Post by Adam on Sept 10, 2009 13:30:25 GMT -5
So Ollie (YossarianSmith) and myself have decided to join forces, and have started writing a gladiatorial pitfighting game with a sense of humour, called Cirque de Sade. Teams of three pitfighters duke it out, supported by a deck of cards which activate abilities on the individual fighters, enhance their attacks, and cast spells. At the moment, we have a bunch of concepts, some amusing faction ideas (80s-rocker-styled Roman gladiators, undead who've risen from the grave because there's nothing to do down there, steampunk weapons testers from the nearby alchemical university, that sort of thing) and an abridged, synoptic ruleset. The ruleset is presented here for your delectation.
Cirque de Sade: system synopsis
Section the First: THE TURN
Casting phase (card management and dealing)
Situation phase (pre-action phase stuff is dealt with, initiative roll)
Combat phase (activations, alternating using a single fighter at a time)
Aftermath phase (all remaining sorcery cards are cast, alternating between players; discard any desired cards from the hand or the stack; healing occurs)
---Casting phase
Each player makes a deck of 60 cards. There are a number of places that a card can be during a CdS game - the deck, the player's hand, a model's stack, the sorcery stack, and the discard pile.
- Deck: Your supply of cards. Shuffle it randomly before the start of the game. Cards are drawn from here and generally cannot be replenished.
- Hand: 7 cards. If you have less than 7 cards in your hand at the start of the casting phase, draw more from the top of the deck until you have 7.
- Model Stack: A number of cards played on a model which it can use during the Combat phase. These can be energy cards or action cards. A model can have a number of cards in its stack depending on its Potential characteristic and the number of surviving fighters in the team. If there are only two models in the team, each one gets +2 Potential; if there's just one left, he/she/it/etc gets +5 Potential. Cards persist in a stack from turn to turn, and can be discarded in the Aftermath phase or played during the Action phase as you so wish.
- Sorcery Stack: Sorcery cards to be played during the turn. Any cards not played during a model's activation are played or discarded during the Aftermath phase.
- Discard pile: When cards are discarded, they go here. Cards cannot normally be removed from the discard pile during the game.
After replenishing your hand, you can add cards from your hand to any stack. Energy or action cards can be played onto models' stacks; sorcery cards can be played to the sorcery stack. Cards added to a stack are played face down. Once this is done, you can put your hand (face) down for the rest of the turn; you only need it during the casting phase.
---Situation phase
Mostly situational as the name suggests. Resolve any effects that state they take place 'during/in the Situation phase' or 'at the start of the turn', then have an initiative roll-off. Each player rolls a D10. The player with the fewest models (if there is one) adds +1 to their roll; spells or abilities cast in the previous turn can also increase this. The winner (if it's a tie, the player who didn't have it last turn gets it, re-roll on turn 1) gets to decide who activates first in the Combat phase.
---Combat phase
Players take turns to activate models. During its activation, a model can move, then make attacks or attack actions; it can also use energy cards to enhance attack or damage rolls, and play passive action cards at any point during the activation. At any point during any model's activation (including right at the beginning or end), the model's controlling player can play sorcery cards from the sorcery stack, resolving their effects immediately. Sorcery cards, like other during-the-activation effects, can't be played halfway through resolving an attack (e.g. after hitting but before making the damage roll).
---Aftermath phase
Starting with the player who activated first, players take turns to cast remaining cards in their sorcery stacks, in any order. A player can stop doing this at any point; once both players have cast all their cards or decided to stop, all remaining cards in the sorcery stacks are discarded. Then, players can check their models' stacks and discard any desired cards. Models then heal - each model removes three damage points - and enraged models also remove three points of aggression. Finally, any effects taking place 'during/in the Aftermath phase' are resolved, unless the effect states it takes place at a different point in the phase.
Section the Second: CHARACTERISTICS AND CARDS
Models' stats (Speed, Finesse, Brutality, Resilience, Defence, Aggression, Pain Threshold)
Weapons' stats (Range, Power, sometimes Strength, Special)
The various kinds of cards (energy and the arcane elements; passive and attack action cards; sorcery)
---Model characteristics
Speed (S): The distance in inches a model travels during a normal move.
Finesse (F): How accurate this model's attacks are.
Brutality (B): How punishing this model's attacks are when they hit. Generally boosted by weaponry.
Resilience (R): A two-part stat, Toughness/Armour. Toughness is a model's ability to withstand damage that doesn't hit its armour. Armour is higher and includes the added protection of whatever armour plating the model wears over incongruous parts of its body. A modifier to Resilience affects both Toughness and Armour.
Defence (D): Also a two-part stat, Shielding/Swiftness. Shielding is the higher. Swiftness represents a model's ability to avoid being hit; Shielding represents its ability to make hits land on the armoured bits rather than the vulnerable bits. A modifier to Defence affects both Shielding and Swiftness.
Aggression (A): A model's inherent rage.
Pain Threshold (P): A model's tolerance of damage, otherwise known as the 'not dying' stat.
---Weapon characteristics
Range (Rng): Guess. Melee weapons have an 'M' before the number, with the range representing the weapon's effective reach.
Power (Pow): A weapon's ability to do what it does best, i.e., cause grievous bodily harm on demand.
Strength (Str): Melee weapons add the user's Brutality to their Power, summing to a third value called Strength. This will also be given in a weapon's profile; obviously, it's modified by both Power and Brutality modifiers.
Special (Spc): Any extra special rules that apply to the weapon; these can be many and varied.
---Cards
There are three main types of cards, some of them with subtypes that affect what they do in-game. The main types are Energy, Action and Sorcery (here capitalised for no real reason). Action and Sorcery cards each have a limit stating the maximum number of that card that can be included in a deck.
- Energy cards come in four flavours, representing the four elements of arcane violence: light, wind, blood, and steel. An energy card can be played to a model's stack and is used in two ways. Immediately before making an attack or damage roll (including outside of its activation), a model can spend one or more energy cards from its stack to enhance the roll. Each card used for enhancement adds +1 to the result of the roll; Light cards add +2 per card to attack rolls and Blood cards add +2 per card to damage rolls. Also, during its activation a model can turn energy cards from its stack face up, separating them from the stack. These cards can be spent immediately after an attack is declared against the model (before any rolling is done and before the other player spends energy to make enhancements), in order to apply a +1 modifier per card to the model's Resilience or Defence for the duration of the attack. Wind cards add +2 Defence per card; Steel cards add +2 Resilience per card. Energy cards can occasionally crop up in other abilities, but generally, this is all they do.
- Action cards come in two flavours, Passive and Attack, and like energy cards, go on a model's stack. Passive cards can be spent during a model's activation as it wishes, and usually activate abilities that don't hit things (usually; sometimes it's just an excuse to give a model attacks it can make in addition to attack actions). Attack cards are the opposite. An attack card can be used in lieu of a model making its basic attacks, immediately after resolving another attack card during its activation (once - you can only use two attack actions in a row), or when it makes a counterattack. Unless the card also has 'Standard Action' written on it somewhere, an attack action can only be used by a model if the name of the card is listed on the model, and are always performed by that model, using its stats, position and weapons. Unless otherwise stated, these attack actions have the effects written on the card, if there are any. Models' rules can add to or overwrite existing action effects, which is indicated with (Add) or (Overwrite) after the card's name, followed by some more rules (woo). If the action has no standard effects, there won't be anything in brackets, just text telling you what the ability does. Some passive action cards remain in play, meaning their effects stay on the model which cast them until that model's next activation.
- Sorcery cards don't have any namby-pamby subtypes. These go onto the sorcery stack and can be cast during any of your models' activations or during the Aftermath phase. Sorcery cards do sometimes involve thunderbolts and fireballs and whatnot, but are more commonly movement tricks, earthshaping and other useful tactical abilities.
Section the Third: ACTIVATIONS
Movement (normal moves, running, moving out of melee, knockdown, being moved)
Attacking (front and back arcs, ranged and melee attacks, attack/damage rolls, basic attacks, defender's response, AoE attacks, becoming enraged)
---Movement
- Movement restrictions: These apply to all movements made by anyone, ever, including being moved, unless otherwise specified of course. A model cannot move through or end its move on another model or an impassable obstacle. Each inch of movement through an obstruction or difficult terrain counts as 2".
- Normal move: A model moves its Speed.
- Run: Move 2x Speed, but you can't make attacks and can only make up to one passive action.
- Moving out of melee: If at any point during a move, a model is within range of an unengaged enemy model's melee weapon but ends the move outside of said range, the enemy model may make a quick attack against the moving model, using its longest-ranged melee weapon. Resolve the damage at the point where it leaves the other model's range. Note that if a model moves out of range of one of an enemy's melee weapons but is still in range of another, no quick attack is made. A quick attack is a single attack with no response from the defender.
- Knockdown: A knocked down model has -2 Swiftness, cannot move, and its front arc extends 360 degrees. Effects last until it stands up. Standing up can be done during the model's normal move, but halves its Speed for that move. A model may stand up and run, in which case it applies both modifiers, and so moves its normal Speed.
- Being moved: A model being moved stops if it contacts another model or an impassable obstacle. Each inch of movement through an obstruction or difficult terrain counts as 2", as normal.
---Attacking
- Arcs: A model's front arc is 180 degrees, centred on the direction in which it's facing, and extending out to any distance. Its back arc is everything that's not its front arc. A model (or terrain piece, etc) is in a model's front arc if any part of its base is in the front arc, and in the back arc if it's not in the front arc. A model is not in its own front arc (but is within [distance] of itself).
- Ranged attacks are those made with non-Melee weapons; melee attacks are... do I have to spell it out? Melee attacks use Strength (Power + wielder's Brutality) for damage rolls, while ranged attacks use Power. An attack must (normally) target a single enemy model within the firer's front arc and line of sight. To resolve an attack, make an attack roll, then if the attack roll is successful, a damage roll. Either roll can be enhanced using energy cards.
- Attack rolls determine whether you hit the target. Roll a D10 and add your Skill. For each obstruction or model between attacker and target, if they are further than 1" apart, apply a -1 to the roll. An attack roll automatically fails if the distance between attacker and target is greater than the weapon's Range in inches, and always fails on the roll of a 1 regardless of the stats involved. An attack roll is successful if the D10+Skill+Modifiers is equal to or higher than the target's Swiftness, and is a critical hit if a) the roll is a 10 and b) a roll of 8 would have been successful. In either case, make a damage roll. On a critical hit, or if the D10+Skill+Modifiers roll is equal to or higher than the target's Shielding, roll to damage against the target's Toughness; otherwise, roll to damage against the target's Armour. Every time a model is hit, regardless of the consequences, it takes one point of fury (mark this on its card). Fury isn't damage per se, but once a model accumulates enough of it it will become enraged.
- Damage rolls determine how much... err... damage you cause. Roll a D10 plus whichever stat the attack uses (Strength in melee, Power at range). For each two points, or part thereof, by which this roll beats the particular Resilience stat in use (depending on the attack roll), the target takes one damage point. Should a model take a number of damage points equal to its Pain Threshold, it dies and is removed from the table.
- Basic attacks: If a model isn't using attack actions, it makes its basic attacks. The model may make one attack with each melee weapon it has, or one attack with each ranged weapon it has. It suffers -2 to hit with ranged attacks if it's within 3" of an enemy model.
- Defender's response: When a model is attacked with melee attacks (basic attacks or attack actions), after all attacks have been resolved it makes a defender's response. The response can be either Defend, in which case there are no further attacks made, or Counter-attack, in which case the defender makes one attack with any weapon it possesses or uses a single (passive or attack) action card from its stack, then the attacker does the same.
- Area-of-effect attacks: Some attacks have a 3" or 5" area of effect, usually resolved using a circular template of the appropriate size. Unless otherwise stated, AoEs are centred on a model hit, but aren't placed if the attack roll fails. Roll to damage each model under the template, but models not under the centre point cannot suffer more than two points of damage from the attack - any higher result counts as two.
- Becoming enraged: When a model takes a number of fury points equal to its Aggression, it becomes enraged, and remains so until its number of fury points drops below half its Aggression stat. An enraged model suffers -2 Finesse, but when making basic attacks, may attack twice with each melee weapon, and may attack twice with the same melee weapon when counter-attacking. An enraged model must end each move it makes closer to at least one enemy model than it was when it started. It must end the move within melee weapon range of at least one enemy model wherever possible, and if not, must end the move as far as possible from its starting point.
Appendix the First-and-so-far-Only: STANDARD CARDS
Thought I'd list them as an appendix, because they're really just more core rules: Charge, Guarded Stance, Sprint
---Charge (Standard Attack Action, Limit 6)
May only be used immediately after a normal move, while unengaged. The model moves half its Speed directly towards an enemy model and attacks that model once with each melee weapon it possesses. These attacks have +2 Strength.
---Guarded Stance (Standard Passive Action, Unlimited)
Remains in play. The model may not be targeted by quick attacks. Guarded Stance's effect is removed if the model runs.
---Sprint (Standard Passive Action, Limit 6)
Use at the beginning of the model's activation. The model runs, moving three times its Speed instead of twice.
Cirque de Sade: system synopsis
Section the First: THE TURN
Casting phase (card management and dealing)
Situation phase (pre-action phase stuff is dealt with, initiative roll)
Combat phase (activations, alternating using a single fighter at a time)
Aftermath phase (all remaining sorcery cards are cast, alternating between players; discard any desired cards from the hand or the stack; healing occurs)
---Casting phase
Each player makes a deck of 60 cards. There are a number of places that a card can be during a CdS game - the deck, the player's hand, a model's stack, the sorcery stack, and the discard pile.
- Deck: Your supply of cards. Shuffle it randomly before the start of the game. Cards are drawn from here and generally cannot be replenished.
- Hand: 7 cards. If you have less than 7 cards in your hand at the start of the casting phase, draw more from the top of the deck until you have 7.
- Model Stack: A number of cards played on a model which it can use during the Combat phase. These can be energy cards or action cards. A model can have a number of cards in its stack depending on its Potential characteristic and the number of surviving fighters in the team. If there are only two models in the team, each one gets +2 Potential; if there's just one left, he/she/it/etc gets +5 Potential. Cards persist in a stack from turn to turn, and can be discarded in the Aftermath phase or played during the Action phase as you so wish.
- Sorcery Stack: Sorcery cards to be played during the turn. Any cards not played during a model's activation are played or discarded during the Aftermath phase.
- Discard pile: When cards are discarded, they go here. Cards cannot normally be removed from the discard pile during the game.
After replenishing your hand, you can add cards from your hand to any stack. Energy or action cards can be played onto models' stacks; sorcery cards can be played to the sorcery stack. Cards added to a stack are played face down. Once this is done, you can put your hand (face) down for the rest of the turn; you only need it during the casting phase.
---Situation phase
Mostly situational as the name suggests. Resolve any effects that state they take place 'during/in the Situation phase' or 'at the start of the turn', then have an initiative roll-off. Each player rolls a D10. The player with the fewest models (if there is one) adds +1 to their roll; spells or abilities cast in the previous turn can also increase this. The winner (if it's a tie, the player who didn't have it last turn gets it, re-roll on turn 1) gets to decide who activates first in the Combat phase.
---Combat phase
Players take turns to activate models. During its activation, a model can move, then make attacks or attack actions; it can also use energy cards to enhance attack or damage rolls, and play passive action cards at any point during the activation. At any point during any model's activation (including right at the beginning or end), the model's controlling player can play sorcery cards from the sorcery stack, resolving their effects immediately. Sorcery cards, like other during-the-activation effects, can't be played halfway through resolving an attack (e.g. after hitting but before making the damage roll).
---Aftermath phase
Starting with the player who activated first, players take turns to cast remaining cards in their sorcery stacks, in any order. A player can stop doing this at any point; once both players have cast all their cards or decided to stop, all remaining cards in the sorcery stacks are discarded. Then, players can check their models' stacks and discard any desired cards. Models then heal - each model removes three damage points - and enraged models also remove three points of aggression. Finally, any effects taking place 'during/in the Aftermath phase' are resolved, unless the effect states it takes place at a different point in the phase.
Section the Second: CHARACTERISTICS AND CARDS
Models' stats (Speed, Finesse, Brutality, Resilience, Defence, Aggression, Pain Threshold)
Weapons' stats (Range, Power, sometimes Strength, Special)
The various kinds of cards (energy and the arcane elements; passive and attack action cards; sorcery)
---Model characteristics
Speed (S): The distance in inches a model travels during a normal move.
Finesse (F): How accurate this model's attacks are.
Brutality (B): How punishing this model's attacks are when they hit. Generally boosted by weaponry.
Resilience (R): A two-part stat, Toughness/Armour. Toughness is a model's ability to withstand damage that doesn't hit its armour. Armour is higher and includes the added protection of whatever armour plating the model wears over incongruous parts of its body. A modifier to Resilience affects both Toughness and Armour.
Defence (D): Also a two-part stat, Shielding/Swiftness. Shielding is the higher. Swiftness represents a model's ability to avoid being hit; Shielding represents its ability to make hits land on the armoured bits rather than the vulnerable bits. A modifier to Defence affects both Shielding and Swiftness.
Aggression (A): A model's inherent rage.
Pain Threshold (P): A model's tolerance of damage, otherwise known as the 'not dying' stat.
---Weapon characteristics
Range (Rng): Guess. Melee weapons have an 'M' before the number, with the range representing the weapon's effective reach.
Power (Pow): A weapon's ability to do what it does best, i.e., cause grievous bodily harm on demand.
Strength (Str): Melee weapons add the user's Brutality to their Power, summing to a third value called Strength. This will also be given in a weapon's profile; obviously, it's modified by both Power and Brutality modifiers.
Special (Spc): Any extra special rules that apply to the weapon; these can be many and varied.
---Cards
There are three main types of cards, some of them with subtypes that affect what they do in-game. The main types are Energy, Action and Sorcery (here capitalised for no real reason). Action and Sorcery cards each have a limit stating the maximum number of that card that can be included in a deck.
- Energy cards come in four flavours, representing the four elements of arcane violence: light, wind, blood, and steel. An energy card can be played to a model's stack and is used in two ways. Immediately before making an attack or damage roll (including outside of its activation), a model can spend one or more energy cards from its stack to enhance the roll. Each card used for enhancement adds +1 to the result of the roll; Light cards add +2 per card to attack rolls and Blood cards add +2 per card to damage rolls. Also, during its activation a model can turn energy cards from its stack face up, separating them from the stack. These cards can be spent immediately after an attack is declared against the model (before any rolling is done and before the other player spends energy to make enhancements), in order to apply a +1 modifier per card to the model's Resilience or Defence for the duration of the attack. Wind cards add +2 Defence per card; Steel cards add +2 Resilience per card. Energy cards can occasionally crop up in other abilities, but generally, this is all they do.
- Action cards come in two flavours, Passive and Attack, and like energy cards, go on a model's stack. Passive cards can be spent during a model's activation as it wishes, and usually activate abilities that don't hit things (usually; sometimes it's just an excuse to give a model attacks it can make in addition to attack actions). Attack cards are the opposite. An attack card can be used in lieu of a model making its basic attacks, immediately after resolving another attack card during its activation (once - you can only use two attack actions in a row), or when it makes a counterattack. Unless the card also has 'Standard Action' written on it somewhere, an attack action can only be used by a model if the name of the card is listed on the model, and are always performed by that model, using its stats, position and weapons. Unless otherwise stated, these attack actions have the effects written on the card, if there are any. Models' rules can add to or overwrite existing action effects, which is indicated with (Add) or (Overwrite) after the card's name, followed by some more rules (woo). If the action has no standard effects, there won't be anything in brackets, just text telling you what the ability does. Some passive action cards remain in play, meaning their effects stay on the model which cast them until that model's next activation.
- Sorcery cards don't have any namby-pamby subtypes. These go onto the sorcery stack and can be cast during any of your models' activations or during the Aftermath phase. Sorcery cards do sometimes involve thunderbolts and fireballs and whatnot, but are more commonly movement tricks, earthshaping and other useful tactical abilities.
Section the Third: ACTIVATIONS
Movement (normal moves, running, moving out of melee, knockdown, being moved)
Attacking (front and back arcs, ranged and melee attacks, attack/damage rolls, basic attacks, defender's response, AoE attacks, becoming enraged)
---Movement
- Movement restrictions: These apply to all movements made by anyone, ever, including being moved, unless otherwise specified of course. A model cannot move through or end its move on another model or an impassable obstacle. Each inch of movement through an obstruction or difficult terrain counts as 2".
- Normal move: A model moves its Speed.
- Run: Move 2x Speed, but you can't make attacks and can only make up to one passive action.
- Moving out of melee: If at any point during a move, a model is within range of an unengaged enemy model's melee weapon but ends the move outside of said range, the enemy model may make a quick attack against the moving model, using its longest-ranged melee weapon. Resolve the damage at the point where it leaves the other model's range. Note that if a model moves out of range of one of an enemy's melee weapons but is still in range of another, no quick attack is made. A quick attack is a single attack with no response from the defender.
- Knockdown: A knocked down model has -2 Swiftness, cannot move, and its front arc extends 360 degrees. Effects last until it stands up. Standing up can be done during the model's normal move, but halves its Speed for that move. A model may stand up and run, in which case it applies both modifiers, and so moves its normal Speed.
- Being moved: A model being moved stops if it contacts another model or an impassable obstacle. Each inch of movement through an obstruction or difficult terrain counts as 2", as normal.
---Attacking
- Arcs: A model's front arc is 180 degrees, centred on the direction in which it's facing, and extending out to any distance. Its back arc is everything that's not its front arc. A model (or terrain piece, etc) is in a model's front arc if any part of its base is in the front arc, and in the back arc if it's not in the front arc. A model is not in its own front arc (but is within [distance] of itself).
- Ranged attacks are those made with non-Melee weapons; melee attacks are... do I have to spell it out? Melee attacks use Strength (Power + wielder's Brutality) for damage rolls, while ranged attacks use Power. An attack must (normally) target a single enemy model within the firer's front arc and line of sight. To resolve an attack, make an attack roll, then if the attack roll is successful, a damage roll. Either roll can be enhanced using energy cards.
- Attack rolls determine whether you hit the target. Roll a D10 and add your Skill. For each obstruction or model between attacker and target, if they are further than 1" apart, apply a -1 to the roll. An attack roll automatically fails if the distance between attacker and target is greater than the weapon's Range in inches, and always fails on the roll of a 1 regardless of the stats involved. An attack roll is successful if the D10+Skill+Modifiers is equal to or higher than the target's Swiftness, and is a critical hit if a) the roll is a 10 and b) a roll of 8 would have been successful. In either case, make a damage roll. On a critical hit, or if the D10+Skill+Modifiers roll is equal to or higher than the target's Shielding, roll to damage against the target's Toughness; otherwise, roll to damage against the target's Armour. Every time a model is hit, regardless of the consequences, it takes one point of fury (mark this on its card). Fury isn't damage per se, but once a model accumulates enough of it it will become enraged.
- Damage rolls determine how much... err... damage you cause. Roll a D10 plus whichever stat the attack uses (Strength in melee, Power at range). For each two points, or part thereof, by which this roll beats the particular Resilience stat in use (depending on the attack roll), the target takes one damage point. Should a model take a number of damage points equal to its Pain Threshold, it dies and is removed from the table.
- Basic attacks: If a model isn't using attack actions, it makes its basic attacks. The model may make one attack with each melee weapon it has, or one attack with each ranged weapon it has. It suffers -2 to hit with ranged attacks if it's within 3" of an enemy model.
- Defender's response: When a model is attacked with melee attacks (basic attacks or attack actions), after all attacks have been resolved it makes a defender's response. The response can be either Defend, in which case there are no further attacks made, or Counter-attack, in which case the defender makes one attack with any weapon it possesses or uses a single (passive or attack) action card from its stack, then the attacker does the same.
- Area-of-effect attacks: Some attacks have a 3" or 5" area of effect, usually resolved using a circular template of the appropriate size. Unless otherwise stated, AoEs are centred on a model hit, but aren't placed if the attack roll fails. Roll to damage each model under the template, but models not under the centre point cannot suffer more than two points of damage from the attack - any higher result counts as two.
- Becoming enraged: When a model takes a number of fury points equal to its Aggression, it becomes enraged, and remains so until its number of fury points drops below half its Aggression stat. An enraged model suffers -2 Finesse, but when making basic attacks, may attack twice with each melee weapon, and may attack twice with the same melee weapon when counter-attacking. An enraged model must end each move it makes closer to at least one enemy model than it was when it started. It must end the move within melee weapon range of at least one enemy model wherever possible, and if not, must end the move as far as possible from its starting point.
Appendix the First-and-so-far-Only: STANDARD CARDS
Thought I'd list them as an appendix, because they're really just more core rules: Charge, Guarded Stance, Sprint
---Charge (Standard Attack Action, Limit 6)
May only be used immediately after a normal move, while unengaged. The model moves half its Speed directly towards an enemy model and attacks that model once with each melee weapon it possesses. These attacks have +2 Strength.
---Guarded Stance (Standard Passive Action, Unlimited)
Remains in play. The model may not be targeted by quick attacks. Guarded Stance's effect is removed if the model runs.
---Sprint (Standard Passive Action, Limit 6)
Use at the beginning of the model's activation. The model runs, moving three times its Speed instead of twice.