6 February 2011

Scouts and other sneaky types

I've finalised the rules for scout units if we use armies on map. A scout unit consists of one unit (has all of it's usual wargear options, squad size) for your race that has the scouts or infiltrate rule. It can be chosen from in your codex, apoc book or imperial armour.
When they enter same hex as opponents army roll a dice:
  • On a 1-3 they only learn the army list points value (500 - 2000 pts)
  • On a 4-5 they learn the points value and the opponent has to reveal half his units rounding up (his choice of units)
  • On a 6 they have to fight a Escape mission but if they are successful they reveal the entire enemy army list

The escape mission has the unit in the centre of the board (4' by 4') which then have to escape off one of the table edges. The opponent will get to use three times the amount of points that the scout unit costs, selecting units from the army list that was spied upon. If any of the scouts get off the board then they win.

This all means you could recon someone's army in the first round then attack them in the next round (or retreat if you're screwed).

This is Tristain's idea that I stole and adapted slightly. Cool stuff, eh?

6 comments:

  1. sonds cool lots of random lictors for me then

    ReplyDelete
  2. Sure I put a post on here yester! cheers for the acknowledge. Think a roll of 1 should be an instant KIA as its a bit 1 sided to the scout player otherwise. Also will units with infiltrate be able to scout or only units with the scout rule?

    ReplyDelete
  3. I think infiltrate should be bonus to sabotage missions

    ReplyDelete
  4. Any unit with either Infiltrate or Scout or both (if there is one) can be a Scout Unit. I might also include units that are fluffy but don't actually have the rule, I'll go over the codexes.
    I like the roll of 1 = KIA. Might well put it in.

    ReplyDelete
  5. Sabotage missions are done by kill-teams, not scouts, and they already have some sneaky stuff of their own.

    ReplyDelete