Racial abilities
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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 | |
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Cost | 3 |
Ability | The squad gains the Acrobatic keyword. |
Mythic | |
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Cost | 5 |
Ability | The squad gains +1 MP. |
Redeemed | |
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Cost | 3 |
Ability | The squad may spend 1 MP and half their movement to gain a Cloaked token. |
Divine | |
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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 | |
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Cost | 5 |
Ability | This squad may pay 1 MP to take a 6" move, ignoring any cover or height. |
Legion | |
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Cost | 7 |
Ability | The squad gains a +1 token at the start of the round that they may apply to any roll. |
Mecha | |
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Cost | 5 |
Ability | Squad gains the Armored +1 keyword. |
Shape-Shifter | |
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Cost | 3 |
Ability | Squad gains the Adaptive keyword. |
Elemental | |
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Cost | 7 |
Ability | This squad gains a single spell slot of a single element of your choice. |
Spirit | |
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Cost | 7 |
Ability | When this squad rolls max on its initiative check, it may not be the target of melee or ranged attacks. |
Watcher | |
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Cost | 5 |
Ability | Squad gains the Keen keyword. |