"Leader" units

Rules questions, suggestions, and discussion

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Re: "Leader" units

Postby IVhorseman » Tue Apr 01, 2014 1:45 pm

Why not treat a heroic sacrifice like a heroic weapon? Add another die to the roll, use whichever comes highest. Boom.
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Re: "Leader" units

Postby Silent-sigfig » Sat Apr 12, 2014 12:26 pm

"Leader" Stats

Every time a player has a hero use a feat to "summon reinforcements" or "motivate the troops", the player rolls a D6. The resulting number is the number of times the opposing player(s) may kick the original player in the nuts for attempting such a shitty feat. (No critical failures, unless the kicker(s) screw up. Critical successes still apply.)
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Re: "Leader" units

Postby Zupponn » Sat Apr 12, 2014 12:41 pm

If there are multiple opposing players then they all get to kick d6 times.
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Re: "Leader" units

Postby Darthnox129 » Mon Dec 22, 2014 7:19 pm

I think the officer would be better off as being similarsimilar to the 2005 ed one that makes squad forming free, but I would add some cp and give it a minor buff effect, for example one officer could give a +1 bonus to skill, damage, move, or armor, and you could pick an effect each time he joins or forms a new squad. (Not when reforming a squad though, and you would have to wait one turn after disbanding a squad to form one, otherwise people would choose move buff, move up to an enemy, reform and pick skill buff, attack, reform and pick damage buff, then reform and pick armor before the turn ended. LOL for OPness)
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Re: "Leader" units

Postby stubby » Tue Dec 23, 2014 1:00 am

Squad forming is going to always be free in bw2010. The Officer skill bonus is only going to apply to Actions that the Officer takes part in, and like everyone else, Officers only get one Action per turn, so there's a hard limit on how often you can use his bonus.
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