aoffan23 wrote:stubby wrote:The dice pool would work, but it's just equivalent to what he would have if he were a SuperNatural unit. It means that there'd be no difference between killing an enemy Leader or killing some random enemy 3d6 wizard. It doesn't make him feel particularly important.
Maybe have the same dice pool as a penalty? While the leader is still alive, they grant the bonus dice. If they die, then the opponent who killed them gets to use those dice to penalize units however they see fit. So let's go with the 3d6 example, and say the opponent (after killing the leader) rolls a 5, a 3, and a 1. Again, I haven't read up on SuperNatural Dice, but I assume 1s are crit fails as always. So the player uses the 5 to stop a unit of regular minifigs from moving (-5"), the 3 to make a tank gunner miss (-3 to skill, assuming the skill roll is low enough), and the last die does nothing.
It would be pretty cool to see a player scramble to enough units work together to make it so that at least one unit could avoid a negative effect. It's the kind of desperation you'd see if an army lost their most valuable commander.
aoffan23 wrote:Just thought about how overpowered that effect could become, but I think I know a way around it. On the first turn after the leader dies, the opponent can use the full dice pool. Every turn afterward, they remove one die from the pool until there are none remaining, and the force has successfully regrouped. More powerful leaders will have much more dire consquences, and the player will feel it for more turns.
IVhorseman wrote:To oppressive. If two people had leaders like that, they'd just use both of them to slow down each other's combat: Hell no.
stubby wrote:The unit's CP cost is immediately converted into Instant Benny bonus points which can be divided up and spent during that turn by the Leader and/or any other subordinate units.
Arkbrik wrote:Both Vermin and Cannon Fodder has 1d6 Skill.
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