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

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|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.
|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.
- Caution. The fighter gains the skill 'Survival Instinct/6' for +3PA.
- Anger. The fighter gains the skill "Chaining/1" for +4PA.
- Anger. The fighter gains the skill "Chaining/1" for +4PA.
- Cunning. The fighter gains the skill "Counter-Attack" 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.
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.
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.
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Psychic powers have no effect on fighters with the 'Construct', 'Unalterable' or 'Undead' skills, unless it is a 'Neural Construct'.
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.
- 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.
- 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.
- 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.
- Sensory Alteration (6). The target cannot charge until the end of the turn.
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