Difference between revisions of "Racial abilities"
MysticJoJo (talk | contribs) (Created page with "Human Cost: 3 Ability: The squad gains a +1 token at the start of the round that they may apply to any roll. Demi-Human Cost: 3 Ability: The squad gains the Acrobatic keyword...") |
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− | Human | + | {| class="wikitable" |
− | Cost | + | |- |
− | Ability | + | !colspan="2" |Human |
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+ | | Cost || 3 | ||
+ | |- | ||
+ | | Ability || The squad gains a +1 token at the start of the round that they may apply to any roll. | ||
+ | |} | ||
Demi-Human | Demi-Human |
Revision as of 13:06, 9 November 2023
Human | |
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Cost | 3 |
Ability | The squad gains a +1 token at the start of the round that they may apply to any roll. |
Demi-Human Cost: 3 Ability: The squad gains the Acrobatic keyword.
Mythic Cost: 5 Ability: The squad gains +1 MP.
Redeemed Cost: 3 Ability: Unit may spend 1 MP and half their movement to gain a Cloaked token.
Divine Cost: 10 Ability: When this squad rolls max on its initiative check, you may remove a wound from any unit in this squad for every 40 points the squad costs, rounded up.
Deviling Cost: 5 Ability: This squad may pay 1 MP to take a 6" move, ignoring any cover or height.
Legion Cost: 7 Ability: Once per round, when this squad defeats an enemy unit that the squad is engaged in melee with, you may place a new generic of this squad in this squad with a single wound on it.
Elemental Cost: 7 Ability: This squad gains a single spell slot of a single element of your choice.
Shape-Shifter Cost: 5 Ability: Squad gains the Adaptive keyword.
Spirit Cost: 10 Ability: When this squad rolls max on its initiative check, it may not be the target of melee or ranged attacks.
Mecha Cost: 7 Ability: Squad gains the Armored +1 keyword.
Watcher Cost: 5 Ability: Squad gains the Keen keyword.