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Skirmish Game: Melee Special AbilitiesThese represents skills or special abilities for a model. These should not be house-wide or an effect of equipment. These need to be general traits / keywords, so they can be used by as many models as possible without confusion. Some abilities will have a limit. For example, Feint and Parry will likely have a Swords icon next to them, indicating that they can only be used in melee combat. A conjurer, on the other hand, could have Feint with the Wands icon. Some abilities will be constant, like Feral, while others would have a fixed cost (Parry) or possibly a variable cost (+1 for Feint?) Special Abilities - MeleeFeint: If you're leading a trick, you may play another card to replace your original lead after your opponent plays their card. The replacement card must be of the same suit (you cannot trump). If you lead with dice, you may reroll the dice. You may not replace a lead of dice with a card. The winner of the trick claims all cards played. Parry: Declare before leading or responding to a trick. Discard one card and suffer no damage, even if you lose the trick. You must have at least a 2 bid to parry. Feral: When in base-to-base contact, you must bid the maximum possible for each trick. When charging, you must end in base-to-base contact if possible. You do not spend bids to charge, and you have a minimum bid of 1 even if you have no chips. Unyielding: This model may not be pushed when engaged in melee.
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