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 Post subject: NCO "abilities"
PostPosted: Fri Jun 13, 2014 9:51 am 
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Joined: Mon May 12, 2014 9:25 am
Posts: 7
Hey.

I have a short question about Imperial NCO's orders for Ribbons.

1. "Move it you lags" - is it gives +1 MV for the end of GAME or TURN?
2. “Don’t you die on me” - NCO gains Medic (4) for the end of GAME or TURN?


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 Post subject: Re: NCO "abilities"
PostPosted: Fri Jun 13, 2014 10:18 am 
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Joined: Thu Feb 28, 2013 4:46 pm
Posts: 371
Liissu wrote:
Hey.

I have a short question about Imperial NCO's orders for Ribbons.

1. "Move it you lags" - is it gives +1 MV for the end of GAME or TURN?
2. “Don’t you die on me” - NCO gains Medic (4) for the end of GAME or TURN?

To quote rulebook ''All Active Skills last for 1 Game Turn, unless otherwise stated in the description.''


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 Post subject: Re: NCO "abilities"
PostPosted: Fri Jun 13, 2014 10:44 am 
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Joined: Mon May 12, 2014 9:25 am
Posts: 7
Damn, you are right. Thanks!

But first ability is quite strange, becouse NCO must use one action point to give an order, and only other trenchers can use run action. It can make problems with coherency, and this ability can be quite useless.
Second can be quite good, if we will use NCO as a medic in squad.


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 Post subject: Re: NCO "abilities"
PostPosted: Fri Jun 13, 2014 10:55 am 
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Joined: Thu Feb 28, 2013 4:46 pm
Posts: 371
Liissu wrote:
But first ability is quite strange, becouse NCO must use one action point to give an order, and only other trenchers can use run action. It can make problems with coherency, and this ability can be quite useless.

If you use it for Run than you are right but I think that intention was to make them simply march faster.


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