Sunday 24 July 2011

'Geddon on it (4.4) - Parley

In just a few hours the draw for the Heroes of Armageddon Charity Project takes place. If you want to donate and enter the raffle, put off reading this and head over there right away.

This is the fourth homebrew development of the series of stories I ran in May. I've already posted two possible unit types, citizens and wasteland settlers, and the option of making units survivors.

Today it's those who dared to negotiate, from Days 21, 22, 23, 24 and 25. Here they're represented not by any single unit but by what could be used as a universal special rule.

Parley

Persuasive are words of reason and passion, powerful the hand extended in friendship, no stronger than in a dark hour of trial and doubt. Many a terrible battle has been avoided or cut short by an accord, by insight, the courage to engage and compromise, and recognition of a shared interest.

At the beginning of its shooting phase, instead of making an attack, a unit with this ability may force any one non-vehicle unit within 12" to take a Leadership test. If the test is failed, the unit has its Ld characteristic reduced by 1 for the rest of the game, though it may not be reduced to zero. However, if the result on the dice is more than double current Ld, the unit is removed as lost. If the result is triple current Ld, the enemy unit comes under the control of the player whose unit forced the test for the rest of the game, regaining its full Ld and gaining the Parley ability too.

No idea of a points value for this, but thoughts on this or anything else are welcome.

Conceptually I love the idea. Think of the epic, overblown oratory. Think too of the ripples down the line as word spreads. It's an introduction into gameplay of what surely goes on somewhere on all those fronts. It fits the background of some factions, the Tau most obviously, even if it doesn't sit so well with that grimness Coopdevil complained about.

In mechanics terms it's hindered by the fact Ld is nowadays used for various things, not all of which seem linked to questioned loyalties. I'd suggest imagining a confusion is planted, a distraction which as they work through it leaves affected units vulnerable.

Remember: today's the final day for donating to Heroes of Armageddon, the final chance to win a big prize. Head across, especially if you haven't seen the armies yet.
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