Racial abilities

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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 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.