Racial abilities

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Revision as of 13:04, 9 November 2023 by 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 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.