Here is the current action system. Thoughts and comments welcome.
|The official action die. 1,2,2,3, dark ace, light ace.|
On it's activation, a model may...
- Make a single move action (creep, move or fast move).
- Roll the action die.
The action die gives 1, 2, 2 or 3 actions, and has 2 aces. One ace is the dark ace, one is the light ace. In basic play, both aces are treated the same. However, you can play a house rule that dark aces are always read wild, or are always read wild/low when wounded. Flexible huh?
Aces are read differently depending on who is in range. A leader model has the 'leader' special rule. Models with the 'beast rule' only treat a 'beast handler' model as a leader. A standard bearer or musician type figure may have 'broadcast' special rule- acting as a leader when in range of a leader (does not work on beasts). You may have several leaders, though you do not have to field any leaders if you so choose (you weirdo).
When leader in medium (4") range to model : Aces high = 3 pips.
When leader in long range (8") to a model: Aces low = 1 pip.
Out of range of leader: Aces wild = model performs 'wildside action'. By default, the wildside is 'freeze'- the model gets no pips.
A monster causing terror blocks the influence of leaders, except for those within 2" range of model. Fearless models ignore terror. They are all honey badger.
Example: Alex's Dragontoad Horror causes terror on a nearby dwarf zombie, if it rolls an ace, it will show it's wildside. However, if the zombies master is within 2”, he treats it as 3 pips.
Fighting the urge
If a wild is rolled, you can sacrifice a dreadskull to ignore it and play a 1 pip action (called fighting the urge)- this represents morale being drained.