Re: Unit special ability: Elite
--- In netepic_at_y..., Jarreas Underwood <jarreas_at_m...> wrote:
> >>An Idea I had was to let them make a 5+ roll or so to switch
their order
> >>counter in the same way as a SM commander
> >>Weasel
>
> >That's a good idea too, how about elites just starting with no
orders
> >and "pick one" when they are activated and act in the limitations
of
> >those orders? It would simulate their tactical superiority.
> >Peter
>
> I am of the opinion that the ability to change orders is very
useful and
> should be equally rare. Entire companies that can pick and choose
the best
> orders? *That's* a bit overboard. It also makes the Warlock's and SM
> Commander's ability much less unique. On the other hand, anyone that
> manages to survive a 40K universe long enough to become elite
deserves some
> sort of special ability.
Agree.
>
> That being said, here's my idea:
>
> Elite: Units are hardened veterans of countless battles and have
both the
> skill and luck to survive this one. Elite units get three special
abilities:
> 1) They get +1 on any morale roll.
>
> +++++ This is why Veteran Marines have a 1+ morale roll instead of
2+. The
> cost increase over Tactical Marines reflects the cost of making
them Elite.
Ok. Already present, in fact.
> 2) They have an improved chance of surviving a Titan's close combat
> defenses, 4+ instead of 5+.
Ok (as above).
> 3) They allow re-rolls. The controlling player gets one counter per
> detachment (three per company). A counter may be spent to re-roll
any one
> die rolled by any Elite unit. You may use as many as you want at
any time,
> but each counter only allows a single re-roll of a single die.
Counters
> also can't be used for anything *but* Elite units (you can't use
them for
> initiative).
One counter PER GAME, or one PER TURN? I'm in with the first one: is
a small bonus (small?) but still significant, IMHO.
Received on Thu Apr 25 2002 - 09:43:34 UTC
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