Difference between revisions of "Racial abilities"

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(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...")
 
 
(One intermediate revision by the same user not shown)
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Human
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{| class="wikitable"
Cost: 3
+
|-
Ability: The squad gains a +1 token at the start of the round that they may apply to any roll.
+
!colspan="2" |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
+
{| class="wikitable"
Cost: 3
+
|-
Ability: The squad gains the Acrobatic keyword.
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!colspan="2" |Demi-Human
 +
|-
 +
| Cost || 3
 +
|-
 +
| Ability || The squad gains the Acrobatic keyword.
 +
|}
  
Mythic
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{| class="wikitable"
Cost: 5
+
|-
AbilityThe squad gains +1 MP.
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!colspan="2" |Mythic
 +
|-
 +
| Cost || 5
 +
|-
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| Ability || The squad gains +1 MP.
 +
|}
  
Redeemed
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{| class="wikitable"
Cost: 3
+
|-
Ability:  Unit may spend 1 MP and half their movement to gain a Cloaked token.
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!colspan="2" |Redeemed
 +
|-
 +
| Cost || 3
 +
|-
 +
| Ability || The squad may spend 1 MP and half their movement to gain a Cloaked token.
 +
|}
  
Divine
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{| class="wikitable"
Cost: 10
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|-
AbilityWhen 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.
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!colspan="2" |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
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{| class="wikitable"
Cost: 5
+
|-
AbilityThis squad may pay 1 MP to take a 6" move, ignoring any cover or height.
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!colspan="2" |Deviling
 +
|-
 +
| Cost || 5
 +
|-
 +
| Ability || This squad may pay 1 MP to take a 6" move, ignoring any cover or height.
 +
|}
  
Legion
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{| class="wikitable"
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.
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!colspan="2" |Legion
 +
|-
 +
| Cost || 7
 +
|-
 +
| Ability || The squad gains a +1 token at the start of the round that they may apply to any roll.
 +
|}
  
Elemental
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{| class="wikitable"
Cost: 7
+
|-
Ability:  This squad gains a single spell slot of a single element of your choice.
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!colspan="2" |Mecha
 +
|-
 +
| Cost || 5
 +
|-
 +
| Ability || Squad gains the Armored +1 keyword.
 +
|}
  
Shape-Shifter
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{| class="wikitable"
Cost: 5
+
|-
Ability: Squad gains the Adaptive keyword.
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!colspan="2" |Shape-Shifter
 +
|-
 +
| Cost || 3
 +
|-
 +
| Ability || Squad gains the Adaptive keyword.
 +
|}
  
Spirit
+
{| class="wikitable"
Cost: 10
+
|-
Ability: When this squad rolls max on its initiative check, it may not be the target of melee or ranged attacks.
+
!colspan="2" |Elemental
 +
|-
 +
| Cost || 7
 +
|-
 +
| Ability || This squad gains a single spell slot of a single element of your choice.
 +
|}
  
Mecha
+
{| class="wikitable"
Cost: 7
+
|-
Ability:  Squad gains the Armored +1 keyword.
+
!colspan="2" |Spirit
 +
|-
 +
| 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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{| class="wikitable"
Cost: 5
+
|-
AbilitySquad gains the Keen keyword.
+
!colspan="2" |Watcher
 +
|-
 +
| Cost || 5
 +
|-
 +
| Ability || Squad gains the Keen keyword.
 +
|}

Latest revision as of 13:11, 9 November 2023

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.
Mythic
Cost 5
Ability The squad gains +1 MP.
Redeemed
Cost 3
Ability The squad 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 The squad gains a +1 token at the start of the round that they may apply to any roll.
Mecha
Cost 5
Ability Squad gains the Armored +1 keyword.
Shape-Shifter
Cost 3
Ability Squad gains the Adaptive keyword.
Elemental
Cost 7
Ability This squad gains a single spell slot of a single element of your choice.
Spirit
Cost 7
Ability When this squad rolls max on its initiative check, it may not be the target of melee or ranged attacks.
Watcher
Cost 5
Ability Squad gains the Keen keyword.