A while back Kill Team was re-released by GWS and it included "Command Points and Tactics". Leaders generate Command Points each Turn and can cash them in to play Tactics, that translate to providing the Team with an edge in the battle.
I liked the idea and felt that it nicely complement the Rogue Planet Energy Pool system. Presently, but for a single scenario I can recall, I don't think there's anything that regenerates a Team's Energy Pool. Also, the Energy Pool solely exists as a measure of morale etc - deplete the Energy Pool and say good-bye to the Team. So what if we could both add to the Pool - that is it can grow - and utilise the Pool as well? Here are some house rules I've been meaning to trial...
Leaders and the Energy Pool
New Leader 'Rally' Action
Leaders (being the Leader proper and any Lieutenants - see Rogue Planet rules) can each expend a single Action Point per Turn in an attempt to generate Energy Points for their Energy Pool - think of it like rallying the troops or summoning/storing up power before they attempt the impossible. However, there's always the chance that things go astray...
Roll a Skill Check and a Total or Partial Success provides an Energy Point whilst a Failure means the attempt was unsuccessful. The usual Partial Success and Failure effects are also applied. Critical Failure results in a loss of an Energy Point from the Team's pool. Forgetting the name of your allies during a rousing speech never goes down well!
I hadn't thought of any particular modifiers beyond maybe a -1 per engaged enemy, but then again, why penalise the hero when they're in the middle of their heroics? There's probably room for a new Pawn type, providing a +1 when performing the Energise Action.
Leaders using the Energy Pool
Whilst the Energy Pool still continues to be used to represent the Forces' morale, it can be used/expended to take out-of-turn Actions - think of them like buying additional Action Points. The Unit performing the Energy Pool enabled Action must be in the line of sight of a Commander or be the Commander themselves (where applicable).Where the Energy Pool is used to perform Decisive Actions, the Enemy can elect to forego their previously declared Action and instead perform a Counteraction.
Decisive Move (1 Energy Point + 1 Action)
After an enemy has committed to an Action, expend one Energy Point to order an ally to first perform a Move.
Decisive Strike (1 Energy Point + 1 Action)
After an enemy has committed to an Action, expend one Energy Point to order an ally to first perform a Melee attack.
Decisive Shot (1 Energy Point + 1 Action)
After an enemy has committed to an Action, expend one Energy Point to order an ally to first perform a Shooting attack.
Insane Bravery ( 2 Energy Points)
After declaring a Shoot or Melee Action, expend two Energy Points to allow the inclusion of an offensive Rogue Die during the Skill Check's resolution. Note, with regards to Melee, the Target can elect to change their stance subsequent to Unit's election to perform an act of Insane Bravery e.g., adopt an aggressive, rather than defensive combat stance.
Gritted Teeth ( 2 Energy Points)
After an enemy has committed a Shoot or Melee Action, expend two Energy Points to allow the inclusion of a defensive Rogue Die during the Skill Check's resolution. Note, with regards to Melee, the Target can elect to change their stance subsequent to Unit's election to perform an act of Gritted Teeth e.g., adopt an aggressive, rather than defensive combat stance.
PS I wrote this ages ago, just forgot to publish it!

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