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| War Games |
| Speed Special Abilities: Green: Charge- This warrior may move twice his speed value or move his normal speed then make a close combat attack. This warrior may be in a formation. This warrior only fails to break away on a 1. (optional) Red: Quickness- This warrior may not be part of a movement formation. You may give this warrior a move action without using one or your actions for the turn. (optional) Blue: Magic Levitation- Give this warrior a move action but do not move him. Move a figure that was in base contact with this warrior at the begining of the turn up to 10 inches in any direction, ignoring terrain and figure bases. You decide the figures facing. The figure may not be placed in blocking terrain other than deep water, in which case the figure is eliminated. (optional) Orange: Flight- This warrior may ignore terrain and figure bases when he moves. This warrior only fails to break away on a 1. (optional) Yellow: Aquatic- This warrior's movement is not affected by water terrain. (optional) Black: Stealth- Any line of fire drawn to this warriot that goes through hindering terrian is treated as if it goes through blocking terrain. Add 2 to this warrior's attack roll when making a capture attempt. (optional) Grey: Charge- This warrior may move twice his speed value or move his normal speed then make a ranged combat attack. This warrior may be in a formation. This warrior only fails to break away on a 1. (optional) Red Circle: Forced March- All figures in a movement formaion with this figure use this figures speed . A captive controlled by this figure uses this figures speed (optional) Blue Circle: Nimble- This figure may change his facing at any time during your turn without using an action. Black Circle: Ram- When this warrior moves, and ends his movement with his front arc in base contact with one or more opposing figures the opposing figures take 1 click of damage after their free spin. This warrior may be part of a movement formation. Damage from a formation ram is done seperatly. Defence Special Abilities: Green: Battle Armor- Increase this warrior's defence by 2 against ranged attacks Red: Pole Arm- When an opposing figure moves into base contact with this warrior's front arc, after the free spin, the opposing figure takes one click of damage and his action ends. Blue: Magic Immuntiy- This warrior can not be effected by any other warrior's effect with the word "magic" in it. Orange: Toughness- Subtract 1 from any damage done to this figure other than critical miss and pushing damage. This warrior may be pushed 2 turns in a row if he keeps has this ability at the time of the second push. Yellow: Defend- A friendly figure in base contact with this warrior may use this figures defence value. (optional) Black: Regeneration- Give this warrior a move action but do not move him. Roll 1 6-sided dice and subtract 2 from the roll, heal this figure a number of clicks equal to the result, minimun 0. (optional) Grey: Invulnerability- Increase this warrior's defence by 2 against ranged attacks and subtract 2 from any damage taken by this warrior, excluding pushing and critical miss damage. This warrior can't be healed. Red Circle: Dodge- When this warrior takes damage from an attack, roll 1 6-sided dice, on a 4 or higer the attack misses. Blue Circle: Magic Retaliation- When this warrior is damaged by an attack, the attacker takes a click of damage. Black Circle: Limited Invisibility- This warrior can't be targeted by ranged attacks. |
| Special Abilities |