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Abilities
Quote from IoM-Christian on 2023-06-07, 10:58Mana Manipulator 0.2.0
Models may buy Mana Manipulator magic levels @ 10 pts each.
Each level enable it to draw a spell cards from Magic Paths, and gives random Magic Shards as noted in it's Army List.
Utilising a Mana Manipulator does not require spending actions as that cost are covered by Shard consuming.
Mana Manipulator 0.2.0
Models may buy Mana Manipulator magic levels @ 10 pts each.
Each level enable it to draw a spell cards from Magic Paths, and gives random Magic Shards as noted in it's Army List.
Utilising a Mana Manipulator does not require spending actions as that cost are covered by Shard consuming.
Quote from IoM-Christian on 2023-06-07, 11:27Expendable 0.01
Expendable Units eradicated in Melee or fleeing do not influence friendly Non-Expendable Units.
Expendable 0.01
Expendable Units eradicated in Melee or fleeing do not influence friendly Non-Expendable Units.
Quote from IoM-Christian on 2023-06-07, 11:39Weapon Mixer 0.01
Allow the Unit to use different Weapons of the same Range & Strength.
Weapon Mixer 0.01
Allow the Unit to use different Weapons of the same Range & Strength.
Quote from IoM-Christian on 2023-06-07, 19:50Prebattle 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.
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.
Quote from IoM-Christian on 2023-06-12, 21:04Terraintravel (x) 0.1.0
The model is able to traverse terrain as mentioned.
Terraintravel (x) 0.1.0
The model is able to traverse terrain as mentioned.
Quote from IoM-Christian on 2023-07-12, 08:36Maelstroem Mist 0.0.2
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.
Maelstroem Mist 0.0.2
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.
Quote from IoM-Christian on 2023-07-18, 20:27Detachment 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.
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.
Quote from IoM-Christian on 2023-12-12, 21:41Broken 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.
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.
Quote from IoM-Christian on 2024-02-15, 11:46Spear-wall 0.01
To effectively counter a charge of mounted foes, a spear/pike unit may, if passing a leadership test,'stand-and-hold'.
Crouching with faces downwards to suppress fear and prevent oncoming horses from becoming reluctant. Spears facing forward, tips resting on the ground, slightly crossed over the spear next to them, and eventually revealing faces, the advancing horses would unsettle and slow, so the charge bonus is lost.
Spear-wall 0.01
To effectively counter a charge of mounted foes, a spear/pike unit may, if passing a leadership test,'stand-and-hold'.
Crouching with faces downwards to suppress fear and prevent oncoming horses from becoming reluctant. Spears facing forward, tips resting on the ground, slightly crossed over the spear next to them, and eventually revealing faces, the advancing horses would unsettle and slow, so the charge bonus is lost.
Quote from IoM-Christian on 2024-03-19, 19:08Veteran 0.2.0
Units of veterans are more skilled in battlefield manouvering, charging, melee, and surviving.
Thus may a veteran Unit add +1 to move, charge, AIM, and armour (without movement reduction).
Veteran 0.2.0
Units of veterans are more skilled in battlefield manouvering, charging, melee, and surviving.
Thus may a veteran Unit add +1 to move, charge, AIM, and armour (without movement reduction).
