Forum
Abilities
Quote from IoM-Christian on 2024-03-28, 07:17Fleshfeaster 0.1.1
Fleshfeasters gain D6A extra charge range.
IF the unit win a melee round and create at least one casualty, they must pass a leadership roll to persue.
Failing it will ignore its generals orders and stay to feast on enemy remains.
In subsequent turns it must try regain control.
Fleshfeaster 0.1.1
Fleshfeasters gain D6A extra charge range.
IF the unit win a melee round and create at least one casualty, they must pass a leadership roll to persue.
Failing it will ignore its generals orders and stay to feast on enemy remains.
In subsequent turns it must try regain control.
Quote from IoM-Christian on 2024-04-21, 21:05Vanguard 0.01
Starting with the player that lost initiative, Vanguard Units are to be deployed before any other Unit Cards.
In Game Turn 1, before either player moves units with Random Movement, each of the Vanguard Units may perform an action.
• They may be joined by Characters with Vanguard during deployment.
Vanguard 0.01
Starting with the player that lost initiative, Vanguard Units are to be deployed before any other Unit Cards.
In Game Turn 1, before either player moves units with Random Movement, each of the Vanguard Units may perform an action.
• They may be joined by Characters with Vanguard during deployment.
Quote from IoM-Christian on 2024-04-24, 15:26Taunter 0.0.3
A unit can taunt an friendly unit in line of sight, the mockery enraging the target to gain +1 AIM..
OBSOLETE VERSIONS
Taunter 0.0.2
Units with Taunter can taunt an enemy unit in line of sight, so it must march towards or charge the taunter unless it pass a leadership.
Taunter 0.0.3
A unit can taunt an friendly unit in line of sight, the mockery enraging the target to gain +1 AIM..
OBSOLETE VERSIONS
Taunter 0.0.2
Units with Taunter can taunt an enemy unit in line of sight, so it must march towards or charge the taunter unless it pass a leadership.
Quote from IoM-Christian on 2025-01-06, 09:52Reorder (x) 0.2.0
A unit may recover from [Broken] within (x) cm without spending Order Activation Points.
Reorder (x) 0.2.0
A unit may recover from [Broken] within (x) cm without spending Order Activation Points.
Quote from IoM-Christian on 2025-01-08, 07:06Poison 0.0.1
Weapons or other attacks may be poisonous (x), with their damaging effect applied as (x) additional strength.
Poison 0.0.1
Weapons or other attacks may be poisonous (x), with their damaging effect applied as (x) additional strength.
Quote from IoM-Christian on 2025-01-22, 22:16Flankforce 1.0.0
If the unit can see their general they roll 1D3 and gain that many Actions which must be used to get into combat with foes.
Flankforce 1.0.0
If the unit can see their general they roll 1D3 and gain that many Actions which must be used to get into combat with foes.
Quote from IoM-Christian on 2025-04-22, 20:09Etheral 1.0.1
Etheral Models have a fixed 4+ save against any non magical attack.
Etheral 1.0.1
Etheral Models have a fixed 4+ save against any non magical attack.
Quote from IoM-Christian on 2025-05-13, 09:38Impetuous 0.0.1
The Unit must March and /or charge the nearest foes.
Impetuous 0.0.1
The Unit must March and /or charge the nearest foes.
Quote from IoM-Christian on 2025-05-13, 10:33Inspirator: 0.0.1
Units with Inspirator (x) spend just 10 points to earn and utilise Command Points, but the ability lets them roll a numbered die to determine how many they gained this round.
Inspirator: 0.0.1
Units with Inspirator (x) spend just 10 points to earn and utilise Command Points, but the ability lets them roll a numbered die to determine how many they gained this round.
Quote from IoM-Christian on 2025-05-13, 10:36Lance Formation 0.0.1
If a unit having Lance Formation oblitterates their for in the initial charge, they may move a distance equal to was not used to get into melee.
Lance Formation 0.0.1
If a unit having Lance Formation oblitterates their for in the initial charge, they may move a distance equal to was not used to get into melee.
