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Abilities
Quote from IoM-Christian on 2022-08-14, 07:59
Quote from IoM-Christian on 2022-08-16, 17:05Berserk 0.03
A Unit subject to Berserk must charge a enemy Unit within its Charge range, gaining +1 Strength in 1st round of Melee. The Unit must follow-up if their opponent breaks.
Berserk 0.03
A Unit subject to Berserk must charge a enemy Unit within its Charge range, gaining +1 Strength in 1st round of Melee. The Unit must follow-up if their opponent breaks.
Quote from IoM-Christian on 2022-08-29, 14:28Battlefield Awareness 0.03
Mana Manipulators can use Spells from their Paths at any time during the game.
Battlefield Awareness 0.03
Mana Manipulators can use Spells from their Paths at any time during the game.
Quote from IoM-Christian on 2023-03-15, 10:52Wound Soaker 0.03
Is an ability only avaliable to Units assigned as Generals Guard. The maximum amount of Models may vary, but the initial Health of the Unit can't exceed 4. The Wound Soaker ability allow any such model to roll 'Watch out Sir!', and on a unmodified roll of 6, the Model takes the incoming Hit instead of the General.
Wound Soaker 0.03
Is an ability only avaliable to Units assigned as Generals Guard. The maximum amount of Models may vary, but the initial Health of the Unit can't exceed 4. The Wound Soaker ability allow any such model to roll 'Watch out Sir!', and on a unmodified roll of 6, the Model takes the incoming Hit instead of the General.
Quote from IoM-Christian on 2023-06-02, 20:47Frenzy 0.03
Unit subject to Frenzy must, if not passing a Morale roll to avoid it, charge a enemy Unit within its Charge range. They gain +1 Strength in 1.st round of melee and must follow-up if their opponent breaks.
Frenzy 0.03
Unit subject to Frenzy must, if not passing a Morale roll to avoid it, charge a enemy Unit within its Charge range. They gain +1 Strength in 1.st round of melee and must follow-up if their opponent breaks.
Quote from IoM-Christian on 2023-06-02, 20:48Mesmerize 0.03
Units with this ability force any equal or smaller sized Based Unit to not fight back in Melee unless a Morale test is passed.
Mesmerize 0.03
Units with this ability force any equal or smaller sized Based Unit to not fight back in Melee unless a Morale test is passed.
Quote from IoM-Christian on 2023-06-02, 20:48Ghoststep 0.03
Units with Ghoststep ignore both Difficult and Impassable Terrain penalties.
Ghoststep 0.03
Units with Ghoststep ignore both Difficult and Impassable Terrain penalties.
Quote from IoM-Christian on 2023-06-02, 20:49Scouting 0.03
Units with Scouting ignore Difficult Terrain penalty.
Scouting 0.03
Units with Scouting ignore Difficult Terrain penalty.
Quote from IoM-Christian on 2023-06-02, 20:50Fearless 0.03
Units with Fearless ignores FEAR, and treat DREAD as FEAR and TERROR as DREAD.
Fearless 0.03
Units with Fearless ignores FEAR, and treat DREAD as FEAR and TERROR as DREAD.
Quote from IoM-Christian on 2023-06-02, 20:53FEAR 0.03
Units causing FEAR can only be Charged if a Morale test is passed. If Charged by a FEAR causing Unit, a Morale test must be passed to fight back.
FEAR 0.03
Units causing FEAR can only be Charged if a Morale test is passed. If Charged by a FEAR causing Unit, a Morale test must be passed to fight back.