A lot of skills are basically a stat advance with condition (Ex: Berserker charge: gain an additional attack on charge. So +1A advance is strictly better.), while others just lazily copy weapon traits (Backstab, Disarm, Parry). Few skills are just no-brainers (Overseer, Nerves of Steel, Fast Shot, Overwatch...), and they are so good that they completely dominate their skill tables when it comes to selecting a skill. I wanted to try to change that.
In my opinion, an interesting skill should not
As a starter, I wanted to share my attempt at reworking Enforcer skill table, to make each option unique and useful in it's own regard.
In my opinion, an interesting skill should not
- ... be a stat advance in disguise, especially if it is worse than a stat advance
- ... do what an existing equipment item already does
- ... be a straight downgrade of any other skill
- ... offer a unique, if situational tool to allow different approach to tactical problems
- ... have a powerful in-game effect, but with a hard condition
As a starter, I wanted to share my attempt at reworking Enforcer skill table, to make each option unique and useful in it's own regard.
- Read their sentence: fighter gains following action:
Vox threat(Basic): target visible enemy fighter within 12". He has to pass a Cool test with a penalty of -1 for every enforcer model within 6" or be able to do only one action during their turn.
- Restraint protocols: Rather than perform a Coup de Grace you may select one of the following actions and perform it for free:
- Enforcer brutality (Simple) - remove selected injured fighter from the battlefield: he counts as OOA. All enemy models within 9" have to pass Nerve test; enemy models within 3" have to pass Nerve test with -2 penalty.
- Restrain (Simple) - Shackle and subdue an enemy fighter. He is removed from the battlefield, but does not count as OOA. At the end of the game, when rolling to see if you've captured an enemy fighter add +2 to the roll for each different restrained enemy fighter. When randomising to see who got captured, prioritise rolling amongst restrained enemy fighters. (edited for the roll to give +2 instead of +1)
- Non-verbal communication: Once per turn, whenever enemy targets another non-engaged friendly fighter within 6" with a non-blast, non-template ranged attack, make a Leadership test with this fighter. On success, targetted friendly fighter is pinned: if he is behind cover relative to shooter, attack automatically misses but firepower dice is still rolled.
- Team Work: Assisting and receiving assists in hand-to-hand combat gives +2 to hit instead of +1.
- Threat Response: Whenever opponent attempts to make a group activation and this fighter has a Ready token, you may attempt to pass an Initiative test: on success, immediately activate this fighter in the usual manner. This fighter can't initiate a group activation.
- Got your six: Whenever opponent ends a charge move within 6" of this fighter who is standing and active and with ready token, immediately spend a ready token, and perform a Charge(double) action towards that opponent with this fighter, followed by Fight(Basic) if you've made it into basic contact with an enemy. This can interrupt enemy activation.
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