add cyriss, scyrah, grymkin, cephalyx and infernals profiles' rules ; fix common profiles' rules
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6 changed files with 407 additions and 238 deletions
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@ -149,7 +149,6 @@
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</infoLinks>
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</categoryEntry>
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<categoryEntry id="0278-aac5-1bb2-9e0c" name="Warjack" hidden="false">
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<comment></comment>
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<infoLinks>
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<infoLink id="1e57-bb25-378d-3922" name="Warjack" hidden="false" targetId="819c-0587-76e0-8d25" type="rule"/>
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<infoLink id="f464-cabf-9184-6c64" name="Construct" hidden="false" targetId="d2ed-a1c5-5eaf-2485" type="rule"/>
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@ -239,7 +238,8 @@ It this model's warjack falls under opponent's control, it resumes con
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- Huge Base.
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- Massive: can't be pushed/knocked down/made stationary/moved by slam/throw.
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- Movement: can advance only during its Normal Movement (can't be placed).
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- Ranged attack: can make ranged attacks while in melee.</description>
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- Ranged attack: can make ranged attacks while in melee.
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- Power attacks: can make Sweep power attack.</description>
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</rule>
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<rule id="03b3-bce0-97c1-909b" name="Combined Melee Attack" publicationId="4f9d-c0be-1f25-79e3" page="65" hidden="false">
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<description>This model can participate in combined melee attacks with other models in its unit against
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@ -291,7 +291,8 @@ the same target (must be able to declare a ranged attack, within its range and b
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- Huge Base.
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- Massive: can't be pushed/knocked down/made stationary/moved by slam/throw.
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- Movement: can advance only during its Normal Movement (can't be placed).
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- Ranged attack: can make ranged attacks while in melee.</description>
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- Ranged attack: can make ranged attacks while in melee.
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- Power attacks: can make Sweep power attack.</description>
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</rule>
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<rule id="84cf-75b1-cbe7-202d" name="Gunfighter" publicationId="4f9d-c0be-1f25-79e3" page="50" hidden="false">
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<description>This model can make ranged attacks targeting models in its melee range and/or can
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@ -324,7 +325,7 @@ Other models can move (inc. slammed/pushed/thrown) through this model without ef
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<description>This model is an Officer; is its unit's commander even if a leader is part of its unit.</description>
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</rule>
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<rule id="9dd3-5435-1ae8-f866" name="Open Fist" publicationId="4f9d-c0be-1f25-79e3" page="42" hidden="false">
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<description>This weapon is an Open Fist; it can be used by warjack/warbeast to make power attacks (Throw, PowerStrike) unless it's crippled.</description>
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<description>This weapon is an Open Fist; it can be used by warjack/warbeast to make Throw and Strike (PowerStrike for colossal/gargatuan) power attacks, unless it's crippled.</description>
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</rule>
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<rule id="5453-69ea-6b12-416c" name="Pathfinder" publicationId="4f9d-c0be-1f25-79e3" page="15" hidden="false">
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<description>This model treats rough terrain as open terrain while advancing ; doesn't stop its movement when it contacts an obstacle while charging/slaming/trampling.</description>
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@ -376,37 +377,39 @@ Damage Roll = 2d6 + POW of Mount.</description>
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<description>A warjack hit by this attack loses its focus points and cannot channel spells or gain focus by any means, including by being allocated focus, for one round.</description>
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</rule>
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<rule id="819c-0587-76e0-8d25" name="Warjack" publicationId="4f9d-c0be-1f25-79e3" page="66" hidden="false">
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<description>- Damage grid: boxes are marked on a random column, if it's full continue on the next column, if column 6 is filled continue recording damages at the first comlumns ; weapon/system on a location is crippled if all the corresponding boxes are marked in the grid.
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- Crippling systems: A (lose Arc node advantage) ; C (lose focus and cant gain/spend focus) ; M (DEF to 5, can't run/charge/slam/trample) ; G (can't spend focus to remove damage from its force field) ; H/L/R (1 fewer die on attack/damage rolls with this weapon, can't make power/special/chain/combo attack with this weapon, loses buckler/shield quality of this weapon).
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- Cortex: can gain/spend focus (maximum 3), unless this system is crippled.
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- Power up: gain 1 focus point during control phase if within its controller's control range, unless its cortex is crippled.
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- Focus: can spend focus to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Shake effect (knocked down/stationary/effect).
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<description>- Focus: can spend focus to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Power attack (head-butt, slam, trample) ; Shake effect (knocked down/stationary/effect).
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- Cortex(C): can gain/spend focus (maximum 3), unless this system is crippled.
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- Power up: gains 1 focus point during control phase if within its controller's control range, unless its cortex is crippled.
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- Damage grid: boxes are marked on a random column, if it's full continue on the next column, if column 6 is filled continue recording damages at the first comlumns ; weapon/system on a location is crippled if all the corresponding boxes are marked in the grid.
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- Crippling systems: Arc node(A) (lose Arc node advantage) ; Cortex(C) (lose focus and cant gain/spend focus) ; Movement(M) (DEF to 5, can't run/charge/slam/trample) ; Field generator(G) (can't spend focus to remove damage from its force field) ; Head(H)/Left(L)/Right(R) (1 fewer die on attack/damage rolls with this weapon, can't make power/special/chain/combo attack with this weapon, loses buckler/shield quality of this weapon).
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- Inert: if a warjack loses its battlegroup commander, it becomes Inert (lose fury, DEF to 5, spells expire, can't be forced/use animus/frenzy/engage/be engaged/activate/advance/attack, lose buckler/shield, ). A friendly controller can take control of it by spending a focus forfeiting its combat action while being B2B.
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- Autonomous: if a warjack loses its 'Jack Marshall, it becomes Autonomous (acts normaly but without focus and any benefit of'Jack Marshall/Battlegroup). A friendly controller/marshall can take control of it by spending a focus forfeiting its combat action while being B2B.
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- Machine: doesn't have CMD stat/command range.
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Note: Bonejack, Helljack, Myrmidon and Vector are names given by different factions but are all warjacks.</description>
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</rule>
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<rule id="19bf-f1b1-75a3-27e9" name="Warbeast" publicationId="4f9d-c0be-1f25-79e3" page="71" hidden="false">
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<description>- Life spiral: boxes are marked on a random branch, if it's full continue on the next branch, if branch 6 is filled continue recording damages at the first comlumns ; aspect is crippled if all the corresponding boxes are marked in the spiral.
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- Crippling aspects: Body (1 fewer die on damage rolls) ; Mind (1 fewer die on attack rolls, can't make power/special/chain attack) ; Spirit (can't be forced)
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- Construct: a warbeast with Construct never make threshold check and can't be healed.
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- Fury: can be forced (maximum FURY) if within its controller's control range, unless its spirit is crippled to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Shake effect (knocked down/stationary/effect) ; Rile.
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<description>- Fury: can be forced (maximum FURY) if within its controller's control range, unless its spirit is crippled to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Power attack (head-butt, slam, trample) ; Shake effect (knocked down/stationary/effect) ; Rile (gain fury even if it runs).
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- Frenzy: during control phase, after leeching fury and upkeeping spell, the warbeast with fury must success a threshold check (2D6+fury<=THR) or frenzy (immediatly activates, shakes effects, ignores forfeiting effects, immediatly charges the closest model in LoS, makes one attack against the charged model with highest POW melee weapon in range with boosted attack roll if move >3", boosts attack/damage rolls, can't aasault ranged/additional attacks, ends frenzy and removes all its fury ; can't be activated later this turn).
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- Wild: if a warbeast loses its battlegroup commander, it becomes Wild (lose fury, DEF to 5, spells expire, can't be forced/use animus/frenzy/engage/be engaged/activate/advance/attack, lose buckler/shield, ). A friendly controller can take control of it by spending a fury forfeiting its combat action while being B2B.</description>
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- Life spiral: boxes are marked on a random branch, if it's full continue on the next branch, if branch 6 is filled continue recording damages at the first comlumns ; aspect is crippled if all the corresponding boxes are marked in the spiral.
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- Crippling aspects: Body (1 fewer die on damage rolls) ; Mind (1 fewer die on attack rolls, can't make power/special/chain attack) ; Spirit (can't be forced)
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- Wild: if a warbeast loses its battlegroup commander, it becomes Wild (lose fury, DEF to 5, spells expire, can't be forced/use animus/frenzy/engage/be engaged/activate/advance/attack, lose buckler/shield, ). A friendly controller can take control of it by spending a fury forfeiting its combat action while being B2B.
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- Construct: a warbeast with Construct never make threshold check and can't be healed.</description>
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</rule>
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<rule id="a4ac-eff1-5e89-2082" name="Warcaster" publicationId="4f9d-c0be-1f25-79e3" page="68" hidden="false">
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<description>- Battlegroup commander: can allocate focus (maximum 3) to warjacks of its battlegroup within control range (2*FOC) and cast spell through their Arc node.
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- Focus: replenish its focus up to FOC during control phase ; can spend focus to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Shake effect (knocked down/stationary/effect) ; Cast spell(s) ; Remove 1 damage it suffered per spent focus.
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- Focus: replenish its focus up to FOC during control phase ; can spend focus to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Shake effect (knocked down/stationary/effect) ; Cast spell(s) ; Remove 1 damage it suffered per spent focus.
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- Power field: can immediatly spend 1 focus to reduce received damage by 5 (still considered damaged).
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- Feat: can use its Feat once per game, at any time unless it runs.
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- Destroyed: all its spells expire and its warjacks become inert.</description>
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</rule>
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<rule id="8fe2-0667-2777-8b3f" name="Warlock" publicationId="4f9d-c0be-1f25-79e3" page="75" hidden="false">
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<description>- Battlegroup commander: can force/leech warbeasts of its battlegroup within control range (2*FUR) and cast their animi.
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- Fury: begins the game with FUR furies ; can leech fury from its warbeasts up to FUR during control phase ; can spend fury to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Shake effect (knocked down/stationary/effect) ; Cast spell and its warbeasts' animi within control range ; Heal himself or its warbeast within control range by 1 damage per spent fury ; Discard any number of fury from itself.
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- Fury: begins the game with FUR furies ; can leech fury from its warbeasts up to FUR during control phase ; can spend fury to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Shake effect (knocked down/stationary/effect) ; Cast spell and its warbeasts' animi within control range ; Heal himself or its warbeast within control range by 1 damage per spent fury ; Discard any number of fury from itself.
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- Leeching: can take fury from its warbeasts within control range ; gains 1 fury per damage point inflicted to itself (untransferable)
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- Spirit bond: can gain 1 fury after leeching for each >=medium-based warbeast of its battlegroup that has been destroyed.
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- Reaving: can reave furies from its warbeasts within its control range when they are destoryed (not by friendly attack/effect).
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- Transfering damage: can immediatly spend 1 focus to reduce received damage by 5 (still considered damaged).
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- Transfering damage: can immediatly spend 1 fury to transfer damage to its warbeast within control range (still considered damaged ; receives and can't transfer damage exceeding the warbeast), unless its warbeast has FUR fury.
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- Feat: can use its Feat once per game, at any time unless it runs.
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- Destroyed: all its spells expire and its warjacks become inert.</description>
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</rule>
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