Difference between revisions of "New Akkyshan profiles"

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|Immunity/Toxic. Consciousness. Ambidextrous. Born killer. ''Large size''.
|Immunity/Toxic. Consciousness. Ambidextrous. Born killer. ''Large size''.
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{| class="wikitable"
|+Special Abilities
!Ability
!Description
|-
|Quick reloading
|A fighter with this ability can decide to take an extra shot during his activation. In order to use this ability, the fighter must not perform any actions other than shooting during his activation. When using this ability, the fighter loses -1 in Fire.
The shots are resolved in their entirety (choice of target, shooting test, wounding roll), one after the other, and can be directed at different targets.
Only one additional shot per fighter is allowed during the same activation thanks to this ability, but it can be combined with any other effect (equipment, spell, miracle, ability, etc...) allowing the fighter to make additional shots.
This ability does not work when the fighter who has it acts as a substitute for a war machine and that his TIR is used for a shot of the machine.
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|Aiming
|A fighter with this ability benefits from the bonus of Still Shot (see XIII-A-8, page 69) even if he moves during the turn (before or after the shot).
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|Natal explosion
|A Baby Elf Bomb can be carried by a friendly or enemy fighter. It can be picked up or dropped without counting as an action during the carrier's movement.
If 1 Baby Elf Bomb is carried by a fighter, nothing else can be carried by the fighter.
After the Baby Elf Bomb has been moved or dropped on the ground, at the very beginning or end of a Close Combat phase you can designate it to be detonated.
Any combatant in contact, friend or enemy, must roll 1D6, if the result is <3, the fighter remarks the beginning of the explosion and can try to run away (Disengage/6).
If the result is >2, the Baby Elf Bomb is disintegrated in an explosion and cannot return to play in any way.
All fighters, friend or enemy, who are in contact with a disintegrating Baby Elf Bomb receive a roll of Wounds (FOR=5).
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|Suicide explosion
|After its movement, at the very beginning or at the end of a close combat phase, you can designate a suicide spider and sacrifice it. It disintegrates in a powerful explosion and cannot return to play in any way.
All fighters, friendly or enemy, within 5cm of a disintegrating suicide spider receive a Wound roll (FOR=4).
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|Circle of influence/X
|At the beginning of the strategic phase, the miniature gains DIS+1 (maximum: +3) for every 2 friendly fighters within X cm.
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|Sacrifice
|When the fighter receives a Wound roll, he can designate a friendly fighter of his faction within 5cm (no line of sight is necessary) with one of the skills below:
"Devotion/X".
"Martyr/X".
"Sacrifice" can only be used if the friendly fighter's Strategic Value is strictly lower than the target's on the Wound roll.
If the sacrificed combatant was routed, he is immediately and automatically rallied.
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