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Abilities

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Mana Manipulator 0.01

Models may buy Magic Levels enabling them to draw Cards from a Magic Path.

Expendable 0.01

Expendable Units eradicated in Melee or fleeing do not influence friendly Non-Expendable Units.

Weapon Mixer 0.01

Allow the Unit to use different Weapons of the same Range & Strength.

Prebattle Deploy (x) 0.01

The Unit Card(s) with Prebattle Deploy must be placed before all other Unit Card placing.

The Prebattle Deploy can adhere to certain limitaions (x). Such as Deployment Zone, Battlefield, etc.

Terraintravel (x) 0.01

The Construction is able to traverse Terrain as mentioned.

Arisen Aura 0.01

The Arisen don't use the normal Divine Objects but their Command Shrines are powered by the amount of Deep Blue Drops. Each adding 10CM to the Objects Range at the start of the turn.

Detachment 0.01

The Detachment rule applies to Units consisting of different types of beings, such as a Beast-handler and its Beasts. Or Units with Weapons of mixed Range and Strength, and Unit parts better Armoured or Shielded than the others, such as an Armoured front and Pikes poking through or lobbing Missiles.

All Activate at the same time, performs the same Order, and only in Morale response is there a difference. If the Detachments fail a test the Main-Body may roll another to see if they pass, but should a Main-Body fail a test all its Detachments must adhere to the result.

Broken 0.01

Unit must move directly away from the threat causing the effect, without getting into contact with Enemies. If [Broken] at Turn start, a Morale test must be passed, to avoid moving towards the owning Players deployment zone, without getting into contact with Enemies.

Bewildered 0.01

Units must pass a Morale test to take any Action.

Casualty 0.01

Models reduced to 0 Health are marked as Casualty and it’s owner may attempt to revitalise. At Phase end, if not revitalized, an able opponent may attempt to raise it as tainted by The Deep Blue. Otherwise it's removed from play.

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