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Old December 20th, 2018, 03:12 AM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
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Re: Index of Abilities : Einar

Medium

()Wait Then Fire
If none of the 10th Regiment of Foot move this turn, add 1 die to their attack.

()Melee Defense 1
When rolling defense dice against a normal attack from an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his defense dice.

()Bayonet Attack 1
When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.

()SKEWER
When an Achillean Gladiatrix attacks an adjacent figure, you may choose one small or medium figure that is adjacent to the defending figure but is not adjacent to that Achillean Gladiatrix. If the defending figure is destroyed by that Achillean Gladiatrix's attack, the chosen figure receives one wound.

()JAVELIN
After moving and before attacking with an Achillean Gladiatrix, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to that Achillean Gladiatrix's Range value for the duration of her turn.

()TURN UNDEAD SPECIAL ATTACK
Range 4. Attack 4.
Turn Undead Special Attack can be used to attack only Undead figures.

()PROTECTION FROM EVIL AURA
All small or medium figures you control within 3 clear sight spaces of Ana Karithon add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon’s Protection from Evil Aura does not affect Ana Karithon.

()HEALING WORD
After revealing an order marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. If you roll a 13 or higher, remove up to 2 wound markers from that Hero’s Army Card.

()SHIFTING SANDS
After moving and before attacking, choose two small or medium figures on land spaces within 4 clear sight spaces of Arashara Goshiri and within 4 spaces of each other. Roll the 20-sided die. If you roll a 10 or higher, you may switch the two chosen figures. Figures moved by Shifting Sands never take leaving engagement attacks. Arashara Goshiri may be moved by Shifting Sands.

()ENCIRCLE SPECIAL ATTACK
Range 1. Attack 6.
If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If Encircle Special Attack is used, the 4th figure that moved this turn cannot attack.

()FLOCKING
After taking a turn with the Beakface Sneaks, if at least one Beakface Sneak attacked an opponent's figure, you may move up to two Raptorians you control that did not move or attack this turn up to 6 spaces each.

()EVASIVE 3
When a Beakface Sneak rolls defense dice against an attacking figure who is not adjacent, add 3 defense dice to the defending Sneak.

()GLIDE
Beakface Sneaks never roll for falling damage.

()HUMAN GLADIATOR HERO BONDING
Before taking a turn with the Capuan Gladiators, you may first take a turn with any Human Gladiator Hero you control.

()INITIATIVE ADVANTAGE
If all of your order markers are on Gladiator Army Cards, you may add 1 to your initiative roll for every order marker on the Capuan Gladiators' Army Card, up to a maximum of +3 for Initiative Advantage.

()REACH
If an opponent’s figure is within 2 spaces of a Cathar Spearman, and its base is no more than 3 levels above that Cathar Spearman’s height or 3 levels below that Cathar Spearman’s base, that Cathar Spearman may add 1 to his Range when attacking that figure.

()BRACED SPEAR 16
If an opponent’s figure moves adjacent to a previously unengaged Cathar Spearman, roll the 20-sided die. If you roll a 16 or higher, the opponent’s figure receives one wound.

()IMPALE
When attacking a non-adjacent figure, a Cathar Spearman receives an additional attack die.

()DEVOUT LEADERSHIP
All figures you control with a devout personality move one additional space.

()MANEUVER 9
When Count Raymond, or any friendly human figure who follows Einar within 5 clear sight spaces of Count Raymond, receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 9 or higher, ignore any wounds from that leaving engagement attack.

()ONE SHIELD DEFENSE
When rolling defense dice, if Crixus rolls at least one shield, the most wounds Crixus may take for this attack is one.

()WILD STRATEGIC BONDING
Before taking a turn with the Dreadgul Raiders, you may first take a turn with any wild Human or Giant Hero you control. If you do not take a turn with any Human or Giant Hero you control, add 1 to the Attack value of this card.

()BERSERKER CHARGE
After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move the same Dreadgul Raiders again.

()Earth Slam Special Attack: Range 1 Attack 3
Any non-flying figures adjacent to this Earth Elemental are affected by Earth Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense separately.

()Underground Movement:
Instead of moving normally with an Earth Elemental, you may immediately place it on any empty non-water space that is within 4 spaces of that Earth Elemental and is no higher than 1 level above that Earth Elemental's height or 3 levels below that Earth Elemental's base. If an Earth Elemental is engaged when it starts its Underground Movement, it will take any leaving engagement attacks.

()DEFENSIVE POSITIONING
While an Ebon Armor is engaged, it has no visible Hit Zone.

()ANIMATED MATERIEL
When an Ebon Armor you control is destroyed, you may place it on a Unique Human Army Card in your army that does not already have an Ebon Armor on it.

()ETERNAL WAR
For the entire game, when a Unique Human Hero or Squad figure you control is destroyed by a normal or special attack or leaving engagement attack by an opponent's figure, you may replace it with your previously destroyed Ebon Armor from that figure's Army Card, if possible.

()Double Attack
When each member of the Einar Imperium attacks, he may attack one additional time.

()Stealth Flying
When counting spaces for the Einar Imperium's movement, ignore elevations. The Einar Imperium may fly over water without stopping, pass over obstacles such as ruins. When a member of the Einar Imperium starts to fly, if he is engaged he will not take any leaving engagement attacks.

()Gift of the Empress Aura
When you roll defense dice for any Kyrie that you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re-roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova.

()Heroic Defense Aura
When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight spaces of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro.

()Adjacent Tough 1
When rolling defense dice for Hatamoto Taro, if Hatamoto Taro is adjacent to at least one figure who follows Einar that you control, add one automatic shield to the defense roll.

()Counter Strike
When rolling defense dice against a Normal Attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work on other Samurai.

()Quick Release Special Attack: Range 4 Attack 4
When Kaemon Awa attacks with his Quick Release Special Attack, he may attack one additional time.

()Kato Katsuro's Command
Instead of taking a turn with Kato Katsuro, you may take a turn with one of the following that you control:
• 1 Samurai Hero,
or
• 1 Samurai Squad,
or
• 1 Ashigaru Riflemen Squad and/or 1 Ashigaru Spearmen Squad. You may choose which Squad to activate first.
Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving.

()Charging Assault
Any or all Kozuke Samurai may add 3 to their Move number as long as they are unengaged prior to moving. Kozuke Samurai must be able to move adjacent to an opponent’s figure in order to use Charging Assault.

()Soldier Leadership:
All Soldiers you control move one additional space.

()Soldier Attack Enhancement
All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.

()RECKLESS SECOND SWING
When Martial La Hire wounds a figure with his normal attack, he must attack one additional time, if possible.

()Disappearing Ninja
If a Ninja of the Northern Wind is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to disappear. If you roll 1-11, roll defense dice normally. If you roll a 12 or higher, that Ninja of the Northern Wind takes no damage and instead may move up to 4 spaces. Ninjas of the Northern Wind can disappear only if they end their disappearing move not adjacent to any enemy figures.

()Ghost Walk
Ninjas of the Northern Wind can move through all figures.

()Disengage
Ninjas of the Northern Wind are never attacked when leaving an engagement.

()Disciplined Influence
At the start of the game, you may choose any Unique Army Card you control. For this game the chosen card's personality is disciplined, regardless of what is listed on the card.

()Sacred Band Defy Death 15
When an adjacent Sacred Band figure receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.

()Code of Honor
Patrick Ferguson cannot attack unengaged Unique figures that do not have any Order Markers on their Army Cards.

()Deadly Shot
When attacking with Patrick Ferguson, all skulls rolled count for one additional hit.

()GRAPPLE SPECIAL ATTACK
Range 1. Attack 3.
A small or medium figure attacked with Grapple Special Attack rolls one less defense die.

()TASTE OF FREEDOM
If all of your order markers are on Gladiators, and at least one order marker is on Priscus, all friendly Gladiators adjacent to Priscus add 1 die to their normal attack.

()ORB OF PAIN SPECIAL ATTACK
Range 4. Attack 1, 2 or 3.
Quorik Warwitch starts each turn with 6 attack dice. Choose any non-adjacent figure within range and attack by rolling 1, 2 or 3 attack dice. Quorik Warwitch may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Quorik Warwitch may target the same or different figures with each attack.

()FLUTTER
If Quorik Warwitch is attacked by an adjacent opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-9, roll defense dice normally. If you roll a 10 or higher, Quorik Warwitch takes no damage and may immediately move up to 2 spaces. If Quorik Warwitch is engaged when she starts to flutter, she will not take any leaving engagement attacks.

()FLYING
When counting spaces for Quorik Warwitch's movement, ignore elevations. Quorik Warwitch may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Quorik Warwitch starts to fly, if she is engaged she will take any leaving engagement attacks.

()Net Trip 14
After moving and before attacking, roll the 20-sided die. If you roll a 14 or higher, any small or medium figure attacked by Retiarius this turn may roll no more than 1 die for defense.

()Arrow Volley: Special Attack: Range 6, Attack 6
Three unengaged adjacent Roman Archers on the same level may combine their attacks and roll their attack dice as one attack. All Roman Archers in the Arrow Volley must have a clear line of sight on the one target.

()Warlord Bonding:
Before taking a turn with Roman Legionnaires, you may first take a turn with any Warlord you control.

()Shield Wall:
When defending with a Roman Legionnaire, add 1 defense die for each other adjacent Roman Legionnaire up to a maximum of +2 dice, for the Shield Wall power.

()Einar Warlord Bonding:
Before taking a turn with Sacred Band, you may first take a turn with any Warlord you control who follows Einar.

()Disciplined Army Defense Bonus:
If every Army Card you control has a Disciplined personality, each soldier in the Sacred Band receives 1 additional defense die.

()Quantum Reconstruction:
After revealing an Order Marker on this Army Card, you may roll the 20-sided die. If you roll a 14 or higher, you may, if possible, place one of your previously destroyed Sentinels of Grax on a space adjacent to a Sentinel of Grax you control.

()Levitation:
Sentinels of Grax do not take falling damage and may ignore all effects from terrain tiles they move onto or occupy.

()Concentrated Will:
If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense.

()Phantom Walk:
Shiori can move through all figures and is never attacked when leaving an engagement.

()Shuriken Special Attack: Range 5. Attack Special.
If Shiori is attacking a small or medium figure, roll 3 attack dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack.

()Gladiator Inspiration:
If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is placed on Spartacus, then all Gladiators you control (except Spartacus) become inspired. Inspired Gladiators add one to their Move number and add 1 extra attack die and defense die for the rest of the round.

()Bloodlust:
For every opponent's figure a Tagawa Samurai destroys, place a purple Experience Marker on this card. When attacking with Tagawa Samurai, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card.

()+2 Broadsword
If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack

()Cleave
When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Tandros Kreel. If the defending figure recieves any wounds from Tandros Kreel's attack, the chosen figure recieves one wound.

()Combat Challenge
If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or special attack, it must attack Tandros Kreel.

()SAMURAI LIFE DEBT
After revealing an Order Marker on a Unique Samurai Squad you control that has at least one previously destroyed Samurai on its Army Card, before taking that squad's turn, you may first take a turn with Tomoe Gozen.

()DEFENSIVE FORMATION
If Tomoe Gozen is adjacent to at least one other Samurai you control, add 1 die to the Defense of Tomoe Gozen and all Samurai you control adjacent to Tomoe Gozen.

()First Assault 3:
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.

()Berserker Charge Enhancement:
Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.

Last edited by Heroscaper 101; May 30th, 2019 at 09:25 PM.
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