added to that line so that when a figure cannot finish its Knockback Movement due to Stuck, Cyberclaw, Psionic Grip, future trapping Glyphs, etc., the figure must still roll for Knockback Damage.
Thank you sir. Hope you are feeling better.Updated, both in the main World's Finest Rulebook and the standalone Knockback Rulebook.