Proposed Rules
This section is for proposing new rules and/or revising existing rules. Please include a header with a short summery and the section that the rule(s) belong in.
New Rule: EXPERIENCE (general rule)
A unit gains experience (EXP) by downing other units, surviving battles and completing mission objectives. Each of these grants 1 EXP. Advancements are gained at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90. Now we need to come up with an advancement table... |
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New Rule: ELITE UNITS (general rule)
When a unit has gained significant EXP they are eligible to be upgraded to an ELITE unit. An ELITE unit has the same statistic of a normal unit of that type but gains the ability to project one aspect to all units within 4" of their position. This would replace the BANNER rule. |
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New Rule: ARMOR
Replacing Armor with an Armor Soak (Save? Stump?). This changes the static barriers provided by armor and shields with a stat that is rolled once a unit is successfully wounded, successfully stopping the wound if the roll is 11 or higher. Armor Penetration reduces an Armor Save against an attack by it's value. So a unit with Armor 5 is wounded by a regular ranged attack. The Unit rolls a 6 for a total of 11 and does not take a wound. The same unit is later hit by a melee attack with +2 AP and rolls 6 again. This totals to 9 and the unit takes a wound. Armor bonuses stack, but never past 9, like all other stats. Item - Effect - Cost Helmet - +1 Armor - 1 Light Armor - +1 Armor- 2 Heavy Armor - +2 Armor - 4 Shield - +2 Armor in Unit's Front Arc (1h) - 1 Two-Handed Weapon - Attack has +2 Armor Penetration - 1 Cover, which used to also provide a flat roll ignore, instead reduces the attacker's ranged Combat roll by 2. |
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New Rule:
Nothing Yet! |