Special Abilities & Subfaction Abilities.pdf
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Special Abilities & Subfaction Abilities
Speed Special Abilities
X
CHARGE
(optional)
This warrior cannot use the surge proi ciency. Give this warrior a close combat
action when it is not in base contact with an opposing i gure. This warrior can move up to its full speed
value and then make a close combat attack. This attack does not require an extra action.
X
QUICKNESS
(optional)
This warrior cannot be part of movement formations. This warrior can perform
a move action without using one of your actions for the turn. If it does, it is treated for all other
purposes as if it were given an action, and is given an action token.
X
MAGIC LEVITATION
(optional)
Give this warrior a special action. Select a target i gure, which has
not been given an action this turn, in base contact with this warrior. Move the target up to l0˝in any
direction, ignoring terrain and i gure bases. The target does not need to break away, and you determine
its new facing. The target cannot end the movement in blocking terrain. The target cannot be given an
action this turn.
X
FLIGHT
This warrior cannot be part of movement formations. This warrior cannot use the double-
time proi ciency. This warrior ignores terrain and i gure bases while moving. This warrior cannot end its
movement on another i gure’s base or in blocking terrain. This warrior fails to break away only on a die
roll result of l.
X
AQUATIC
This warrior treats all water terrain as clear terrain for movement purposes. This warrior
cannot use the double-time proi ciency. While this warrior occupies any water terrain, it gets +2 to its
defense value against ranged combat attacks that target or affect it.
X
STEALTH
(optional)
Any line of i re drawn to this warrior that passes through hindering or concealing
terrain is blocked.
X
BOUND
(optional)
Give this warrior a ranged combat action when it is not in base contact with an
opposing i gure. This warrior can move up to its full speed value and then make a ranged combat attack.
This attack does not require an extra action.
X
PATHFINDER
(optional)
This warrior’s movement is not affected by hindering terrain. All i gures in
a movement formation with this warrior gain the Pathi nder special ability.
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2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC.
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Special Abilities & Subfaction Abilities
S S A
Speed Special Abilities
(continued)
X
FORCED MARCH
(optional)
All i gures in a movement formation with this warrior use this warrior’s
speed value instead of their own.
X
NIMBLE
(optional)
This warrior can change its facing at any time during your turn without being given
an action. This warrior cannot use this ability during the resolution of a close or ranged combat action
or other special ability.
X
FRENZY
This warrior cannot be a part of any formation. During your turn, you must give this
warrior an action before you can give actions to i gures that do not have Frenzy. If you have more
warriors with Frenzy than you have actions, choose which warriors with Frenzy will be given an action.
A warrior with Frenzy cannot capture or be captured. If this warrior is a captor when it gains Frenzy,
its captive is eliminated.
X
RAM
(optional)
This warrior cannot be part of movement formations and does not deal shake off
damage. If, after moving, this warrior’s front arc is in base contact with one or more opposing i gures,
it deals l damage to each of those i gures after their free spin opportunity.
X
SUMMON
(optional)
Give this warrior a special action when it is not in base contact with an opposing
i gure. Reanimate one of your eliminated Mage Spawn i gures with a point value no greater than this
warrior’s point value, turn its combat dial to the starting marker, and place it in base contact with
this warrior.
X
STRONG FLIER
(optional)
Give this warrior a move action. If this warrior moves and is not at soaring
level, select a target friendly i gure—that has not already been given an action this turn—in base contact
with this warrior. The target moves with this warrior and must end the movement in base contact with
this warrior. At the end of the movement, give the target an action token if it has zero or one action
token. The target cannot be given an action this turn.
X
SUBMERGED
When preparing the battlei eld, deploy this warrior after all players have deployed
their i gures without Submerged. This warrior can be deployed in any water terrain, though it cannot
be deployed in base contact with an opposing i gure.
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2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC.
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Attack Special Abilities
X
HEALING
(optional)
Give this warrior a close combat action, with a single friendly i gure without
the damage type as the target. Neither this warrior nor the target can be in base contact with an
opposing i gure. Ignore all modii ers to the close combat attack. If the attack succeeds, deal no damage
to the target. Instead, heal the target of damage equal to this warrior’s damage value, or roll one six-
sided die and heal the target of damage equal to the result.
X
WEAPON MASTER
(optional)
Give this warrior a close combat action. If the attack succeeds, roll
one six-sided die. Use the result instead of this warrior’s damage value.
X
MAGIC BLAST
(optional)
Give this warrior a ranged combat action, with a single opposing i gure
as the target. For this attack, this warrior treats all terrain as clear terrain for line of i re purposes, no
terrain modii ers apply to the target, and i gure bases do not block line of i re. If the attack succeeds,
roll one six-sided die. Use the result instead of this warrior’s damage value.
X
FLAME/LIGHTNING
(optional)
Give this warrior a ranged combat action. If the attack succeeds,
compare the attack result to the defense value of each i gure in base contact with the target(s). This
warrior deals 1 damage to each i gure against which the attack succeeds.
X
SHOCKWAVE
(optional)
Give this warrior a special action. Reduce its range value by half (rounded
up); this is the warrior’s area of effect. Make one attack roll and compare the attack result to each
friendly and opposing i gure within this warrior’s area of effect. Deal l pushing damage to each i gure
against which the attack succeeds. If there is only one friendly or opposing i gure in this warrior’s area
of effect against which the attack succeeds, instead deal damage to the i gure equal to this warrior’s
damage value.
X
VAMPIRISM
When this warrior succeeds at a close combat attack against a target i gure and deals at
least l damage, it is healed of l damage.
X
MAGIC HEALING
(optional)
Give this warrior a ranged combat action, with a single friendly i gure
without the damage type as the target. The target cannot be in base contact with an opposing
i gure, but can be in base contact with this warrior. Ignore all modii ers to the ranged combat attack.
If the attack succeeds, deal no damage to the target. Instead, roll one six-sided die. The target is
healed of damage equal to the result.
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2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC.
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Attack Special Abilities
(Continued)
X
THUNDER BLOW
(optional)
Give this warrior a close combat action, with a single opposing i gure
as the target. If the attack succeeds, this warrior can continue to attack that target until an attack is
unsuccessful. This warrior gets –l to its attack value for each additional attack. This warrior gets +l
to its damage value for each successful attack after the i rst.
X
PARRY
(optional)
When this warrior is the single target of a close combat attack, roll one six-sided
die and subtract 2 from the result. If the result is less than l, the result is l. Reduce the attacker’s attack
value by the result of the die roll for that attack.
X
VENOM
At the beginning of your command phase, this warrior deals l damage to each opposing
i gure in base contact with its front arc.
X
SNEAK ATTACK
(optional)
If this warrior is given a move action, and is in base contact with an
opposing i gure at the end of its movement, the opposing i gure does not get a free spin opportunity.
If this warrior is given a close combat action when it is in base contact with a target i gure’s rear arc,
double this warrior’s damage value for that attack.
X
SWEEP
(optional)
This warrior cannot capture other i gures. When this warrior makes a close combat
attack, every opposing i gure in base contact with its front arc is a target. Make one attack roll, and
compare the attack result to the defense values of all targets. This warrior deals damage equal to its
damage value to all targets against which the attack succeeds.
X
COUNTERATTACK
(optional)
After this warrior is the target of an unsuccessful close combat attack
made by an opposing target i gure in its front arc, it can immediately make a close combat attack
against the target. This warrior is not given an action token for using Counterattack.
X
SMITE
(optional)
Give this warrior a close combat action, with a single opposing i gure as the target.
If the attack succeeds, also compare the attack result to the defense values of all opposing i gures in
base contact with the target to determine if the attack would also be successful against them. Deal
damage equal to this warrior’s damage value to each i gure against which the attack succeeds. After
completing the attack action, deal this warrior l pushing damage.
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©
2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC.
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Attack Special Abilities
X
ARCING FIRE
(optional)
This warrior ignores i gure bases for line of i re purposes.
X
BOMBARDMENT
(optional)
For details on Bombardment attacks, see the
Complete Rules of Play
.
X
OVERWATCH
(optional)
Give this warrior a ranged combat action, but do not choose any targets,
determine any lines of i re, or make any attacks. Give this warrior an action token and an Overwatch
token. At the beginning of your next command phase, remove the Overwatch token; this warrior can
resolve the ranged combat action it was given on its last turn.
Attack Special Abilities
X
HEX
(optional)
Give this warrior a special action and a Hex token. Once until the beginning of your
next command phase, you can choose a target friendly or opposing i gure that has made an attack roll
within l8˝of this warrior. The target must reroll the attack. Use the rerolled result instead of the
initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your
next command phase.
X
MAGIC HEALING
(optional)
Give this warrior a ranged combat action, with a single friendly i gure
without the damage type as the target. The target cannot be in base contact with an opposing
i gure, but can be in base contact with this warrior. Ignore all modii ers to the ranged combat attack.
If the attack succeeds, deal no damage to the target. Instead, roll one six-sided die. The target is
healed of damage equal to the result.
X
STORMFIRE
(optional)
Give this warrior a ranged combat action, with a single opposing i gure as
the target. If the attack succeeds, compare the attack result to the defense value of each i gure in base
contact with the target. Deal damage equal to this warrior’s damage value to the target and l damage
to each other i gure against which the attack succeeds.
X
MAGE BLAST
(optional)
Give this warrior a ranged combat action, with a single opposing i gure as
the target. If the attack succeeds, roll one six-sided die. Use the result instead of this warrior’s ranged
damage value.
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©
2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC.
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