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The following fighters can become members of this clan by paying an additional cost in A.P. depending on the type of trooper. The dwarves of Mid-Nor thus bound to the Colony of Ephorath benefit from all the special rules specific to this clan. Furthermore, some can be endowed with exceptional aptitudes. | The following fighters can become members of this clan by paying an additional cost in A.P. depending on the type of trooper. The dwarves of Mid-Nor thus bound to the Colony of Ephorath benefit from all the special rules specific to this clan. Furthermore, some can be endowed with exceptional aptitudes. | ||
* The [[Warrior of the Abyss|Warriors of the Abyss]] of the Colony of Ephorath form the King of the Abyss's personal guard. As long as he is within 15 cm or less of Yh-Karas (''Confrontation''), or in the same Unit as him (''Rag'Narok''), a warrior of the Abyss of the Colony of Ephorath benefits from the | * The [[Warrior of the Abyss|Warriors of the Abyss]] of the Colony of Ephorath form the King of the Abyss's personal guard. As long as he is within 15 cm or less of Yh-Karas (''Confrontation''), or in the same Unit as him (''Rag'Narok''), a warrior of the Abyss of the Colony of Ephorath benefits from the '''[[Fierce|<Fierce>]]''' ability. In ''Rag'Narok'' this ability replaces the "Ultimate Attack" capacity of the '''[[Possessed|<Possessed>]]''' ability. Furthermore, when Yh-Karas is commanding a Unit of warriors of the Abyss of the Colony of Ephorath, he transmits his DIS to them without any penalty due to the difference in rank. Cost: 2 A.P. | ||
* The [[Fire-Spitter of Mid-Nor]] can benefit from a special rule if the clan is at a whole (see The Demonic Castles). Cost: 0 A.P. | * The [[Fire-Spitter of Mid-Nor]] can benefit from a special rule if the clan is at a whole (see The Demonic Castles). Cost: 0 A.P. | ||
* The [[Prowler of the Abyss|Prowlers of the Abyss]] can benefit from a special rule if the clan is at a whole (see The Eyes of the Demon). Cost: 0 A.P. | * The [[Prowler of the Abyss|Prowlers of the Abyss]] can benefit from a special rule if the clan is at a whole (see The Eyes of the Demon). Cost: 0 A.P. | ||
* If [[Ezalyth, Queen of the Damned|Ezalyth, the Queen of the Damned]], is part of the army, then the [[Master of Puppets|Masters of Puppets]] can be given a Doll of Darkness for an additional cost of 2 A.P. each. This artifact lets them share the Queen of the Damned's talent. As long as a friendly master of puppets with a Doll of Darkness is within 15 cm or less of Ezalyth, he benefits from a +1 on the final result of all his Power Rolls. Cost: 0 A.P. (+2 A.P. for every Doll of Darkness is Ezalyth is present) | * If [[Ezalyth, Queen of the Damned|Ezalyth, the Queen of the Damned]], is part of the army, then the [[Master of Puppets|Masters of Puppets]] can be given a Doll of Darkness for an additional cost of 2 A.P. each. This artifact lets them share the Queen of the Damned's talent. As long as a friendly master of puppets with a Doll of Darkness is within 15 cm or less of Ezalyth, he benefits from a +1 on the final result of all his Power Rolls. Cost: 0 A.P. (+2 A.P. for every Doll of Darkness is Ezalyth is present) | ||
* The Warrior-Monks of the Colony of Ephorath are not [[Collector of Mid-Nor|Collectors of Mid-Nor]]. They are called "Disciples of the Ymsur" and benefit from the "Blessing of the Ymsur" capacity instead of the one described on [[The Despot's Eviscerators]] card. Cost: 6 A.P. | * The '''[[Warrior-Monk|<Warrior-Monks>]]''' of the Colony of Ephorath are not [[Collector of Mid-Nor|Collectors of Mid-Nor]]. They are called "Disciples of the Ymsur" and benefit from the "Blessing of the Ymsur" capacity instead of the one described on [[The Despot's Eviscerators]] card. Cost: 6 A.P. | ||
* [[Sentinel of Mid-Nor]] Cost: 0 A.P. | * [[Sentinel of Mid-Nor]] Cost: 0 A.P. | ||
* [[Sentinel of the Abyss]] Cost: 0 A.P. | * [[Sentinel of the Abyss]] Cost: 0 A.P. | ||
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* The army includes at least one Character of the Colony of Ephorath (Yh-Karas, Ezalyth, Ysilthan, or Asturath) for every full 200 A.P. in it. This obligation no longer applies once the four Characters of this clan have joined the army. | * The army includes at least one Character of the Colony of Ephorath (Yh-Karas, Ezalyth, Ysilthan, or Asturath) for every full 200 A.P. in it. This obligation no longer applies once the four Characters of this clan have joined the army. | ||
* In Confrontation all of the army's fighters, without exceptions, must be members of the Colony of Ephorath. This includes the new fighters who can join the clan. | * In ''Confrontation'' all of the army's fighters, without exceptions, must be members of the Colony of Ephorath. This includes the new fighters who can join the clan. | ||
* In Rag'Narok, at least 50% of the army's A.P. value must be bound to the Colony of Ephorath (including spells, miracles, and artifacts). This includes the new fighters who can join the clan. The Commander-in-Chief doesnt necessarily have to be a member of the Colony of Ephorath, but at least one of the clan's Characters with Leadership / X must be included (even if this ability is provided by Leader status or an artifact). | * In ''Rag'Narok'', at least 50% of the army's A.P. value must be bound to the Colony of Ephorath (including spells, miracles, and artifacts). This includes the new fighters who can join the clan. The Commander-in-Chief doesnt necessarily have to be a member of the Colony of Ephorath, but at least one of the clan's Characters with '''[[Leadership / X|<Leadership / X>]]''' must be included (even if this ability is provided by Leader status or an artifact). | ||
These conditions must only be met if the player wishes to play the Colony of Ephorath at a whole. Fighters of this colony can be played without it being at a whole. In all cases the following rules apply in Rag'Narok. | These conditions must only be met if the player wishes to play the Colony of Ephorath at a whole. Fighters of this colony can be played without it being at a whole. In all cases the following rules apply in ''Rag'Narok''. | ||
*The Colony of Ephorath's troops are not considered to be of the same type as equivalent ones who are not bound to the colony. '''Example''': ''Warriors of the Abyss of the Colony of Ephorath cannot form a Unit with other "normal" Warriors of the Abyss.'' | *The Colony of Ephorath's troops are not considered to be of the same type as equivalent ones who are not bound to the colony. '''Example''': ''Warriors of the Abyss of the Colony of Ephorath cannot form a Unit with other "normal" Warriors of the Abyss.'' | ||
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===== Possession of Ephorath ===== | ===== Possession of Ephorath ===== | ||
At the beginning of the game, before making the Tactical Roll, one of the clan's Members is chosen to be the host of the | At the beginning of the game, before making the Tactical Roll, one of the clan's Members is chosen to be the host of the demon Ephorath's spirit. From then on, before each new Tactical Roll, this spirit can either remain with its current host or take possession of a different fighter of the clan standing within 10 cm or less of the first one. | ||
As long as the host is under Ephorath's control, his INI, ATT, STR, DEF, and RES are each increased by one point. | As long as the host is under Ephorath's control, his INI, ATT, STR, DEF, and RES are each increased by one point. | ||
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===== The Eyes of the Demon ===== | ===== The Eyes of the Demon ===== | ||
In Rag'Narok the knights of ruin can become Leaders of any Unit bound to the Colony of Ephorath. This special capacity described on "[[The Knights of Ruin]]" card then applies to the whole Unit as long as the knight of ruin is part of it. | In ''Rag'Narok'' the knights of ruin can become Leaders of any Unit bound to the Colony of Ephorath. This special capacity described on "[[The Knights of Ruin]]" card then applies to the whole Unit as long as the knight of ruin is part of it. | ||
If a knight of ruin is made Leader of a Unit of prowlers of the Abyss, then he can be given the | If a knight of ruin is made Leader of a Unit of prowlers of the Abyss, then he can be given the '''[[Leap|<Leap>]]''' ability for an additional 2 A.P. | ||
The prowlers of the Abyss in a Unit with a knight of ruin Leader can acquire the | The prowlers of the Abyss in a Unit with a knight of ruin Leader can acquire the '''[[Scout|<Scout>]]''' ability at an additional cost of 6 A.P. each. For this ability's effects to be able to be applied, all of the Unit's prowlers of the Abyss must acquire it. | ||
In Confrontation, for every knight of ruin present in the army, one prowler of the Abyss can be given the | In ''Confrontation'', for every knight of ruin present in the army, one prowler of the Abyss can be given the <Scout> ability for an additional 6 A.P. | ||
===== The Demonic Castles ===== | ===== The Demonic Castles ===== | ||
In Rag'Narok the castles of desolation can join any Unit of fire-spitters of Mid-Nor. They are then considered to be Independents. A castle of desolation can be made Leader of a Unit of fire-spitters of Mid-Nor. In this case, the whole Unit is considered to have 360° field of vision and all its members can determine their lines of sight as if they were of Normal Size. | In ''Rag'Narok'' the castles of desolation can join any Unit of fire-spitters of Mid-Nor. They are then considered to be Independents. A castle of desolation can be made Leader of a Unit of fire-spitters of Mid-Nor. In this case, the whole Unit is considered to have 360° field of vision and all its members can determine their lines of sight as if they were of Normal Size. |