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You could also get the choice to choose between a stat increase and a USP. For instance, you could decide whether to get +1A or Furious Charge.
As for 'alternative fails' idea in my last post, you could do something like this...
Failed your armour save, so you take a wound. But how severe is the wound? Roll a D6 to find out...
1 - wound is only a graze, you survive without any complications.
2 - wound is troublesome. You lose 2" to total movement.
3 - Wound is bad. You take -1 to both your A, I and -2" to movement speed.
4 - Wound is very bad. You cannot shoot any weapons and can only assault if you are assaulted first.
5 - Wound is severe. You count as going to ground for the rest of the game.
6 - You are too wounded to carry on. Your scout is removed from the table as a casualty.
Obviously not the best rule set as I thought of them as I wrote them; but you get the idea. The scenario gets worse the higher the dice roll.
Have you thought about things like wargear?
As for 'alternative fails' idea in my last post, you could do something like this...
Failed your armour save, so you take a wound. But how severe is the wound? Roll a D6 to find out...
1 - wound is only a graze, you survive without any complications.
2 - wound is troublesome. You lose 2" to total movement.
3 - Wound is bad. You take -1 to both your A, I and -2" to movement speed.
4 - Wound is very bad. You cannot shoot any weapons and can only assault if you are assaulted first.
5 - Wound is severe. You count as going to ground for the rest of the game.
6 - You are too wounded to carry on. Your scout is removed from the table as a casualty.
Obviously not the best rule set as I thought of them as I wrote them; but you get the idea. The scenario gets worse the higher the dice roll.
Have you thought about things like wargear?