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FACTION PURE SPECIAL ABILITIES

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FACTION PURE SPECIAL ABILITIES Empty FACTION PURE SPECIAL ABILITIES

Post by Guest Fri May 24, 2013 12:43 am

For the information of everyone, you can find below the rules for faction pure special abilities we cooked up and we can add them to our group house rules.

This was part of the poll Rino did last time regarding additional house rules for the title matches. And since no one had any idea what this was, it was no surprise that no one voted for it. Razz

These faction abilities were meant to add more fun and depth to our games and makes for a nice incentive for players to build pure faction armies.

GUIDELINES FOR DETERMINING FACTION PURITY:
1. Except for Draconum, Solonavi, Shyft and Apocalypse factions, 1.0 and 2.0 have different versions of the same faction (e.g. Atlantis Guild/Atlantean Empire, Knights Immortal/Elven Lords, Orc Raiders/Orc Khans, etc.). However, as a general house rule, 1.0 and its counterpart 2.0 faction shall be considered as one faction for determining faction purity.
2. Mounts in cavalry units must belong to the same faction as that of the rider’s to be considered as faction pure (e.g. EF Skydragons can only be considered faction pure with EF armies). - TO BE FINALIZED
3. Mage Spawn figures belonging to the Order of the Ninth Circle can be considered faction pure with any single faction.
4. Ordinary Mage Spawn figures can only be considered pure faction in Shyft armies.
5. Dual faction figures can be considered pure faction with any single faction they are aligned with.

FACTION ABILITIES
These extra abilities are only accessible by armies of the corresponding faction with 100% faction purity based on the guidelines stated above.

BLACK POWDER REBELS / BLACK POWDER REVOLUTIONARIES
a. Leap Frog Maneuver
(Optional) Give a friendly figure with a range value more than 0 a ranged combat action. This warrior can move up to its full speed value and make a ranged attack against a single opposing figure. After the movement, this warrior takes 1 click of pushing damage before resolving the ranged combat attack. This warrior’s range value is halved (rounded up) and gets -1 to its ranged damage value when using the Leap Frog Maneuver. Warriors using Leap Frog Maneuver cannot use special abilities that require a warrior to be given a ranged combat action.

b. Dwarven Resilience
(Optional) At the beginning of your command phase roll a 1d6. On a result of 1 to 3 nothing happens. On a result of 4 and 5, all friendly figures gain Magic Resistance until the beginning of your next command phase. On a result of 6 all friendly figures gain Magic Immunity until the beginning of your next command phase.

ORC RAIDERS / ORC KHANS
a. Blind Rage
(Optional) When a friendly warrior is given a close combat action, roll a 1d6. On a result of 4, 5 or 6 this warrior gets +1 to its attack and damage values and gains Crushing Blow for the duration of the attack. If the 1d6 roll was successful, give this warrior action tokens until it has 2 action tokens and is dealt 1 click of pushing damage after resolving Blind Rage. Blind Rage cannot be used when making a close combat attack in conjunction with the Counterattack special ability. This warrior cannot be given actions this turn after using Blind Rage.

b. Hunter’s Resolve
(Optional) When a friendly figure is given a ranged combat action, roll a 1d6. If the result is less or equal to its unmodified damage value, this warrior gets +1 to its attack value and ignores the Stealth special ability for the duration of the attack.

ATLANTIS GUILD / ATLANTEAN EMPIRE
a. Mark of the Legion
(Optional) At the beginning of your command phase, roll a 1d6. On a result of 5 or 6, all friendly figures can make capture attempts regardless of their attack type and gets +1 to their attack values when making capture attempts this turn. Warriors with the wand and bow attack types can add their attack bonuses (if any) when making capture attempts. Mark of the Legion can also be used when the captor attempts to eliminate its captive as applicable.

b. Mark of the Magus
(Optional) During the resolution of a counter spell, regardless if this figure is the caster or the countering sorcerer, roll a 1d6. If the result is less than or equal to this warrior’s unmodified damage value, you may add its attack bonus again (if any) to its counter spell roll. This can only be done once per counter spell resolution.

When this warrior casts a spell to target an opposing warrior with a ranged combat attack, roll a 1d6. If the result is less than or equal to its unmodified damage value, add this warrior’s attack bonus again (if any) for the duration of the attack. This can only be done once per attack roll (for spells like Arc Lightning, you may roll for Mark of the Magus once for each target of the spell until the attack misses or there are no more viable targets).

DRACONUM
a. Martial Prowess
(Optional) When this warrior is given a close combat action using the Surge proficiency, roll a 1d6. On a result of 5 or 6 this warrior gets +1 to its speed, attack and damage values for the duration of the attack.

b. Arcane Prowess
(Optional) When a friendly warrior with the wand attack type makes a ranged combat attack, roll a 1d6. On a result of 5 or 6 this warrior gets +1 to its attack and ranged damage values and ignores the target/s Magic Resistance defense special ability (if any) for the duration of the attack. Arcane Prowess may not be used when resolving ranged combat attacks using spells.

ELEMENTAL LEAGUE / ELEMENTAL FREEHOLDS
a. Centaur Rush
(Optional) When this warrior is given a close combat action using the Surge proficiency, roll a 1d6. On a result of 5 or 6 this warrior may move up to double its unmodified speed value and gets -1 to its attack and damage values for the duration of the attack. If the 1d6 roll fails, you may choose other viable targets for Surge. If there are none then nothing happens and the action is consumed.

b. Trollish Fortitude
(Optional) Give this warrior a special action and roll a 1d6. On a result of 1 to 3, heal this warrior a number of clicks equal to the result. On a result of 4 to 6, nothing happens and the action is consumed.

NECROPOLIS SECT / DARK CRUSADERS
a. Unquenchable Thirst
(Optional) When this warrior is given a close combat action using the Surge proficiency, roll a 1d6. On a result of 5 or 6 this warrior gets +1 to its damage value and gains the Vampirism special ability for the duration of the attack.

b. Undying
(Optional) If a friendly warrior with the word Skeleton or Zombie in its name would be eliminated, roll a 1d6. On a result of 1 to 3, this warrior is removed from the game. On a result of 4 to 6, bring this warrior back to its starting click and then deal it damage equal to the result. This warrior retains its current number of action tokens and its center dot’s position on the battlefield. If this warrior would be eliminated from the damage dealt by using Undying, remove it from the game instead.

SOLONAVI
a. Empathic Resonance
(Optional) At the beginning of your command phase, choose a single friendly warrior and roll a 1d6. On a result of 5 or 6, this warrior may copy a single special ability from any figure within 6 inches of the chosen friendly warrior’s center dot. The special ability to be copied should be currently showing in the target figure’s dial. Special abilities from relics, items or spells cannot be copied. Empathic Resonance remains in effect until your next command phase. The chosen friendly warrior may not use Empathic Resonance to target itself. The chosen friendly warrior cannot use the Mind Tap sub faction ability once it opted to use Empathic Resonance, whether the die roll succeeded or not. Empathic Resonance may only be used once per turn.

b. Minor Possession
(Optional) Choose a single friendly warrior and give it a special action. Roll a 1d6. On a result of 5 or 6, choose an opposing figure with a point value not greater than that of the chosen friendly warrior’s. This figure becomes friendly to you this turn and may be given a close or ranged combat action or a move action. This figure cannot use the Double Time or Surge proficiencies. All relics and items wielded by this figure and all spell effects currently affecting this figure are ignored this turn. Do not give this figure an action token after resolving the action and do not deal it pushing damage. At the beginning of your end phase, this figure becomes friendly to its original controller. Minor Possession may be used only once per turn.

KNIGHTS IMMORTAL / ELVEN LORDS
a. Vanguard of the Heirraman
(Optional) At the beginning of your command phase, roll a 1d6. On a result of 6, all friendly warriors get +1 to their defense values and gain the Toughness special ability until the beginning of your next command phase.

b. Elven Marksmanship
(Optional) When a friendly figure is given a ranged combat action, roll a 1d6. If the result is less than or equal to its unmodified damage value, this warrior gets +1 to its attack value and may use the Precision and Point Blank proficiencies for the duration of the attack.

SHYFT
a. Forced Summoning
(Optional) Whenever this warrior uses the Summon special ability and has 0 or 1 action token after resolving it, give it a second special action and roll a 1d6. On a result of 5 or 6, this warrior may use Summon again this turn. Give it another action token for using Forced Summoning. It is pushed if applicable.

b. Strength in Numbers
(Optional) At the beginning of your command phase, roll a 1d6. On a result of 5 or 6, all friendly warriors can use the Gang Up proficiency if they have 0 or 1 action token and regardless of their attack type.

APOCALYPSE
a. Cursed Reprisal
(Optional) When a friendly warrior is the target of an unsuccessful close or ranged combat attack, it can make an attack roll targeting the attacker. All relics and items this friendly warrior wields (if any) are ignored and the Bedlam sub faction ability cannot be used for this attack. If the attack succeeds, deal 2 clicks of damage to the attacker. If the attack misses, deal the friendly warrior 1 click of pushing damage instead. The Counterattack special ability cannot be used and the Paragon’s Shield relic effect is ignored when this warrior opted to use Cursed Reprisal for the unsuccessful attack, as applicable.

b. Sacrifice of the Zealot
(Optional) At the beginning of your command phase, choose a single friendly warrior and give it a special action. Roll a 1d6 and subtract 2 from the result with a minimum result of 1. Roll another 1d6. On a result of 6, choose a single opposing figure with a point value not greater than that of the chosen friendly warrior’s and deal it clicks of damage equal to the result of the first 1d6 roll. On a result of 1 or 2, deal the damage to the chosen friendly warrior instead. Sacrifice of the Zealot can only be done once per turn.


Let us know what you guys think.

Cheers!

Guest
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