
2013 · Sourcebook (rules/options to enhance play)
Tinkering 201: 27 Inventions for the Tinker Base Class
This expansion adds 27 inventions for the Tinker class, expanding its automaton options with new mobility, weapon systems, defenses, and tactical abilities. Automatons can use drill bits, helicopter rotors, paddleboats, submersible components, firearms, harpoons, bombing compartments, and dive-bombing attacks to operate across land, sea, and air. New inventions also support ranged trips, sunders, and disarms; modify static shields; and allow automatons to intercept attacks with a bodyguard subroutine. Some options carry risks, including firearm misfires and explosive final attacks.
- Players
- 0
Level Based (Earn XP and level up)Skill Based (buy or gain skills)Dice (Primarily d20)
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Game facts (players, playing time, age, credits) from BoardGameGeek.
