Leg Trait

hithero

Mongoose
We have wheel and track traits for getting around quickly, but why not a Leg Trait where its use means that the soldiers are dashing or evading in an attempt not to get shot, I suggest:

It takes a unit both actions to use the Leg Trait.
Movement is twice the units move value and can do nothing else.
The units Target is increased to 5+.
 
I have this one in my House Rule list

Double-Quick
Any unit may take a Double-Quick movement action so long as it does not have any form of special movement (i.e. wheeled, tracked). Double Quick movement requires the unit to take a ready action, and then it may move up to three times its listed speed (i.e. a soldier with a move of 4” may move up to 12”) At the end of this movement, the unit gains one suppression counter.

Units moving Double Quick into a minefield activate a mine on a 4+ instead of a 5+. Units taking this action may not take any armor saves if they are hit from reaction fire, nor may they claim cover – although they can still count as being obscured.

Logic being that you are running and not really hunkered down so much. I didn't go with a target number increase since there isn't anything else that modifies target numbers.
 
hithero said:
It takes a unit both actions to use the Leg Trait.
Movement is twice the units move value and can do nothing else.
The units Target is increased to 5+.

That doesn't move you any faster than taking two movement actions, and when you start modding target scores on the fly things could get screwy.
 
hithero said:
We have wheel and track traits for getting around quickly, but why not a Leg Trait where its use means that the soldiers are dashing or evading in an attempt not to get shot, I suggest:

It takes a unit both actions to use the Leg Trait.
Movement is twice the units move value and can do nothing else.
The units Target is increased to 5+.

there is the covered advance rule, where if inafantry readies and then makes a move action, they count as obscured.
 
Lorcan Nagle said:
hithero said:
We have wheel and track traits for getting around quickly, but why not a Leg Trait where its use means that the soldiers are dashing or evading in an attempt not to get shot, I suggest:

It takes a unit both actions to use the Leg Trait.
Movement is twice the units move value and can do nothing else.
The units Target is increased to 5+.

there is the covered advance rule, where if inafantry readies and then makes a move action, they count as obscured.

Thats not very effective though and pretty pointless, as it just means that a 6 you have to roll to save (needing sixes) rather than outright kill and as you are moving half maximum speed means you will get shot at trice as often.
 
big RED many said:
hithero said:
It takes a unit both actions to use the Leg Trait.
Movement is twice the units move value and can do nothing else.
The units Target is increased to 5+.

That doesn't move you any faster than taking two movement actions, and when you start modding target scores on the fly things could get screwy.

No, you don't get anywhere any quicker, but at least its a way of actively reducing the chance of getting wiped out as soon as a unit moves into the open.
 
hithero said:
big RED many said:
hithero said:
It takes a unit both actions to use the Leg Trait.
Movement is twice the units move value and can do nothing else.
The units Target is increased to 5+.

That doesn't move you any faster than taking two movement actions, and when you start modding target scores on the fly things could get screwy.

No, you don't get anywhere any quicker, but at least its a way of actively reducing the chance of getting wiped out as soon as a unit moves into the open.

But you get same amount of movement as 2 move action with bonus to boot.

How you plan to balance it so that 2 move actions isn't automaticly inferior choise?
 
I'm not sure that it actually matters, does it? If you like just say that if a unit makes 2 Move actions in a turn then there Target become 5 (or whatever bonus you want)
 
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