These may eventually be refined or redefined as one of the same and I may well allocate a notional Credit cost to them as well. As most of the games I play lean more to scenarios than balanced, competitive play, the costing is less important to me. By the way, I took a lot of inspiration from and adapted the excellent In the Emperor's Name! rules when compiling this list.
Also, if you're thinking about leveraging some of these in your own Rogue Planet games, I'd suggest you think about whether to make these mechanics a Unit trait (i.e. something bought for and applied to one or more Units in the retinue) or maybe including them as a Pawn, associated with the Leader/Hero. For example, Bounty Hunter described below could be applied to a number of units or could be tied to a pawn model, tied to the Leader/Hero - it makes for all sorts of opportunities to field more miniatures on the table without adding additional overhead and complexity to playing the game.
Bounty Hunter
the opposing retinues. That figure is the Bounty Hunter's quarry. The Bounty Hunter then gains:
- A soft (+1) RAT and CQ buff against the quarry.
- All movement-related skill checks taken whilst approaching the quarry are also granted a soft buff.
- Should the quarry concede two Failure-related Move(s), the usual single move per unit restriction is waived on the Bounty Hunter if they are approaching their quarry i.e. the Bounty Hunter can make two consecutive Moves to close-in.
Combat Master
The free Action may be countered.
A figure may never make more than one extra advance and attack with this ability per turn.
Used in combination with a Long-strike weapon, this trait can be particularly effective.
Desperate Shot
Gun Kata
Horde
When in FX Range of an ally(s) also with Horde, units with this ability gain a +1 to their CQ stat.
This is a useful trait to apply to the like of Orks, keeping with their background, allowing them to gain an edge over their enemies in close combat.
Figures with this ability can assist their injured fellows. Downed figures in base contact with a Medic employ the Relentless trait (see below) when attempting a Recovery Action.
Medic (further rules in addition to those detailed in Thibault Bloch's House Rules page 6)
Relentless
Snap Out of It
Sniper
Volley
When in FX Range of an ally(s) also with Volley, units with this ability gain a +1 to their RAT stat.
This is a useful trait to apply to the likes of Imperial guard, keeping with their background, allowing them to coordinate effective firing patterns.
Warp Jump or teleport is subtly different from the existing Blink Cast available to Sorcerers. War Jump allows a Unit to attempt to jump to anywhere on the board. Firstly the player nominates the target location then makes a Skill Check as described below.
Outcomes are dependent upon whether the target location is in LoS (inclusive of partially obscured) or LoS is blocked.
A Warp costs 1 Action Point, however, the player can expend additional Action Points to buff their Skill Check, each additional Action Point generates a +1. Note that usual Action Point limitations apply.
If Los can be established, perform a Skill Check and apply the following result:
In the event that a Warp is attempted to an area in which the Unit does not have (not necessarily clear) Line of Sight, a Rogue Die is included with the Skill Check test. The results are as above but for the following:
A Failure or Critical Failure on account of the Rogue Die does the Rogue Die's value in damage to the jumping unit.
Counter Actions can be declared by the opponent at either the point of origin or the target location, not mid-route. Only Intercept, Opportunity Fire and Dodge can be used to Counter a Warp Action. note if the Warping unit was staggered during the Warp and is out of LoS of an Opportunity Fire attack, then the counteracting party's Action is wasted.
Counter Actions can be resolved either point of the warp, using eg op fire, intercept or dodge in the event of an engagement.
This is a useful trait to apply to the likes of Imperial guard, keeping with their background, allowing them to coordinate effective firing patterns.
Warp Jump
Warp Jump or teleport is subtly different from the existing Blink Cast available to Sorcerers. War Jump allows a Unit to attempt to jump to anywhere on the board. Firstly the player nominates the target location then makes a Skill Check as described below.
Outcomes are dependent upon whether the target location is in LoS (inclusive of partially obscured) or LoS is blocked.
A Warp costs 1 Action Point, however, the player can expend additional Action Points to buff their Skill Check, each additional Action Point generates a +1. Note that usual Action Point limitations apply.
If Los can be established, perform a Skill Check and apply the following result:
- A Critical Total Success means the jump was on target and the opponent's Counter Action is voided - the opponent's counter Action Point expenditure is still deducted but has no impact whatsoever.
- A Total Success result means the Warp was successful to the target location.
- A Partial Success results in a successful Warp to the target location and grants the opponent a free Move Action.
- A Failure results in a Warp to the target location, a random staggering effect applied to the jumping model and a free Move granted to the opponent.
- A Critical Failure results in a random staggering effect applied to the jumping model's point of origin, a free Move granted to the opponent and the Warping model is prohibited from taking any further Actions during the Turn.
In the event that a Warp is attempted to an area in which the Unit does not have (not necessarily clear) Line of Sight, a Rogue Die is included with the Skill Check test. The results are as above but for the following:
A Failure or Critical Failure on account of the Rogue Die does the Rogue Die's value in damage to the jumping unit.
Counter Actions can be declared by the opponent at either the point of origin or the target location, not mid-route. Only Intercept, Opportunity Fire and Dodge can be used to Counter a Warp Action. note if the Warping unit was staggered during the Warp and is out of LoS of an Opportunity Fire attack, then the counteracting party's Action is wasted.
Counter Actions can be resolved either point of the warp, using eg op fire, intercept or dodge in the event of an engagement.
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