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Special Abilities
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Attack Special Abilities:
Green: Healing- This warrior may make a close combat attack against a friendly figure, ignoring all modifiers.  If the attack is successful, heal the target a number of clicks equal to this figures damage or roll a 6-sided dice and heal a number of clicks equal to the dice roll. (optional)
Red: Weapon Master- When this warrior  makes a successful close combat attack you may roll 1 6-sided dice.  Deal a number of clicks of damage equal to the roll of the dice. (optional)
Blue:
Magic Blast- This warrior may make a ranged combat attack and ignore all terrain and figure bases.  If the attack is successful, roll a 6-sided dice and deal a number of clicks of damage equal to the dice roll. (optional)
Orange:
Flame Lightning- This warrior may make a ranged combat attack and reduce his damage to 1.  If the attack is successful the attack deals 1 click of damage to the target and every figure in base contact with the target. (optional)
Yellow:
Shockwave- You may give this warrior a ranged combat action, reduce his range by half and his damage to 1.  Draw lines of fire to all figures within range in all directions, ignoring the front arc's facing, and other figure bases.  Lines of fire are drawn and the attack is resolved as if the targets have no special abilities, but Magic Enhancement can still increase damage. (optional)
Black:
Vampirism- Heal this warrior one click for each click of damage he inflicts on an opposing figure during a close combat attack.
Grey:
Healing- This warrior may make a close combat attack against a friendly figure, ignoring all modifiers.  If the attack is successful, heal the target a number of clicks equal to this figures damage or roll a 6-sided dice and heal a number of clicks equal to the dice roll. (optional)
Red Circle:
Venom- Deal 1 click of to each opposing figure in base contact with this figure's front arc at the begining of your turn.
Blue Circle:
Sneak Attack- When this warrior ends his movement in base contact with an opposing figure the figure doesn't get a free spin.  Double this figures damage when he makes a close combat attack through his opponent's rear arc.  Add 2 to this figures attack roll when he is making a capture attempt. (optional)
Black Circle:
Sweep- When this figure makes a close combat attack it can affect all figures in his front arc.  You make one attack roll and compare it to the defence of all the targets, your opponent makes a sepret defence roll for each target. (optional)
Damage Special Abilities
Red: Berserk- If at any point this warrior controls a captive the captive is eliminated.
Blue:
Magic Enhancment- A friendly figure who makes a ranged combat attack while in base contact gets his damage raised by 1 for the attack.
Orange:
Battle Fury- This warrior's close combat attacks may ignore Toughness and Invulnerability, if he ignores these abilities he takes a click of damage that can't be blocked by Toughness or Invulnerability.
Yellow: Demoralized- This warrior can't be given actions.
Black:
Necromancy- Give this warrior a move action to bring an eliminated warrior back onto the field in base contact with him.  Roll a 6-sided dice and deal that many clicks to the figure, if 3 skulls are shown, the necromancy faild. (optional)
Grey:
Command- At the begining of your turn roll a 6-sided dice, on a roll of 6 you get 1 extra action this turn.  This warrior can make a formation with members of any fraction.
Red Circle:
Pierce- This warrior's ranged combat attacks ignore Battle Armor, Toughness, and Invulnerability.
Blue Circle:
Magic Freeze- This warrior may make a ranged combat attack thay does one damage and adds an action token to the target.  Pushing damage applies.  This ability can't be used against a figure that has already been pushed. (optional)
Black Circle:
Magic Confusion- This warrior may make a ranged combat attack that does 0 damage.  Unstead of doing damage, if the attack is successfull, you can control the target as if they were one of your figures and you have given them an action. (optional)
Formation Rules
Basic Rules
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