December 4th, 2018, 07:07 PM
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Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
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Re: Index of Abilities : Utility
Utility : Abilities that offer move
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Abominable
When you have all 4 Growing Freeze markers, add 2 to move & attack and add 2 auto-shields to whatever was rolled.
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Aqua Armor
Krav Maga Troopers do not have to stop their movement when entering a water space. Add 2 to a Krav Maga Trooper's defense while he is on a water space. When a Krav Maga Trooper starts its turn on a water space, add 1 to its movement for that turn.
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Atk Up/Move Up
If Fendrill begins its turn unengaged, add 2 to its Move value this turn and add 1 to its Attack value this turn.
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Blood Rage
Add 1 to the Legendary Feral Troll's* Move and Attack values for each wound marker he has, for a maximum of +3.
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Ogre and Sand
When starting a turn on sand you will get 3 additional movement. If you attack any figure that is on a sand tile, add 3 to your attack roll.
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Shield Charge
When a Legionnaire of Tarn rolls defense dice against an attacking figure who is not adjacent, if Legionnaires of Tarn receive no wounds, you may move 3 spaces with that figure. A engaged Legionnaire of Tarn moved by this power, they take no leaving engagement attacks.
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Smoke Cloud
If any Blood Mist Ninja is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-12, roll defense dice normally. If you roll a 13 or higher, that Blood Mist Ninja takes no damage and may immediately move up to 4 spaces. Blood Mist Ninjas can vanish only if they end their vanishing move not adjacent to any enemy figures.
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Titan's Fury
If this Ancient Earth Elemental begins its turn unengaged, add 3 to its Move value this turn. If it begins its turn engaged, add 3 to its Attack value this turn.
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Last edited by Heroscaper 101; March 27th, 2019 at 08:13 PM.
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