Master Skills Reference List: Abilities, Alts, Innates,...

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1 Master Skills Reference List: Abilities, Alts, Innates, Specials Abilities are usable once/turn, Alt Attacks are used in place of a unit’s basic attack, Innates are always active, Specials are Beast Skills initiated by Trainers. Absorb Innate When attacked and hit with a Basic Attack, unit takes 1 less damage. Assimilate Ability Unit gains 1 health aſter each friendly and opposing gladiator (not beast) death in the Arena. Assist Alt Atk Summons a random eliminated War Elephant or Elephant Raiders back onto a random trapdoor. If all are on Arena, Assist does nothing. Attila's Bane Innate is unit gains +1 dmg on successful Basic Attack on Attila. Avoid Ability "During your move phase, choose an opposing unit within Tactical range. You cannot be targeted by that unit's basic attack this round. Awe Struck Ability All opposing units within 4 hexes are unable to move for 1 turn. Axis Assault Alt Atk Unit may make a 3 range, 2Blk attack if no opposing units in range Bamboo Crit Innate If unit's Basic Atk strikes with all 4 dice, the opposing unit is defeated, no matter his remaining health Battle Riff Ability If used on move phase, all friendly units gain +1 move; if used on atk phase, all friendly units gain +1 Blue to Basic Atk Blind Spot Innate "is unit can only be damaged by a single opposing unit each round. Bloodlust Innate If this unit is not at full health, add 1 black die to its Basic Atk. Boom Boom Alt Atk Unit make make a 1 Green Atk to damage 1 target hex and all 6 surrounding hexes. Friendly units may be harmed this way. Brawl Alt Atk Unit and adjacent opposing unit will each roll their own Basic Atk dice against each other, until one of the 2 units is defeated. is is treated as an Alt Atk.

Transcript of Master Skills Reference List: Abilities, Alts, Innates,...

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Master Skills Reference List: Abilities, Alts, Innates, SpecialsAbilities are usable once/turn, Alt Attacks are used in place of a unit’s basic attack,

Innates are always active, Specials are Beast Skills initiated by Trainers.

Absorb Innate When attacked and hit with a Basic Attack, unit takes 1 less damage.

Assimilate Ability Unit gains 1 health after each friendly and opposing gladiator (not beast) death in the Arena.

Assist Alt Atk Summons a random eliminated War Elephant or Elephant Raiders back onto a random trapdoor. If all are on Arena, Assist does nothing.

Attila's Bane Innate This unit gains +1 dmg on successful Basic Attack on Attila.

Avoid Ability "During your move phase, choose an opposing unit within Tactical range. You cannot be targeted by that unit's basic attack this round.

Awe Struck Ability All opposing units within 4 hexes are unable to move for 1 turn.

Axis Assault Alt Atk Unit may make a 3 range, 2Blk attack if no opposing units in range

Bamboo Crit Innate If unit's Basic Atk strikes with all 4 dice, the opposing unit is defeated, no matter his remaining health

Battle Riff Ability If used on move phase, all friendly units gain +1 move; if used on atk phase, all friendly units gain +1 Blue to Basic Atk

Blind Spot Innate "This unit can only be damaged by a single opposing unit each round.

Bloodlust Innate If this unit is not at full health, add 1 black die to its Basic Atk.

Boom Boom Alt Atk Unit make make a 1 Green Atk to damage 1 target hex and all 6 surrounding hexes. Friendly units may be harmed this way.

Brawl Alt Atk Unit and adjacent opposing unit will each roll their own Basic Atk dice against each other, until one of the 2 units is defeated. This is treated as an Alt Atk.

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Brute Force Innate When moving, unit may push any opposing unit directly back one hex if that hex is vacant.

Call Ally Ability During move phase, friendly non-Champion unit may move one hex towards Spartacus.

Call Panther Special Unit is summoned to any hex adjacent to its Master.

Careless Hurl Ability Roll a D6 and throw an adjacent unit (can target friendly units) that many hexes away from Grom to an unoccupied hex. If no hexes are available at that distance, unit does not move. Target unit receives 1 immediate dmg (thrown or not). RoR: Dmg done counts towards Crowd Favor. TLC: If unit is killed, gain +2 Crowd Favor. Usable during move phase only.

Carry Unit Ability Friendly non-Champion unit may mount or dismount carrying unit as part of its move. Mounted unit is immune to all Basic and Alt Atk damage from non-Archers, and only Archers can perform Basic or Alt Atks while riding. Mounted units control carrying unit's movement.

Champion Bound

Innate Unit will always attempt to move towards and attack the assigned Champion. Unit will attack any gladiator if Champion is not in range.

Chase Down Ability Moves adjacent to closest opposing unit and instantly does 4 damage. Player 1 chooses hex.

Chest Pound Alt Atk Unit heals for 1 health (cannot exceed starting health this way).

Combat Lock Innate If adjacent to an opposing unit(s), movement is negated for that unit(s) and this unit. Beast Master: If a Beast’s Master is in play, the Beast may chose to break the Combat Lock and move. Skirmisher: This unit may always choose to break the Combat Lock and move.

Consuming Impel

Ability A single friendly unit up to 2 hexes away gains another Basic or Alt Attack this turn. Usable during attack phase only.

Consuming Roar

Alt Atk Choose an adjacent opposing unit to attack. Roll one Yellow die for each health the opposing unit has. Each 'Hit' transfers 1 health to Roaring unit. There is no limit to health gained this way.

Cover Innate Roll 1 yellow die anytime an opposing unit passes over and/or ends its move on a hex within this unit’s attack range. Each hex within atk range grants this roll.

Crit Happens Alt Atk Unlimited range shot attempt. Pick target, roll number of Black Dice equal to hex distance, all Black Dice must hit to do a 2 damage shot.

Cursed Blade Alt Atk Roll green die over and over (against his/her own unit), until a miss is rolled. Hits are totaled and applied to cursed unit. After rolls, unit is no longer cursed.

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Dark Wind Innate All friendly non-Champion units that start their move next to this unit, gain +1 move range for that turn.

Dash Alt Atk "Unit may move 2 hexes.

Death Roll Special Count up this unit’s remaining health. Attack an adjacent opposing unit with this many Black Atk dice. Do this damage to both the target unit and this unit. This unit can only gain Crowd Favor for opposing unit.

Distract Ability Attempt to distract an opposing unit directly beneath it with 1 Yellow die. If successful, opposing unit may not move this turn. Usable during Atk phase only.

Distract Innate All dice used by adjacent opposing units for Basic Atks and Skills are changed to yellow.

Dominate Alt Atk Roll a Black die to stun a unit with only 2 HP remaining

Double Team Alt Atk Unit may make a 1 range, 2Blk, attack if no other opposing units are in range

Drive Alt Atk Target adjacent unit (can target friendly units) is hit for 1 dmg and that unit must move one hex, target unit’s choice. RoR: Dmg done counts towards Crowd Favor. TLC: If unit is killed, gain +2 Crowd Favor.

Elevated Innate Unit does +1 dmg, with a successful Basic Atk, to another unit that is not elevated. *Elevated is an Arena activated Skill.

Embolden Innate Friendly units within 2 hexes of this unit, gain Skill: Retaliate.

Energize Innate "This unit gains 1 HP at the start of its move phase (cannot exceed starting health).

Enraged Fury Aura

Ability Unit can do 1 damage to a single opposing unit up to 2 hexes away. Useable during move phase only.

Equalize Alt Atk Transfer 1 health from a friendly unit with more health - to this unit. Equalize may exceed starting health.

Equipment Expert

Innate Can use all Equipment.

Execute Training

Alt Atk Master may activate its Beast’s Special Atk if Beast is within 3 hexes of the Master (even if Beast was just summoned/deployed, is in the Pit, etc.)

Extreme Pull Ability A unit can be pulled in a straight line inward toward the Champion (up to 2 hexes inward and from up to 3 hexes away). Cannot pull through other units. Useable during move phase only.

Feint Attack Alt Atk All friendly units attacking opposing units adjacent to this unit, gain +1 damage this turn.

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First Strike Ability Unit can attack the same turn it is deployed.

Flurry of Blows

Innate Attack an adjacent opposing unit with 1 Green die. Roll (and re-roll) until you miss, do dmg equal to total ‘H’s rolled.

Flying Innate Unit cannot ‘occupy’ a hex. Unit still uses hexes for positioning, but is considered high above the arena. All other units can still occupy hexes underneath this unit. Unit can only be damaged by ranged Atks (even from directly underneath). Unit is unaffected by all Tactics, Abilities, and Innates.

Focus Ability "Unit may reroll one of their Basic Atk dice.

Focused Strike Alt Atk Roll (x) Green dice equal to total adjacent opposing units - total damage is single adjacent opposing unit

Frenzy Innate If this unit makes a kill with it’s Basic Atk, it may make an additional Basic Atk.

Frenzy Innate If this unit makes a kill with it’s Basic Atk, it may make an additional Basic Atk during its Atk phase.

Full Service Innate If unit's Basic Atk misses with all 4 dice, he gets to upgrade the dice by one 'H', and reroll all 4. (4Y becomes 4Blu)

Fury Aura Ability Unit can do 1 damage to a single adjacent opposing unit. Useable during move phase only.

Gaze Alt Atk "Roll a Green Die to attempt a Stun on an opponent within attack range.

Get Up Innate Unit remains in Arena forever. At the start of your turn, if unit is a corpse, roll a Yellow die to gain 3 health and be redeployed right where unit fell.

Gladiator Bound

Innate Unit will always attempt to move towards and attack a gladiator (non-Champion). Unit will attack an in-range Champion if a gladiator is not.

Gold Runner Innate Opposing units within this unit’s Tactical Range cannot use Basic or Alt Atks when attacking this unit.

Gore Ability Do 1 damage to an adjacent opposing unit. That unit is then Combat Locked.

Hardened Innate When attacked and hit with a Basic or Alt Attack, unit takes 1 less dmg.

Headlock Alt Atk Adjacent Headlocked unit cannot move next turn and must attack this unit.

Heal Ally Alt Atk Heal adjacent unit for 1 health, cannot exceed starting health this way.

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Howl Alt Atk Grants a friendly adjacent unit 2 move (during atk phase).

Humiliate Gladiator

Alt Atk Roll a green die when adjacent to an opposing unit, if a hit, jump on unit's back (move this unit on top of opponent). While in this position, opposing unit cannot use Abilities or attack this unit.

Hurl Ability Unit can ‘pick up’ an adjacent unit (friend or foe) and ‘throw’ it to a different available, adjacent hex. Useable during move phase only.

Hurl Boulder Special Attack an opponent 2 hexes away in a straight line - Roll 1 Black die, if successful, do 1 dmg and target unit is knocked back 1 hex directly away from this unit. If target unit cannot be displaced due to another unit, that second unit takes 1 dmg as well. If target unit cannot be displaced due to wall, target unit takes 1 additional dmg.

Hyzer Stun Alt Atk Roll 1 blue die to Stun unit up to 3 hexes away for 1 turn.

Impale Ability Attack an adjacent opposing unit with 2 Green + 1 Yellow dice.

Impel Ability A single adjacent friendly unit gains another Basic Attack this turn. Usable during attack phase only.

Initiative Ability Unit can move the same turn it is deployed.

Inspire Innate Friendly units within 2 of this unit gain +1 Yellow Atk die to their Basic Atk.

Intercept Attack

Ability Unit may intercept the entire damage of a basic attack if the attacker is within 2 hexes of this unit.

Intercept Blow Ability When a Basic Attack damages an adjacent friendly unit, this unit can intercept that entire damage. Damage cannot be split up.

Intimidate Innate Opposing units within this unit’s Tactical Range cannot use Basic Attacks when attacking this unit.

Kamikaze Alt Atk Unit dives into opposing unit within its Move Range (even if unit has already moved). This unit is defeated and opposing unit loses 3 health.

Lash Back Ability On a Basic Atk by an adjacent opposing unit, this unit may respond with a Blue die roll for every miss from that Atk (after Atk is fully complete). Lash Back can be used even if the opposing unit’s Atk kills this unit.

Leadership Innate Gain +1 yellow Atk die for each friendly adjacent unit.

Long Shot Alt Atk Roll 1 yellow die to attempt a 1 dmg ranged attack up to 4 hexes away.

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Lucky Kicker Ability During its Attack phase, this unit knocks back opposing adjacent unit 2 hexes. If opposing unit cannot be knocked back the full 2 hexes, opposing unit takes 1 damage.

Lunge Ability If this unit does not use its own move, increase its atk range by 1 for this turn and change attack to 2 green dice.

Mad Charge Special With an opposing unit 4 hexes away in a straight line and a clear path in between, unit with Mad Charge moves in direct line exactly 3 hexes toward opposing unit. Opposing unit takes 3 damage.

Mad Mal Innate May attack a friendly unit. RoR: Dmg done counts towards Crowd Favor. TLC: If unit is killed, gain +2 Crowd Favor.

Mass Constrict Ability Now occupies a hex adjacent to the most opposing units, then 2 black dice attack. Player 1 chooses hex.

Mead Stupor (Roam)

Innate "Unit will roll ‘X’ D6 dice (one at a time) equal to unit’s Move Range and follow the Die Roll Key to move (if using w/ Origins, decide on hex directions before rolling

Mimic Ability During this unit's move phase, learn an adjacent unit's ability or Alt Atk (must state out loud). This can be remembered and used until the start of this unit's next move phase.

Move to Strike Ability Gain +1 Blue Atk die for each adjacent friendly unit.

Pacify Alt Atk Selected adjacent opposing unit may not attack next turn.

Parry Innate Unit ignores first successful Basic Atk against him each turn.

Pervasive Absorb

Innate All adjacent units gain Absorb (not the Champion). When adjacent units are attacked with Basic Attack, units take 1 less damage.

Phantom Innate Unit is corporeal if it chooses to occupy a hex with another unit on it (place under unit). If no other unit is on hex, it is no longer corporeal. Unit cannot use any Skills or attack while it is corporeal.

Pilum Alt Atk Unit may make a 2-3 range Attack with 2 green dice. Place Pilum on target unit's hex once thrown.

Poison Dagger Alt Atk "Make a 1 Hit - No Roll attack on a unit with only 1 HP remaining.

Power Throw Alt Atk Unit may make an attack using 1 Yellow per adjacent friendly unit.

Pre-emptive Strike

Innate Each turn, the first opposing unit to move adjacent to this unit is immediately auto-hit for 1 damage.

Precision Attack

Alt Atk Attack an adjacent unit with 2 Black dice.

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Propel Ability Launch an adjacent friendly unit 2 hexes away from this unit; launched unit cannot move or attack this turn. Usable during move phase.

Pull Ability A unit can be pulled in a straight line inward toward the puller 1 hex inward from 2 hexes away. Useable during move phase only.

Pummel Alt Atk Roll green die one at time until miss, number of consecutive 'H' is total damage to adjacent unit.

Rally Call Alt Atk All friendly units may move 1 hex. All movement associated with this Alt Atk must be taken before attacking resumes. Usable only during Atk phase.

Rally Run Ability If starting move adjacent to the perimeter of the arena, unit may move along the perimeter up to 4 hexes.

Ready Ability Unit may move and attack the turn it is deployed.

Reassemble Innate When this unit is attacked and damaged, it has the chance to INSTANTLY repair the damage done by rolling a yellow die for each hit against him (rolled after each enemy attack).

Relentless Ability Re-roll all missed attack dice for this unit once.

Reposition Alt Atk Instead of attacking, unit may move 1 hex during its attack phase.

Retaliate Ability When attacked and hit with a Basic Atk by an adjacent unit, do 1 damage back to the attacking unit (even if this unit is defeated).

Revitalize Alt Atk As long as this unit has at least 1 health, it may 'redeploy' itself with full health.

Roam Innate This unit does not have to move. If unit chooses to move, roll dice and follow die chart to determine movement.

Roaming Innate Unit will roll ‘X’ D6 dice (one at a time) equal to unit’s Move Range and follow the Die Roll Key to move. If a Beast’s Master is in play, Roaming is negated. (Beast is free to move as Player chooses, up to its Move Range).

Rush Ability Unit may move 1 hex after attacking.

Save Ability If this unit would be eliminated in an attack, it regains 1 health and stays in play.

Scared Stiff Ability All opposing units within 3 hexes are stunned for 1 turn.

Seismic Hurl Ability Unit can ‘pick up’ an adjacent unit and ‘throw’ it up to 3 hexes away. Useable during move phase only.

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Self Inflicted Rage

Ability Deal 1 dmg to yourself to add +1 Green die to Basic Atk this turn. RoR: Dmg done counts towards Crowd Favor.

Senate Privilege

Innate Upon deployment, this unit may select a single unit that cannot attack Publican Chandra for the remainder of the game.

Shadow Spear Ability Roll 2 basic D6; refer to die key; a spear is thrown across the arena in these directions doing 2 dmg to every opposing unit in its path.

Shield Bash Alt Atk Roll 1 black die to attempt a Stun.

Shock Lance Alt Atk "Make a 2 range attack using 3 Black dice. Damage rolled is done to both the attacked unit and this unit.

Shove Ability Move this unit 1 hex into opposing unit, that unit also moves back 1 hex. If opposing unit cannot move directly back one hex, Shove cannot be used. Usable during move phase.

Siren Shriek Ability Target unit within 2 hexes is now under control of Safaron (it remains an opposing unit and may still be attacked). For the remainder of Safaron’s turn, he may move target unit and use its Basic Atk. Usable during move phase only.

Skewer Innate Unit may attack both an adjacent unit and the unit directly behind it (straight line).

Small Champ Innate All tactics are usable on this Champ (even if it says ‘no Champions’).

Specialist Innate If you roll Hits with all Basic Atk dice, do 1 extra dmg with your Basic Atk.  

Stationed Innate Unit cannot move or be displaced from its starting hex.

Strategic Attack

Innate All friendly adjacent units gain an additional yellow die to use with their Basic Atk this turn.

Stun Ability Roll 1 blue die to attempt to Stun an adjacent unit. A stunned unit must be flipped over and ignores all stats and effects but its health. Stun lasts one full round until the start of that phase. Stunned beasts cannot lock players in place. Champions and Bosses CAN be stunned by a gladiator (not a tactic).

Summon Beast

Ability Call your Beast directly into the arena (to a Deployment Hex) on a successful Green die roll. Beast must not have been deployed (or defeated) yet. Usable during deployment phase only.

Swap Ability Unit may switch places with another adjacent unit. Usable during move phase.

Swing Rush Ability Moves adjacent to farthest opposing unit and instantly does 3 damage.

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Talon Strike Special Unit attacks an opposing unit directly beneath it with 2 Black dice. Opposing unit immediately gets to attack this unit with 2 Black dice. Talon Strike is treated as an Alt Atk.

Taunt Innate An adjacent opposing unit choosing to attack must attack this unit with their Basic Attack.

Toaster Ability For every yellow die that hits, do two damage instead of one.

Tommy Gun Alt Atk Pick 2 adjacent side-by-side hexes, this unit shoots every opposing and friendly unit in a 45 degree arc all the way to the arena wall. Roll one yellow die against each unit within this arc.

Toss Ability Unit may move adjacent unit one hex left or right, remaining adjacent. Usable during move phase.

Trample Innate Unit will take position on top of an opposing unit (within move range). This does 1 damage and Stuns the Trampled unit for 1 turn. After Trampling, this unit must end its next move phase off the Trampled unit.

Trident Spear Alt Atk Unit makes up to a 3 range attack using a green, blue, and yellow die. Spear is placed beneath target unit. Spear is an Arena granted Alt Atk.

Trident's Call Ability Throw Spear to an open hex within 3 range and summon a Sea Monster (flip to see which Sea Monster is used) on top of that hex. The Sea Monster is friendly to the player who ‘called’ him (place appropriate color health chips underneath Sea Monster). Spear is placed on hex, beneath Sea Monster. Call is an Arena granted Ability.

Trophy Innate When this unit defeats another, place defeated unit underneath Trophy Necklace. For each defeated unit a Trophy Necklace has, one CF/Turn is granted to the Trophy Necklace holder at the start of its turn. Defeated units stay with Trophy Necklace, even if holder is defeated.

True Strike Innate Basic Atks by this unit can be used as Alt Atks.

Twin Long Arrow

Alt Atk Perform two seperate Long Shot attacks (yellow die Atk up to 4 range). Atks may be used on different targets.

Upgrade Attack

Innate Each time this unit makes an atk, your next attack may be upgraded by one H, maxed at 1Blk.

War Cry Alt Atk Unit joins the current wave (will now move normally each turn).

Warrior of Light

Ability When this unit is defeated, it may immediately make a Basic Atk to an adjacent unit, before it is removed.

Whirlwind Alt Atk Roll (x) blue dice equal to total adjacent opposing units - total damage is applied to all adjacent opposing units.

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Whirlwind (Origins)

Alt Atk Roll (x) yellow dice equal to total adjacent opposing units - total damage is applied to all adjacent opposing units. Origins’ Attackers use yellow die for Alt Atk instead of blue.

Whirlwind Prediction

Alt Atk Choose 1-3 blue dice. Before rolling, guess how many hits will be rolled. If correct, do that much damage to all opposing adjacent units.

Wounded Rage

Innate For each health this unit is missing (from its starting health), add +1 Blue die to Basic Atk.