Difference between revisions of "Test of armies lists: 200 AP"

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|Aiming
|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).
|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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|Neural Construct
|The mental energy cost of a neuromancer's powers is reduced by 1 point if at least one friendly Centurus clone is within 10cm of him. This effect is not cumulative. Any friendly neuromancer Centurus clones can be used by neuromancers to cast their psychic powers. Any power can be cast as if the Centurus were doing it itself (as long as it is within 10cm of the neuromancer). The Centurus that serves as a relay must be designated before the Discipline test. The points are deducted from the neuromancer's mental energy reserve. However, the range and line of sight are checked from the Centurus' base. If the power being cast involves an effect on the caster (Injury roll or other), this effect is applied to the Centurus, which acts as a relay. When a neuromancer uses this ability to cast a power, he benefits from the bonuses conferred by the presence of the Centurus.
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|Master of the mind
|For each Neuromancer in your army, you can assign an attribute of your choice to up to 3 clones with the ability 'Neural Construct' by paying the indicated cost for each one. Each neuromancer can freely distribute his attributes on one or more fighters. No fighter can receive the same attribute more than once.
- Caution. The fighter gains the skill 'Survival Instinct/6' for +3PA.
- Anger. The fighter gains the skill "Chaining/1" for +4PA.
- Cunning. The fighter gains the skill "Counter-Attack" for +4PA.
Each neuromancer starts the game with as many 'Mental Energy' counters as his Discipline score.
During each Maintenance phase, each neuromancer loses all his 'Mental Energy' counters and must make a Discipline test without difficulty. The final result of the test gives the number of 'Mental Energy' counters that the neuromancer immediately gains.
Note: for this test, no neuromancer can benefit from a bonus or replacement in Discipline via the skills 'Command/X' or 'Musician/X'.
A neuromancer can activate his psychic abilities upon activation, before and/or after a move (of any kind). He can target any fighter within 10cm of him (no line of sight is necessary), but can never be the target of his own powers (although he can target another neuromancer).
A neuromancer can use several powers during the same turn (including several times the same power). However, a single combatant can only be targeted by one mental ability in a single turn.
The psychic powers available to neuromancers are described below, the number in brackets corresponds to the number of 'Mental Energy' counters that must be spent to activate the power in question.
Psychic powers have no effect on fighters with the 'Construct', 'Unalterable' or 'Undead' skills, unless it is a 'Neural Construct'.
- Preservation (4). The target gains the 'Survival Instinct/6' skill until the end of the round. If it is a 'Neural Construct' that already has the 'Survival Instinct/6' skill, then it gains 'Survival Instinct/5' instead.
- Rage (5). The target gains the skill 'Chain/1' until the end of the turn. If it is a 'Neural Construct' that already has the 'Chain/1' skill, then it gains 'Born Killer' instead.
- Riposte (6). The target gains the skill 'Counterattack' until the end of the turn. If it is a 'Neural Construct' that already has the 'Counterattack' skill, then it gains 'Ambidextrous' instead.
- Sensory Alteration (6). The target cannot charge until the end of the turn.
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