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		<title><![CDATA[Latest posts for the thread "More one use only gear? With cards/extra models to represent these in-box."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "More one use only gear? With cards/extra models to represent these in-box."]]></description>
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				<title>More one use only gear? With cards/extra models to represent these in-box.</title>
				<description><![CDATA[ Hey guys.<br /> <br /> Don't normally post in this thread so maybe this has been discussed before.<br /> <br /> In <span class="glossaryitem" onmouseover='gp(3);'>40K</span> the rules that buff the unit are often &quot;always on&quot; and so need a hard counter to negate. Model gets auto-cover save -&gt; fire ignore cover weapon at it.<br /> Why not have more single use only rules?<br /> I was thinking that these could also include tactical cards and additional equipment in the box.<br /> <br /> For example (not sure how these examples would really work):<br /> <br /> Eldar guardians with force shield. This would be an extra bit of kit in the box which allows you to throw down a temporary force shield. A bit of plastic that looks like a wall shield (thrown down by a guardian) that gives a cover save but only last for 1 turn.<br /> <br /> Imperial Guard mine cluster. Thrown down in front of the unit. Any charging unit has to take <span class="glossaryitem" onmouseover='gp(458);'>DT</span> tests.<br /> <br /> Berzerker rage grenade: Thrown down in the midst of <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Contains boiling blood (for the blood god). Gives them perfect timing or something as their rage seems to slow time down.<br /> <br /> Necron Tesla storm: The unit of tesla immortals internal clocks sync and they fire a &quot;perfect storm&quot; of shots into the advancing unit. Any wounds reduce the movement of the unit the next turn by 1 (down to zero).<br /> <br /> These mean you have to be selective and decide tactically when to pull these off. I know some units do have 1 use only items but i think its fairer to do such things than just give units amazing special abilities.<br /> Using cards / extra modeled bits give it a realistic and easy to manage way of adding them also. Also allows <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to re-cut some kits and still add value (whilst no doubt charging you extra but that's a given).<br /> What do you think?]]></description>
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				<pubDate><![CDATA[Mon, 9 Dec 2013 07:47:59]]> GMT</pubDate>
				<author><![CDATA[ Zanderchief]]></author>
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				<title>Re:More one use only gear?</title>
				<description><![CDATA[ When the One-Use Warlord traits show up (Tau and Eldar), I really liked the mechanic. As you say, it makes it much more strategic as to when you use the ability, the trouble is remembering that they are there and if you've used them already!<br /> <br /> As such, there's the risk of equipping an army with too many, leading to a big note-keeping pain. Of the ones you've suggested I like the Eldar Guardian one best (and not just because it's from <span class="glossaryitem" onmouseover='gp(324);'>DoW</span>!) as with a physical model (the shield) sitting on your sideline it will remind you to use it!]]></description>
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				<pubDate><![CDATA[Mon, 9 Dec 2013 20:34:08]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>More one use only gear?</title>
				<description><![CDATA[ Yeah that's why i suggest cards / actual model representation of the items. Though yes it still could get confusing.<br /> <br /> The mine cluster - small mines that go in the box and you place them in front of the unit the turn you use it.<br /> <br /> Rage grenades - an Blood filled (not actual blood) Icon you put next to the <span class="glossaryitem" onmouseover='gp(19);'>CC</span><br /> <br /> Tesla Storm - A lightening icon for example.<br /> <br /> Eldar - I had no idea this was something they did in <span class="glossaryitem" onmouseover='gp(324);'>DoW</span>! though now i think of it it reminds me of Halo's shields.<br /> <br /> got another one...<br /> <br /> Firewarrior  holo decoy: Warriors often take holo devices into battle that project more firewarriors in the their ranks, thus confusing the enemy.The turn its used <span class="glossaryitem" onmouseover='gp(24);'>D6</span> wounds caused by shooting are ignored in the unit (D3 if the unit is 6 or less models) per turn.<br /> <br /> I also try to focus on giving this special ability to troops. It's one off so doesn't <span class="glossaryitem" onmouseover='gp(280);'>OP</span> them but troops do need a bit of a boost.<br /> <br /> Any suggestions for more?]]></description>
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				<pubDate><![CDATA[Tue, 10 Dec 2013 02:26:07]]> GMT</pubDate>
				<author><![CDATA[ Zanderchief]]></author>
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