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Old May 31st, 2019, 12:11 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 : Jandar

Large

()VORTEX PULL
While Boreos is flying during his turn, you may choose one non-flying small or medium figure that it passed over this turn. At the end of Boreos' move, the player who controls the chosen figure must place that figure, if possible, on an empty space adjacent to Boreos. If the chosen figure is engaged when it is moved by Vortex pull, it will not take any leaving engagement attacks.

()SWIRLING VORTEX
When an opponent's small or medium figure moves onto a space within 2 clear sight spaces of Boreos, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex. Figures under overhangs can never be moved by Vortex Pull.

()STEALTH FLYING
When counting spaces for Boreos's movement, ignore elevations. Boreos may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When an Boreos starts to fly, if it is engaged it will not take any leaving engagement attacks.
()DOUBLE ATTACK
When Omegacron attacks, he may attack one additional time.

()OMNICRON MOBILIZATION
Instead of moving with Omegacron, you may move up to 3 other Soulborg figures you control who follow Jandar up to 5 spaces each.

()DIRECTED FIRE
Instead of attacking with Omegacron this turn, you may choose up to 3 unengaged Soulborg Squad figures you control who follow Jandar. Take a single turn with the chosen figures, during which the chosen figures may only attack. Omegacron must also have line of sight to any figure attacked using Directed Fire.

()Knight's Courage:
Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight spaces of Sir Dupuis up to a maximum of +3 dice.

()Tactical Disengagement 7:
When Sir Dupuis receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack.

()Chalice of Fortitude:
If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice.

()Galloping Charge:
A Templar Cavalry Knight receives 2 additional dice when attacking any figure that was at least 4 hexes away at the start of his turn.

()Dismiss the Rabble:
When rolling defense dice against adjacent small or medium Squad figures, Templar Cavalry Knights receive 1 additional defense dice.

()Righteous Smite:
When attacking an opponent's figure who follows Utgar; Templar Cavalry receive 1 additional attack die.
()DEADLY SHOT
When attacking with Zetacron, all skulls rolled count for one additional hit.
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