by mitchiemasha » July 26th, 2016, 1:51 am
Finally i have my Orc special ability....
Orc - Fearless Mob, Waaagh! In the presence of an Orc Chieftain/Champion.
Any Skulls an Orc rolls in defence, in melee combat, are hits against the attacker, even if the Orc is killed. Attacker rolls to defend.
Here's the reasoning: The Orc in the presence of another Chieftain/Champion is likely to be more offensive rather than defensive. If it's defence roll is black shields, as normal, the attacks are blocked. If the roll has skulls, the Orc, taking the risk, allowed you to sink your blade deep into its guts whilst getting a stab at you. If you missed your attack, and the dice dictate the Orc chose the offensive approach, that's just unlucky for the attacker. Now an Orc can be killed in the first round but still get a wound in.
I'd originally come up with the idea to replace the Fimirs tail, it still fits thematically but, Orcs it is.
So we have an either or in the dice out come, either the Orc blocks and gets an attack next go or doesn't block and most likely dies, getting a dig in this go. All previous mechanics i had were OP, like Counter Attack, the triggering effect usually meant the Monster would get an attack in the Heroes turn, and as it survived, an attack during the EW turn, now this is less likely.
The abbreviated version.
Any Skulls rolled in defence are Hits against the attacker. The Attacker rolls to defend.
Last edited by
mitchiemasha on September 5th, 2016, 4:45 pm, edited 1 time in total.
Rewards:
