The Zeal ability (charge instead of retreat) has bothered me for a while, in both Epic and 28mm games. How's about this as a NetEpic rule:
Zeal: When other Marines would fall back to regroup the Black Templars hurl themselves at the enemy in righteous anger. When a Black Templars infantry unit reaches it's Break Point it must make morale checks as normal. If a detachment fails it must be given a Fall Back Orders counter as normal, as well as a Charge Orders counter. The unit must move towards and attempt to initiate Close Combat with the nearest enemy unit within sight. The unit "rallies" as normal, and if successful may be given orders normally. This ability does not protect against the “-2 CAF” penalty or the “fail a morale test while on Fall Back Orders and be destroyed” rule.
This makes troops effective even when on Fall Back Orders, but still means that failing a morale test has a penalty.
I've also rewritten the Emperor's Champion challenge ability. There's no penalty for refusing a challenge (instead of lots of exceptions for honorless opponents), it's only within charge range, and it only allows a straight-up one-on-one fight.
Once during each Orders Phase the Champion may issue a challenge to an enemy HQ or Command infantry stand that is within charge range and line of sight. If the enemy player refuses, the Champion may move normally. If the enemy accepts, the Champion must go on Charge Orders and engage the target in Close Combat. Units in the way are moved aside to allow the Champion through, but suffer no other effect. Nobody else may join that combat – it’s one-on-one, and the models will fight to the death (reroll any tie result).
Opinions?
-Yar
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Received on Thu Jun 17 2004 - 00:03:07 UTC
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