Author Topic: Additional command traits  (Read 280 times)

chuckhamack

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Additional command traits
« on: July 14, 2017, 09:43:49 AM »
Cautious – Roll 1D6 each turn after activation.  If a 6 is rolled Commander's units may move 1 BW maximum.

Weak – Roll 1D6 each turn after activation. If a 6 is rolled Commander's units are -1D6 in Melee & Shooting.

Careless - Roll 1D6 each turn after activation.  If a 6 is rolled Commander's units charge the nearest enemy units if in charge range. The leader is “At Risk” if this trait is used.

Brutal - Commander’s units automatically pass failed Rally tests.   This may only be used once per game.

Brave - Commander’s units within 2 BW of the enemy may add +2 to all Rally attempts. The Leader is “At-Risk”.

Strong - During a Melee (attacking or defending), Commander's units may reroll one die. The Leader is “At-Risk”.

Aggressive - Each turn, two units of the Commander's may activate for free.

Inperturbable - Commander may choose one Impetuous unit to ignore Fire penalty and one compulsory advance after combat each turn. The Leader is “At-Risk” if the trait is used.

Favoured - The Commander receives a mighty fine gift from the Commanding General and may upgrade one unit’s trait.  (Shock, Steady, Firepower, Skirmish, Heavy, or Overstrength)

Tactician - Renowned tactical insight, Commander adds +1D6 to one of his units in melee or subtract -1D6 from an enemy unit when his units are in Melee. The Leader is “At-Risk” if trait is used.

Beau Sabreur - Each turn, one cavalry unit of the Commander's may activate for free.

Skilled Musketry - Each turn, one unit of the Commander's may Shoot with +1D6. This leader is “At Risk” if trait is used.

Grab by the Coat - Commander's unit may reroll failed rally (once per turn).

Feared - All enemy units Rally attempts are -1 to the die roll.