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8/6/2019 Arcane Legions Special Ability Table 01252011
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Special Ability Table
Aggressive When this unit ends movement adjacent to one or more enemy units,
this unit gains 1 attack die during its next close combat attack this
turn.
Armored Rush 1 OPThis unit deals 2 damage to target adjacent enemy unit.
Artificer 1 OPChoose 2 hit points worth of downed figures from target
Construct unit within 2 steps. Return each chosen figure to a white-
circle slot on the target unit with the same figure number.
Artillery
Machine
If this slot is not ready, all this unit's figure special abilities are
cancelled (they do not function even if ready) and it rolls 3 less dice
(minimum 0) during ranged combat attacks.
Aura of Peace All non-move orders given to units within 2 steps of this unit cost 1extra order point. (This ability affects friendly and enemy units,
including this one.)
Bad Luck When an adjacent enemy unit rolls a close combat attack, it must
reroll 1 of its highest dice. (This ability affects both attack and
defense rolls.)
Battle Prowess When this unit defeats an enemy unit, you may reposition 1 figure
on this unit.
Beast While adjacent to an enemy unit, this unit can't be given a move
order.
Berserker When this unit is dealt close combat damage, it deals 1 damage to
the opposing unit.
Brutal If this unit scores a hit in close combat, its combat damage is
increased by 1.
Bully While this is attacking in close combat, if the defender has no ready
defense icons, this unit gets +2 to each attack die result.
Calculating When this unit defeats an enemy unit that is on or adjacent to controlterrain, gain 1 extra victory point.
Call the Iron
Rain
Enemy units adjacent to this unit are in range of any friendly Han
ranged combat attack. (Your Han units with range can target unitsadjacent to this one even if they are out of range. Range penalties
and blocking rules still apply.)
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Carnivorous While in combat with Cavalry, this unit gains 2 attack dice.
Charger When this unit ends movement adjacent to one or more enemy units,
the next close combat order given to this unit this turn costs 1 less
order point.
Claws of
Chaos
When this unit is given a close combat attack, roll 1d6; this unit
gains a number of extra attack dice equal to the result.
Command
Position
1 OP, if this unit is on or adjacent to control terrainGain 1 victory
point. (This unit does not need to be commanding the control terrainto use this ability.)
Concentrated
Attack
While attacking, this unit's close combat damage may be dealt to
target white-circle figure on the defender. (Only the target figure
takes damage; any excess damage is lost.)
Confusion 1 OPChange target adjacent enemy unit's facing 180.
Cowardly While defending, if this unit would roll less dice than the attacker,
this unit loses 1 defense die.
Crone's Curse Adjacent enemy units get -1 to each phantom die value.
Cunning While this unit is attacking a bad side, it gains 2 attack dice.
Deadly This unit requires one less 6 to get a Critical Hit.
Death Cloud At the beginning of your turn, this unit may deal 1 damage to itself
and each adjacent unit. (This includes friendly units.)
Death Touch 1 OPRoll 1d6. On a result of 3-6, choose an enemy unit within 2steps. This unit may down 1 target white-circle figure on the chosen
unit with hit points equal to or less than the number of this unit's
ready or icons.
Death TouchMaster
1 OPRoll 1d6. On a result of 3-6, this unit may down target non-white-circle figure on an enemy unit within 2 steps.
Demolitionist While attacking Constructs in close combat, this unit gains 3 attackdice.
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Direct Fire When you give this unit a ranged combat order, you may forego the
normal attack and instead deal 1 damage for each ready icon to atarget unit within a range of 8 steps. This attack must originate from
a blue side, and its line of sight must not be blocked.
Disciplined This unit does not push when given a regroup order.
Dragon'sCurse
Adjacent enemy units get -2 to each phantom die value.
Dragon's Gift If this unit scores a hit in close combat, you may roll 2d6. This unit
deals combat damage equal to the result instead.
Elusive Combat orders targeting this unit cost 1 extra order point.
Entangle Adjacent enemy units can't be given move orders.
Fear While this unit is in close combat, the opposing unit loses 1 attack
die and 1 defense die. (Units roll attack dice while attacking and
defense dice while defending.)
Fervor While this unit is attacking, if the opposing unit is adjacent to
another friendly unit, this unit gains 1 attack die.
Fire Arrows If this unit scores a hit in ranged combat, its combat damage is
increased by 1.
Fireburst 1 OPTarget an enemy unit within 6 steps to which this unit has a
non-blocked line of sight. This unit deals damage to the target equal
to the number of this unit's ready icons. This unit deals 1 damageto each unit adjacent to the target. (This includes friendly units.)
Fragile Combat damage dealt to this unit is increased by 1.
Good Fortune When this unit rolls an attack, it may reroll 1 of its lowest dice. (This
ability works for both close combat and ranged combat attacks.)
Grand Druid When this unit gains victory points by commanding control terrain,
you may choose one downed figure from a friendly Gallic unit.Return it to a slot on that Gallic unit with the same figure number.
Hail of
Arrows
Each line of sight penalty given to this unit may be decreased by 1
die. (This unit still gets other range penalties.)
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Harsh
Mistress
1 OP and down a white-circle figure on this unitThis unit deals
damage equal to the downed figure's hit points to target adjacent
unit.
Healing 1 OP, if this unit is not UndeadorConstructChoose one downed
figure from this unit with hit points less than or equal to the number
of this unit's ready icons. Return it to a white-circle slot on this
unit with the same figure number.
Heavy Armor While in close combat, this unit gains 1 defense die.
Hellenic Pride While your army contains only Egyptians, this unit gains 4 attackdice. While your army contains only Greeks, this unit gains 2
defense dice
Hustle When this unit pushes for a move order, it gains 2 extra movementpoints.
Impact When this unit ends movement adjacent to an enemy unit, it deals 1damage to that unit.
Impede Move orders given to adjacent enemy units cost 1 extra order point.
Intuition FriendlyInfantry get +1 to one of their lowest combat die results.
King of the
Gauls
When this unit is dealt close combat damage, it deals damage to the
opposing unit equal to the number of friendly Gallic units on oradjacent to control terrain.
Leader of Men When this unit is given a regroup order, you may reposition 1 figure
on each friendly unit.
Lord of theDead
1 OPTarget this unit or an adjacent unit. Roll 1d6. Choose thatmany hit points worth of downed figures from the target unit. Returneach chosen figure to a white-circle slot on the target unit with the
same figure number.
Master of
Monsters
Friendly units with a single figure of six hit points or more down
one less figure when pushed for movement.
Mobility This unit does not draw breakaway attacks.
Nature Magic While attackingConstructs, Undead, orMythics, this unit gains 2attack dice.
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Necromancer 1 OP, if this unit is UndeadChoose one downed figure from this
unit with hit points equal to or less than the number of this unit's
ready icons. Return the chosen figure to a white-circle slot on
this unit with the same figure number.
Opportunist When this unit defeats an enemy unit, you gain 2 order points thatcan be spent only on this unit.
Poison At the end of close combat with this unit, it downs all injured figureson the opposing unit.
Power at a
Price
When this unit gets a critical hit during close combat, it downs 1
target figure on the opposing unit. When an opposing unit gets acritical hit during close combat with this unit, the opposing unit
downs this figure. (The figures are downed before damage is dealt.)
Precision Firing into melee penalties given to this unit may be reduced by 1
die. (This unit still gets other range penalties.)
Regeneration At the beginning of your turn, choose 1 downed figure from thisunit. Return the chosen figure to a slot on this unit with the same
figure number.
Resentful While in combat with Humans, this unit gains 2 attack dice.
Riddle of the
Sphinx
1OPchoose an adjacent enemy unit, and then roll 1d6. On a roll of
6, deal 1 damage to the chosen unit and to each other unit that player
controls. On a result of 2-5, deal 2 damage to the chosen unit. On a
result of 1, the player of the chosen unit gains 1 victory point.
Roman Patriot While in combat with Egyptians, this unit gains 2 defense dice.
Siege Defense While defending in ranged combat, this unit gains 2 defense dice.
Sniper When this unit targets an opposing unit with a ranged combat attack,
choose a non-yellow-circle figure on the targetthis unit rolls a
number of range dice equal to the number of its ready icons for
the attack. The target rolls defense dice equal to the number of thechosen figure's defense icons plus 1 for its defense. This units
ranged combat damage is dealt to the chosen figure. (Any excess
damage is lost.)
Spearmen While in combat with Cavalry, this unit gains 1 defense die.
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Specialist
Leader
1 OPThis deals damage to target adjacentIrregulars orMixed
equal to the number of this unit's and adjacent friendly units' ready
icons.
Specialized While in combat with MixedorIrregulars, this unit gains 1 attack
die.
Spirit of
Chaos
If this unit scores a hit in close combat, you may roll 1d6. This unit
deals combat damage equal to the result instead.
Stormrider Friendly Cavalry do not draw breakaway attacks. Friendly Xiongnu
Cavalry down one less figure when pushed for a move order.
Superior
Reach
While this unit is in close combat, the opposing unit loses 2 defense
dice.
Tangle Vines When an adjacent enemy unit is given a regroup order, this unit
deals 1 damage to it.
Thrown
Weapon
You may give this unit a ranged combat order that costs 1 order
point, even if it has no ready ranged icons, targeting an enemy unit
within 2 steps. If you do, this unit rolls 3 range dice for each of its
ready icons for its ranged attack, and any firing into meleepenalty given to this unit is decreased by one die. (This replaces thenormal range dice.)
Tough While this unit is defending, combat damage dealt by the opposing
unit is decreased by 1.
Trample While attackingArtillery orInfantry, this unit gains 2 attack dice.
Wall of Mist When this unit is dealt damage from a ranged combat orFireburst
attack, the damage is decreased by 1.
Wall ofShields
While defending in ranged combat, this unit gains 2 defense dice.
Way of the
Bow
When this unit makes a ranged combat attack, if it hasn't moved or
made another attack this turn, its ranged dice hit on ties this combat.
Xenophobic While this unit is attacking a unit from a different faction, if your
army contains only units from a single faction, this unit gains 2attack dice.
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Summary of Changes
Bully: In the original rules, this ability could not increase a die result past 6. This is nolonger the case; however, since it is extremely unlikely that the defending unit will be
rolling any dice, this change makes no real difference.
Fireburst: In the original rules, this ability was not affected by blocking terrain. Now itrequires an unblocked line of sight. Intuition: In the original rules, this ability could not increase a die result past 6. This is
no longer the case; however, since you are increasing the value of the lowest die, youwould have to roll nothing but sixes in order to change a result to 7.
Master of Monsters: This ability was added for the alternate-stat Hundun Spirit. Sniper: In the original rules, this ability was a type of special order. Now it is a normal
ranged combat order. This means several things.
o You need a ready blue die icon in order to issue the order.o If you use Sniper and give a normal ranged combat order to a single unit in the
same turn, the unit will push.
o You can push a unit to use Sniper twice in one turn, possibly killing two figures.o If you use Sniper on a formation unit, it costs 2 order points instead of 1.
Thrown Weapon: In the original rules, this ability did not have a reduction to thepenalty for firing into melee. In addition, it was a type of special order instead of a
normal ranged combat order. That means you can now push a unit to use ThrownWeapon twice in one turn. Note, however, that unlike Sniper, Thrown Weapon costs only
one order point even on a formation.
Tough: In the original rules, this ability only applied if you were rolling defense dice.Now it applies even if you are defending but do not have any ready defense icons or
abilities that increase defense. Any time you are attacked in combat, the damage is
reduced.
Way of the Bow: This ability used to apply to all attacks. Now it only applies if theattacking unit is fresh. The idea is that the Kyudo archers only get their special attack if
they've set themselves and taken careful aim before firing.