Confrontation Evo
Skills & Abilities
Types of Abilities
Abilities are capacities that certain fighters are endowed with. Abilities marked with a * in this list are included or excludedby certain game effects.
Possessor
Abilities can be of fighters, War Machines or Nexus; all these are indicated as the “possessor” of the ability.
Active and Passive
Abilities are active and passive. The “passive” ones automatically apply, meaning that the player is not required to announce that he is using it. For the “active” ones, their use must be announced by the player and theycannot be used by a fighter in rout.
Abilities and Numeric Values
Many abilities are asso-ciated to a numeric value that helps determining their effect. Two terminologies can be found in the various game effects:
- “Ability name/X or +X”, which means that the fightergets the ability with that name and with value X, butif he already has it with a value Y, then he gets it withY+X;
- Certain effects can increment or decrement by 1 the re-sult needed for tests in an ability. This is a modification to the natural result of the test.
Full list A/Z
Absorb/X (active, *): An accumulator with this ability can, as a Mystic action and once per round, designate a number of fighters equal to his rank within X cm of him. These fighters must have the resources he needs to generate charges. Each designated fighter loses the needed resources to grant the accumulator 1 charge, which the accumulator gets immediately. Fighters that can be designated, type of resources and their conversion rate is defined in the accumulator’s capacities.
Additional limb (active): A fighter using Additional limb swaps his ATT and DEF for the duration of the combat being played. If there are opponents endowed with Additional limb involved in this same combat, then the loser of the INI roll is the first one to announce which of his fighters will be using this ability.
Alliance/X (passive, *): A fighter with this ability can be allied with the X people or with the X Alliance. He is then considered to be an Ally of this army (see page 63). This ability can be used only when the specific game extension is used (see the appendix, page 90).
Ambidextrous (passive): When a fighter with this ability succeeds in a DEF test, then the attack is parried and he gains an additional attack die. He can use this die as a normal attack die. If the attacker’s ATT test fails, then the player controlling the Ambidextrous fighter has the following choice:
• Either he keeps his defence die;
• Or he loses that die and gains an attack die instead.
Artefact/X (passive): A fighter with this ability can be given X artefacts.
Assassin (passive): When an Assassin charges during the activation phase, the first Damage Roll he causes in the first combat he is involved is a Deadly blow. This bonus is acquired even if the fighter is separated from the target of his charge after Fray splitting and even if he hasn’t inflicted a charge penalty.
Assault fire (active): A fighter with this ability can make an assault fire with any weapon he has (see special firing rules,
page 27). A fighter who already has that capacity can make those shots with a difficulty of 4 instead of 7.
Attentive (active): When in a combat with one or more enemies, this fighter keeps his Line of Sight as unengaged. He can see all fighters in combat with him and in contact with his base and considers such fighters as obstacles for the purpose of determining Line of Sight. Lines of sight of the fighter are calculated normally (i.e., most times via his front).
Authority (passive, *): Before any Tactical Roll, a fighter endowed with this capacity generates an “authority” token. An army cannot have more than X+1 such tokens during the same round, where X is the number of Pure Warrior Characters in the army. If both armies have Authority tokens, subtract one from each other’s reserve until one or both have no tokens left. These tokens can be used in various ways before the Tactical Roll, during the approach or the activation:
• If the Tactical Roll was a Draw, a player can use a token to win the Tactical Roll.
• When a player has the lead, he can use a token to place a card in reserve even if he already reached his maximum.
• A player can use an Authority counter to prevent his opponent from passing his turn. The opponent is then Forced to play immediately and cannot refuse. This is not possible if the opponent only has 1 card to play.
Additionally, these tokens can be used at the beginning of the Combat Phase as follows:
• 1 token can be spent to choose how to split a Fray where at least one of his fighters is.
All unused tokens are discarded at the end of the activation phase.
Bane/X (passive): X indicates a Character, a type of fighter. a people, an ability, a Rank, a certain status, etc. (Examples: Bane/Acheron; Bane/Elite or Bane/Faithful). When a fighter with this ability makes a Damage Roll against an opponent designated by Bane, then the damage is read one line lower in the Wound Table (page 78). It is not possible to go lower than the last line in this way. If the targeted fighter is Hardboiled, then the effects of these two abilities on the Damage Roll cancel each other out. If the target satisfies more than one requirements in X, this ability does not change.
Being of/X (*): An army can only include Beings of the same alliance he belongs to.
• Darkness: these are bound to the The Meanders of Darkness. They have Immunity/Fear, yet they are nevertheless affected by an Hyperian’s FEAR. Moreover, all fighters consider Beings of Darkness to be fear-inducing opponents, even if they have higher FEAR. The rules on fear then apply in the usual way. Finally. a Being of Darkness cannot come under the enemy’s control.
• Destiny: Beings of Destiny are bound to the The Paths of Destiny and are endowed with the Consciousness ability.
• Light: Beings of Light are bound to the The Ways of Light and are endowed with the Righteous ability.
All these fighters have Immunity/Toxic.
Blood brother/X (passive, *): X indicates the names of one or more Characters to whom the fighter is bound. When at least two of these fighters are part of the same army, then their a.p: values (as printed on their reference cards) are reduced by an amount Y. Y is equal to 10% of the fighter’s a.p: cost, rounded up to the higher integer. This reduction does not affect the cost of any individual artefacts and optional special capacities. Moreover, during the battle, as long as the these fighters are within 10 cm or less of each other, they both benefit from Survival instinct. If one of the two already has this ability, then he adds 1 point to the final result of his Survival instinct rolls as long as he is within 10 cm or less of his blood brother.
Born killer (passive): In hand-to-hand combat the fighters with this ability benefit from a combat die in addition to the one they normally have the right to. Furthermore. a fighter with this ability automatically succeeds all COU tests with a difficulty that is less than or equal to the COU he is using, even if it is transmitted to him by a commander.
Bravery (passive): For a fighter with this ability, a 1 in COU tests must not be negatively opened and a 5 in COU tests can be opened as if it were a 6.
Brutal (passive): For a fighter with this ability, a 5 in ATT tests can be opened as if it were a 6. The Force of a fighter with this ability is considered 1 point higher for determining if he can Push and if he gives charge penalties.
Brutish charge (passive): When a fighter with this ability charges during the activation phase, he gets an additional attack die for the first combat he is involved in during this round. This die is acquired even if the fighter:
• is separated from the target of his charge after Fray splitting;
• he hasn’t caused him a charge penalty;
• redirected his charge.
Bull’s eye (active, *): The fighter can make aimed shots (see page 27) with any weapon he has. If he could already make them, then he considers them a cumulative action.
Circular blow/X (active): X is bound to a sign: + or -. During an exchange, when a fighter with this ability must attack, he can replace all attacks he should make during that exchange to perform a single circular blow. The fighter sacrifices Y attack dice, where Y is the number of fighters he is fighting against -1, then he makes a single attack. This attack affects all fighters he is fighting against and each of them can attempt to defend it individually (if they have defence dice). Each fighter that does not successfully defend suffers a Damage Roll with the STR altered by X. The first fighter that suffers a Damage Roll is also affected by abilities such as Assassin or Toxic (if any).
Chargeable/X (passive, *): Friendly fighters within X cm of the accumulator can, once per round, as free Mystic action,
spend resources to grant him any amount of charges, respecting the ratio. The kind of resources is described in the accumulator’s special capacity. An accumulator can be designated by this ability more than once per round.
Charging strength/X (passive, *): When a fighter with this ability charges, then his STR is replaced by X until the end of the first combat he takes part in, even if the fighter is separated from the target of his charge at the end of Fray splitting. This counts as a generic modifier, so other effects that rely on his STR still use the value on the card. A fighter who benefits from this capacity cannot make a Master strike.
Collect/X (passive, *): The accumulator gets 1 charge every time that a certain action (specified in his capacity) happens
within X cm.
Colossal (passive, *): This is a fighter of Very Large Size; he
has 7 HP and Force 4.
Concentration/X (active): The fighter is an accumulator.
Reserve: temporary
Maximum: X
Charges (ratio): the fighter has Generation/X
X indicates the total number of points the player can distribute in each round among the Characteristic that this ability is bound to (These Characteristics of fighters endowed with this ability are printed in bold type on their reference card.). These bonuses can be given at any time and not necessarily all at the same time, yet while taking into account the following
restrictions:
• The increase of a Characteristic can never modify a test that has already been made.
• A fighter’s DEF and ATT can be increased at the beginning of an exchange but not during one.
• POW and FAI can never be increased.
These bonuses remain valid until the end of the round.
Consciousness/X (passive): When X is not given, it is 20 cm. A fighter with this ability has clear Line of Sight on fighters/scenery/points on the field within a radius of X cm or less around him. This holds alse when he is engaged. Thus
he can:
• declare actions that require Line of Sight on the targets in range;
• fire at a fighter that he cannot see if as long as no obstacle (wall, tree, miniature. etc.) is blocking his projectiles
trajectory;
• make an indirect shot on a target within range without suffering from the penalties of indirect shots;
• cast a spell or call a miracle or use a capacity onto a target that he cannot see. In this case he does not take
obstacles into account, even if the effect takes on the shape of a projectile.
• use counter-magic or censure without seeing the fighter casting the spell (or miracle) that he is countering. He must nevertheless satisfy the other conditions. Any Scout that is hidden and within X cm of a fighter with Consciousness are revealed. Check this distance at the end of the deployment, after possible movements from any fighter (e.g., due to Infiltration).
Construct (passive, *): Constructs have Structure points (SP) instead of HP (so they cannot benefit from Regeneration nor Ephemeral), as well as the Immunity/Fear and Immunity/Toxic abilities. Furthermore, when a DlS test is to be made, then the value of this Characteristic is considered to be 0. Constructs cannot benefit from the advantages provided by the Leadership ability, nor are they affected by e.g., Regeneration.
Counterattack (active): When a fighter with this ability succeeds in a DEF test and the DEF test is at least 2 higher that the ATT test, then the attack is parried and he gains an additional attack die. A Character or a Warrior-Mystic that has this ability on his reference card or that gets this ability a second time needs to surpass the ATT test by 1 only for this ability to function. He can use this die as a normal attack die. If the attacker’s ATT test fails, then the player controlling the fighter has the following choice:
• Either he keeps his defence die;
• Or he loses that die and gains an attack die instead.
Although it is an active ability, it is not necessary to declare the usage of counterattack.
Cure/X (active, *): Once per round as a simple action, or during the maintenance phase, a fighter with this ability can cure a friendly fighter in base—to-base contact with him (he can also cure himself). One d6 is rolled. The targeted fighter is cured by one LP if the result on the die is equal to or greater than X. If this ability is used as a simple action, then the fighter gets a +1 bonus to this roll. This ability cannot be used on a target with SP.
Cursed (passive, *): A Cursed fighter cannot re-roll nor open a roll of the dice, even if a game effect normally would allow him to do so.
Desperate (passive): When a Desperate fighter is involved in a combat he benefits from a +1 on the final results of his
INI, ATT and DEF tests as long as:
• in his fight his camp has less fighters than the other;
• he faces at least an opponent whose base cost is greater
than his;
• he is using Fierce.
Devotion/X (active): During his activation, a Magician can use a Mystic action to acquire mana Gems through a fighter in his camp endowed with Devotion/X located within 10 cm of him (the devotee). No Line of Sight is required but the Magician must be free of any opponents. If the conditions are met, then the Magician can add from 1 to X mana Gems (at the player’s choice) of one (and only one) of the Elements he masters. X cannot be higher than the current HP the devotees has left. If the devotee is an elemental being, then only Gems of his element can be added. Then, the selected fighter suffers a Damage Roll of a STR equal to 5 times the number of Gems recovered by the Magician. For this Damage Roll the victim’s RES is considered to be equal to 0. Any effects that affect the results of his Damage Rolls nevertheless apply in the usual way. If the fighter is eliminated by this Damage Roll, then the Magician gains another additional mana Gem of the same Element. The same Magician can select only one fighter as a devotee per round. The same devotee can be selected only once per round.
Disengagement/X (passive): If a disengagement test has a difficulty higher than X, then this test is made with a difficulty of X. This ability only applies to all disengagements. In case of disengagements in STR, the fighter does not need to be of larger size than his opponent, but at least of equal size.
Dodge (passive): For a fighter with this ability, a 5 in DEF tests can be opened as if it were a 6. For this fighter, moving under cover is a cumulative action. This means that if he moves under cover before the Tactical Roll, then he can make cumulative actions during his activation.
Divine blood (passive): A fighter with this ability has 1 additional HP than what his size dictates (see page 11). This ability cannot be obtained when the game is ongoing.
Dreadful (passive, *): When a fighter has to make a COU test facing a Dreadful opponent or facing a group of opponents in which one fighter has this ability, then the COU test must be made using 2d6. Only the lower natural result is then used. If the fighter benefits from an effect that allows him to roll several d6 for his COU test and use the best result, then the two effects cancel each other out and the roll is made in the usual way with just 1d6. This ability does not apply if the fighter has a COU rate, but if he gets a FEAR rate (e.g., via War cry) then it applies.
Emblem/X (passive, *): This ability is reserved to fighters with SP and to Nexus. All friendly fighters within X cm of the possessor can use its SP value (excluding suffered wounds) for their COU and DIS tests.
Enlightened (passive): For a fighter with this ability, a 5 in FAI tests can be opened as if it were a 6. These fighters does not lose focus when successfully censured by an enemy.
Enormous (passive, *): This is a fighter of Very Large Size; he has 6 HP and Force 3.
Ephemeral/X (passive, *): This ability only functions for fighters with LP. During every maintenance phase 1d6 is rolled for every fighter with Ephemeral/X. On a result of X or more the fighter suffers 1 LP. If the first test causes 1 LP loss, then the fighter immediately suffers another test in the same conditions. However, whatever the result of this second test, a third one does not follow. In no way can a fighter with this ability benefit from Regeneration.
Ethereal (passive, *): Fighters endowed with this ability benefit from the following advantages:
• They have the Immunity / Stunned and Immunity / Encumbered ground ability.
• All HP they lose with are reduced by one (this effect applies last).
• They have Steadfast.
• They automatically succeed all their disengagement rolls (provided that they could disengage).
• They have Force 0 for their movement actions.
• They can pass through all obstacles, be they an element of the scenery or a miniature. Yet they cannot stop “in”
an obstacle.
• If a fear-inducing Ethereal fighter moves through an enemy fighter, then the latter must make a COU roll if he is not immune to the Ethereal fighter’s FEAR.
• Their RES cannot be altered by any generic bonus or penalty.
As long as he carries a mission-related token, a fighter with this ability cannot move through obstacles, scenery or other fighters.
Exalted (passive, *): For a fighter with this ability, a 1 in FAI tests must not be negatively opened.
Extended vision (passive, *): The front of A fighter with this ability covers 360◦, so it covers all the sides of the fighter’s
base.
Faith/X (passive, *): A Faithful can, as a Mystic action, designate a fighter with this ability within his Aura of Faith and eliminate it (the target is immediately removed from play) to get X T.F. A Faithful can only designate one target with this ability per round. A Nexus with this ability can only be killed by Faithful allied to him and within its range.
Fanaticism (passive): When a fighter with this ability has to flee or leave the field due to routing, the player controlling him must make a DIS test of the same difficulty as the failed COU (or rallying) test. If this test is also failed. then the fighter flees. On the other hand, if this test is successfully passed, then the fighter suffers the other effects of rout, but does not flee (so he does not leave the field). A fighter with fanaticism reduces by 1 his wound penalties to STR, this does not cumulate with Possessed.
Feint (active): When a fighter with this ability succeeds an attack in hand-to-hand combat and it is not parried, then the player controlling him can choose to do a feint instead of a normal attack. In this case, instead of making a Damage Roll, the fighter causes his opponent to lose one defence or attack die (he cannot designate a die obtained via Fencer to be lost).
Fencer (passive): When a Fencer’s combat dice are being placed before a combat, one of them can be held in reserve by the player controlling him. This die can be placed in attack or defence during any of the combat’s exchanges:
• if it is placed in attack, then any defence against this attack does not benefit from Counterattack nor Ambidextrous;
• if it is used for a sustained defence, then the fighter does not suffer from the usual penalties for sustained defence.
Ferocious (passive): Results of ”Stunned” (after applying modifiers) on Damage Rolls in hand-to-hand combat inflicted
by fighters endowed with this ability are considered to be results of “1 Wound”.
Fierce (active): When a Fierce fighter loses all his HP, he can activate this ability. If he does, he is subject to the following
rules:
• he gets 2 additional HP (LP or SP depending on what they normally have) to what normally indicated by his size and bilities. When he loses these additional HP, he is immediately killed and removed from play. He cannot use these HP to pay costs for Nexus, spells, miracles etc;
• he cannot be cured by any means (unless noted otherwise);
• he loses and cannot get Devotion, Martyr, Mana, Faith and Frenetic;
• he reduced his pursuit movement potential to 2,5 cm X his Force (if it were higher);
• if he is still standing thanks to this ability at the beginning of the Maintenance phase, then he is immediately removed.
A fighter with Fierce is considered killed only when he is removed from play. The fighter that made him lose the last HP before using this ability is considered to have killed him.
Fine blade (passive): For a fighter with this ability, a 1 in ATT tests must not be negatively opened. A fighter with this ability reduces by 1 wound penalties to ATT (this does not cumulate with Possessed).
Flight (passive, *): The fighter can fly (see page 29). The amount of fighters with this ability that an army can include is 65% of its total a.p: cost.
Focus (passive): For a fighter with this ability, a 5 in POW tests can be opened as if it were a 6. Additionally, one such fighter does not lose focus when successfully subjected to counter-magic.
Frenetic (passive): A fighter with this ability can pursue using his whole MOV rate.
Generation/X (passive, *): The accumulator gets X charges before each Tactical Roll (or before the phase described in his capacities).
Gigantic (passive, *): This is a fighter of Very Large Size; he has 8 HP and Force 5.
Guardian/X (passive, *): This ability is for Nexus. Before any Damage Roll the Nexus should suffer, roll 1d6, on a result of X or more the Damage Roll is cancelled.
Hard-boiled (passive): When a fighter with this ability suffers a Damage Roll, read the result one line higher in the Wounds table (page 78). It is not possible to go further than the first line in the table. The Force of this fighter is considered to be 1 point higher to determine if he suffers charge penalties or if he can be pushed.
Harassment (active): A fighter with this ability can:
• consider running a cumulative action, as long as it is the last action he makes during his activation;
• walk twice per activation (if he did not disengage), as long as the second walk is the last action he makes during his activation.
In either case the fighter suffers a -1 penalty to his AIM, POW and FAI rolls which cumulates with that of losing the focus for Mystics.
Hardened (passive): For a fighter with this ability, a 5 in INI, ATT, DEF, AIM, COU and DIS tests can be opened as if it were a 6.
Heal/X: See Cure.
Hostile/X (passive, *): This ability is reserved to Nexus and War-machines. Fighters of the X kind cannot capture or Force the possessor. The possessor also has Bane/X.
Hyperian (passive, *): Hyperians benefit from the Alliance/ Cynwäll and Immunity/Fear abilities. Moreover. all fighters from peoples of the The Meanders of Darkness (even the Living-dead), as well as Elementals and Immortals of Darkness, consider Hyperians to be fear-inducing opponents, even if their FEAR is greater than the Hyperian’s COU. When facing
a Hyperian, a fear-inducing fighter considers his FEAR to be COU and the Hyperian’s COU to be FEAR. The rules on fear then apply in the usual way.
Icon/X (passive, *): Faithful with the same alliance of a Nexus with this ability and with such a Nexus in their Aura of Faith, recover X additional T.F. during the maintenance phase. Iconoclast Faithful do not get any bonus from a Nexus with this ability.
Iconoclast (passive, *): These Faithful consider enemy fighters as followers instead of friendly ones. They also benefit from consecrations of enemy fighters (see page 87) as well as Loyal. When recovering T.F., if there are no enemy fighters in the Faithful Aura of Faith, the latter recovers 1 T.F. more.
Immersion (passive): A fighter with this ability considers water as encumbered ground, so he can cross and stay within it. He treats any encumbered ground due to Water as normal terrain and his MOV cannot be affected by Water-related game effects (spells, capacities etc.).
Immortal of/X: See Being of.
Immunity/X (passive, *): Immunities are magical or natural properties that protect certain fighters depending on X:
• an element: the fighter cannot be affected by spells composed even partially of that element, as well as by capacities that activate due to that element. The fighter is also immune to special capacities of Elementals of that element and to Damage Rolls caused by them;
• a location: the fighter does not suffer the effects of Wounds located in the X;
• exceptional wounds: the fighter ignores the effects of a Damage Roll that indicates an exceptional wound, even before any other game effects are applied;
• a kind of terrain: the fighter considers that kind of terrain as unencumbered ground;
• magic/faith: the fighter ignores effects of and cannot be targeted by spells/miracles;
• fear: the fighter is immune to all forms of FEAR, he can never rout and never has to make any COU test;
• an ability: the fighter is immune to the effects of that ability. For example, Immunity/Toxic makes a fighter immune to the Damage Roll caused by Toxic, while Immunity/ Master strike prevents an enemy fighter from getting the bonuses to a Damage Roll when using a Master strike.
• firing: the fighter is immune to ranged shots and to certain kinds of firing.
Some fighters have Immunity/Assassin, they are considered to have Immunity/deadly blow.
Impact/X (passive; *): When a War Machine with this ability makes a charge or a push, the fighters with which it comes into contact suffer a Damage Roll whose STR varies depending on the distance the machine covered before the impact.
1. Calculation of the impact’s STR. This STR is equal to the X value bound to the ability multiplied by the number of completed segments of 10 cm moved by the machine.
If no such segment is moved by the fighter, the STR is 0 (X in case of a push). The distance to be taken into account is that between the machine’s point of departure and the first fighter it hits. If the War Machine enters in contact with multiple fighters, the STR of the Damage Roll is halved. If the War Machine had a “speed” counter (see Unstoppable), consider as if it moved his MOV rate 2 instead of the real distance to calculate the STR.
2. Who suffers the impact? Only miniatures in contact with the front of the machine suffer the impact, but after eventual reaction and assault firing. If the fighters that suffer the impact are killed by it, then the War Machine can choose to stop or redirect his assault. In this case, possible new targets can suffer a Damage Roll with halved STR (round up) than the previous one. As long as fighters are killed by the impact and the War Machine has movement left, he can continue redirecting his
assault. If the War Machine eliminates the target with assault fire, then the STR of Damage Rolls after the redirection is not halved.
3. Special case: If two War Machines with this ability crash into each other head-on, then there are three possibilities.
• none has a speed counter (see Unstoppable), in which case only the assailant uses Impact;
• only one has a speed counter, in which case only that War Machine uses Impact;
• both have a speed counter, in which case both use Impact.
Implacable/X (active): A fighter with this ability can make X additional pursuit movements in addition to what he normally
can do during a Combat Phase.
Inalterable (passive; *): A fighter with this ability does not receive generic bonuses and he cannot be affected by game effects that are Mystic actions (unless they specify so or they make a fighter lose a fixed amount of HP). Thus, spells, miracles
or any other aptitudes have no effect on him (be it positive or negative). If an attack or a shot normally causes a different effect than a Damage Roll, then this effect is ignored and the Damage Roll is resolved in the usual way.
Special case: Inalterable does not apply to the miniatures riding on board a War Machine that has Transport. Effects that affect miniatures in contact with the initial target can therefore affect transported miniatures without affecting the machine itself. However, effects that involve moving these miniatures do not apply.
Indestructible/X (active): A fighter with this ability has no health, so he cannot lose HP.
Indirect fire (active): A fighter with this ability can make indirect shots (see page 27) with any weapon he has. If the fighter can already make them, then he considers them as a cumulative action.
Inviolable (passive, *): A Nexus with this ability cannot be Forced (see page 49).
Infiltration/X (passive): This ability activates at the end of the deployment phase, after all fighters have been deployed on
the field. The fighter can be moved a maximum distance of X cm. This movement is made at altitude level 0 and in any
direction. lt does not allow an opponent to be engaged, but it can lead the fighter to leave his deployment zone and even
to enter that of the enemy. If both players have fighters with this ability, the loser of the Tactical Roll must use it first.
Insensitive/X (passive, *): When a fighter with this ability is targeted by an enemy spell, miracle or Mystic capacity (or
when he is within its area of effect), the player controlling him can choose to roll 1d6. On a result of X or more the fighter
does not suffer its effects. This does not mean that the spell’s or miracle’s effects are cancelled, but simply that the fighter is
insensitive to them. After successfully using this ability once, the fighter cannot use it again during the same declaration
round.
Instinctive firing (passive): A fighter with this ability does not suffer the penalties due to Harassment nor due to cover. Moreover, when such a fighter makes a distribution test when firing into a Fray, he gets a +1 bonus to the roll, which cumulates with other eventual bonuses.
Leadership/X (passive, *): Fighters within X cm of a fighter with this ability can use his COU and DIS for their rolls in those Characteristics. Unless noted otherwise, only the values as written on the card can be used, without bonuses. If the fighter is fear-inducing, then his FEAR rate can be used as COU by the other fighters in his Leadership range (i.e., X cm). A fighter can never receive a FEAR rate due to this ability, unless noted otherwise. A fighter cannot benefit from this ability if the fighter who has it belongs to a different people. Restriction and other means of usage of this ability are described on page 61.
Leap (active): A fighter endowed with this ability can make up to two leaps per round. Leap cannot be used when moving under cover. Leaps that are done must be declared alongside the other movements. When making a leap, a fighter can fully ignore the presence of certain obstacles (elements of the scenery or other fighters) and move over them without any penalties, depending on his Size:
Clearable height: a fighter who moves up to his MOV rate can leap over fighters and scenery of height up to his Size. A fighter who moves up to his MOVx2 can leap over fighters and scenery of up to twice his height.
Clearable distance: the distance to be cleared by the leap over the obstacle must be shorter than the MOV of the fighter who is leaping (MOV/2 when making a pursuit movement). The fighter must reach the other side of the obstacle with his full base.
Limitations: leaping over an obstacle must never bring the fighter to exceed his movement potential. If this should happen. then his movement ends in front of the obstacle and the fighter does not leap.
Living-dead (passive, *): The Living-dead benefit from the Immunity/Toxic and Immunity/Fear abilities, yet they are affected by the FEAR caused by an Hyperian. Moreover, all fighters consider the Living-dead to be fear-inspiring opponents, if they have a higher FEAR. The rules on fear then apply in the usual way. When a test using a Living-dead fighters DIS has to be made. then this value is considered to be equal to zero (DIS 0).
Loved by the gods (passive): For a fighter with this ability, a 4 or 5 in INI, ATT, DEF, AIM, COU and DIS tests can be opened as if it were a 6.
Loyal/X (passive): A fighter with this ability who is not in the Aura of Faith of an enemy Iconoclast Faithful is not counted among the other believers for the calculation of T.F. Instead, the Faithful gets X additional T.F. when recovering T.F. If this fighter is in the Aura of Faith of multiple Faithful, all of them benefit from this bonus. A Faithful with this ability adds X to the T.F. that he generates every round. Certain game effects let an Iconoclast consider fighters of his own people for the calculation of T.F., in this case they benefit from the Loyal ability of these fighters.
Luck (active): The use of this ability can be announced once per round, right after an INI, ATT, DEF, AIM, COU, DIS, POW, FAI, Abilities, Capacities, Steam or Naphtha test made by the fighter who has it. The test is then cancelled and rolled again. All modifiers that affected the first roll also apply to the second one (number of dice rolled. bonuses. penalties, etc.). It cannot be rolled again in any way, no matter the new result.
Mana/X (passive, *): A Magician can, as a Mystic action, designate a fighter with this ability within 10 cm and eliminate it (the target is immediately removed from play) to get X Gems of any combination of the elements he dominates. A Magician can only designate one target with this ability per round. A Nexus with this ability can only be killed by Magician allied to him and within its range.
Martyr/X (active): During his activation, a Faithful can use a Mystic action to acquire T.F. through a fighter in his camp endowed with this ability located within 10 cm of him (the martyr). No Line of Sight is required but the Faithful must be free of any opponents. If the conditions are met, then the Faithful can add from 1 to X T.F. (at the player’s choice) of his reserve. X cannot be higher than the current HP the martyr has left. Then, the selected fighter suffers a Damage Roll of a STR equal to 5 times the number of T.F. recovered by the Faithful. For this Damage Roll the victim’s RES is considered to be equal to 0. Any effects that affect the results of his Damage Rolls nevertheless apply in the usual way. If the fighter is eliminated by this Damage Roll, then the Faithful gains another additional T.F.. The same Faithful can select only one fighter as a martyr per round. The same martyr can be selected only once per round.
Master Archer (passive): See Master marksman.
Master Crossbowman (passive): See Master marksman.
Master marksman (passive): A fighter with this ability can declare the cumulative firing action twice during their activation. If he can make special shots as cumulative actions, he can use a different shot for each time he fires.
Master strike/X (active): A fighter with this ability can, when he attacks, use two of his attack dice to make a single attack, called the Master strike, against a single target. This counts as a single attack, as far as exchanges are concerned. If the attack is not defended, the STR of the blow:
• does not suffer wound penalties;
• increases by X where X is the ATT of the fighter as written on his card.
This is a generic bonus that applies to the Damage Roll.
Mastery of the arcana (active, *): Once per round, when a Magician endowed with this ability does not have the mana required to cast a spell (and only in that case), he can temporarily reduce his POW to acquire the missing magic energy. In game terms, he can suffer a -X to his next POW test to get X mana Gems, where X is the cost of the next spell he wants to cast. These Gems do not count as added to the mana reserve and they are immediately spent to cast the spell. X can be at most equal to the POW of the Magician. Only the Gems that the Magician is missing can be acquired in this way. If the Magician has some of the required Gems in his reserve. then he must use them, so the value of X varies accordingly. When this ability is active, it is impossible to improve the mastery of the incantation by spending mana. However, if the Magician benefits from an effect that allows him to improve the mastery of the spell in another way, then it applies as usual. Only the Gems needed to cast the spell can be acquired in this way, if additional Gems can or must be used to increase the spells effects, then they cannot be acquired by using this ability. If the Magician has other means to acquire the needed Gems (artefacts, etc.), then he can choose to use this ability or to use the other means to acquire Gems.
Mechanic/X (active, *): A fighter endowed with this ability is called Mechanic. As a simple action during his activation, or during the maintenance phase, a mechanic can attempt to repair a War Machine or a Steam/Naphtha equipment of a friendly fighter. To do so, he must be in contact with his target. The player controlling him rolls 1d6 if the result is of X or higher:
• then the machine recovers 1 SP;
• if it was Steam/Naphtha, then it starts working again.
When using this ability as a simple action, the mechanic gets a +1 bonus to this roll.
Mercenary (passive, *): A Mercenary can fight in an army of his people or by the side of any army. In the latter case, he is then considered to be an Ally and he can only be deployed if the Allies expansion is used (see page 63).
Minelayer (active): A minelayer is bound to a War Machine. When a minelayer is deployed, he has 2 decoys and 1 trap counters (the latter is a Mine, see page 49), within 20 cm of the War Machine. It is not possible to deploy these counters within 10 cm of the enemy deployment zone.
Mowing/X (passive; *): A fighter with his ability causes damage due to Impact even when:
• he enters in contact with an enemy fighter with his side;
• if it is a moving War Machine with a speed counter (see Unstoppable) and an enemy assaults it on a side instead of in the front.
Mutagenic/X (active): This ability lets fighters assign bonuses to Characteristics.
1. Number and attribution of Mutagenic dice. During the assignment phase, the army receives 1 Mutagenic die for every even incomplete 100 a.p: fraction of friendly fighters that are still alive and who have this ability (include the additional costs of fighters for this calculation). These dice are immediately rolled and attributed to fighers with Mutagenic/X, the natural of the dice is then altered by X (so it cannot go above 6 nor below 1). Dice that showed a 1 are not altered by X. The same fighter can only have 1 die (unless noted otherwise) and fighters with Mutagenic/- cannot have any. The final result on the die represents the amount of Mutagenic points the fighter has.
2. Attributing Mutagenic Points Mutagenic points can be used to increase MOV, INI, ATT, STR, DEF or RES of the fighter. The maximum amount of points that can be added to the same Characteristic is equal to the rank of the fighter + 2. These points can be used at any time, they are in reserve until used. The following restrictions apply:
• The increase of a Characteristic can never modify a test that has already been made.
• A fighter’s DEF and ATT can be increased at the beginning of an exchange but not during one.
• These modifications are considered general bonuses, not written on the fighter card.
These modifications last until the end of the round. At the end of the round, unused Mutagenic dice and unused Mutagenic points are lost. A fighter with a Mutagenic die can receive additional Mutagenic points throughout the round but no additional
Mutagenic dice. Example At the beginning of the third round, the player has 250 a.p: of fighters with Mutagenic on the field. He thus gets 3 Mutagenic dice. He assigns one to a Keratis warrior, who has Mutagenic/1. During the activation, an enemy fighter fires at the Keratis and hits him. Before the Damage Roll, the player rolls the Mutagenic die of the Keratis: it is a 4 so the Keratis gets 5 points. He gives all he can to his RES, so 3 points, and the RES goes from 8 to 11 until the end of the round. The Keratis still has 2 Mutagenic points to assign elsewhere.
Negation (passive, *): A fighter with this ability has the following benefits:
• if he is a Magician, he can absorb or seal spells cast by Magicians on which he has no Line of Sight;
• if he is a Magician, he can counterspell spells that are cast by Magicians on which he has no Line of Sight but that are in counterspell range;
• if he is a Faithful, he can censure Faithful he cannot see but that are in his own Aura of Faith.
Parade (passive): For a fighter with this ability, a 1 in DEF tests must not be negatively opened. A fighter with this ability reduces by 1 wound penalties to DEF (this does not cumulate with Possessed).
Pariah (passive, *): If the Army General (or his replacement) has this ability but not all fighters in the army do, then all Tactical Rolls are made with two dice and the lowest is kept. This effect replaces the normal roll the General could otherwise make.
Personal enemy/X (passive, *): X is the name of a fighter. A fighter with this ability has Bane/X and, when X is removed from play, he gets one among:
• Fierce;
• Authority;
• Rallying cry;
• Implacable/1;
• Survival instinct;
Additionally if he is the one killing X, he recovers 2 HP.
Piety/X (active, *): If at the beginning of the Mystic phase the Faithful has X or less T.F. in his reserve, then it does not
empty. Otherwise, it reduces to just contain X T.F.
Possessed (passive): A fighter with this ability reduces by one level the wound penalties he suffers. This ability does not affect Stunned: a fighter with this ability that also lost 1 HP suffers no wound penalties but he suffers the penalties for
being Stunned.
Precision (passive): For a fighter with this ability, a 5 in AIM tests can be opened as if it were a 6. The difficulty of shooting at medium and long ranges decrease by 1 for such a fighter.
Predictable (passive, *): The reference card of a fighter with this ability is always placed face up in the Activation Sequence, even when it is placed in reserve, so the opponent can always see it.
Rallying cry (active): This ability can be used as a simple action once per game by a fighter who has it. Its usage must be announced at the beginning of any strategic phase. All friendly fighters:
• are immediately rallied if they were in rout;
• get a +1 bonus to the natural result of their COU tests until the end of the round.
Rapidity (active): A fighter with this ability has a movement potential of MOV x 3 when he charges, runs or flees. This ability can be used by a fighter when routing, but its usage is subject to the opponent’s choice.
Rapid reloading (active): A fighter with this ability can make the exclusive action of rapid reloading firing (see page 27) no matter what his weapon is. A fighter who can already do it considers is a cumulative action.
Reaction fire (active): A fighter with this ability can make a reaction fire (see special firing rules, page 27) with any weapon he has. A fighter who already has that capacity can make those shots with a difficulty of 4 instead of 7.
Recovery/X (passive, *): During the Mystic phase, after the mana recovery roll, the Magician recovers X additional Gems
of a single element he dominates, within his reserve limit.
Reflexes (passive): For a fighter with this ability, a 5 in INI tests can be opened as if it were a 6. If he ties on an INI test, then the fighter with this ability wins (if both fighters have it, repeat the test as normal).
Regeneration/X (passive): Only fighters with LP (not SP) can benefit from this ability. During the Maintenance phase, roll 1d6 for each fighter with this ability. On a result of X or more, the fighter heals 1 LP. If the first test heals 1 LP, then the fighter immediately makes another test in the same conditions. However, whatever the result of this second test, a third one does not follow. A fighter who was killed cannot benefit from this ability, even if some game effects still let him be on the fiels (e.g., Fierce). This ability cancels out Ephemeral.
Reinforcement (passive, *): This ability works only as long as a fighter with it is in the area of losses and has not been removed from play. During the maintenance phase, if there is at least one fighter with this ability in the area of the losses, roll 1d6. The result affects the fighter whose a.p: cost on the card is the lowest (ignore additional costs):
• 1, 2 : the player can choose to remove that fighter from play;
• 3, 4 : no effect;
• 5, 6 : the fighter comes back to the field. He must be placed within 10 cm of a friendly fighter, following the rules for resurrected fighters (see page 45).
Reorientation (active): A fighter with this ability who is free from any enemy, can freely change his orientation at the beginning of any game phase. This is not considered a movement.
Repair/X (passive, *): The possessor must have SP to benefit from this ability. During the Maintenance phase, roll 1d6, on a result of X or more the possessor heals 1 SP (it can nevertheless never exceed the initial amount of SP he had). This ability and Ruin cancel each other.
Resolute/X (active): This ability can be used once per round right before any INI, ATT, DEF or COU test made by the fighter. For that test, the Characteristic is increased by X which counts as written on the card.
Resource/X (passive, *): During the Maintenance phase, roll 1d6, on a result of X or more the Nexus recovers 1 charge (it can nevertheless never exceed the initial amount of charges he had).
Righteous (passive): These fighters have Immunity/Fear and they can never be controlled by the opponent.
Rigour (passive): For a fighter with this ability, a 1 in DIS tests must not be negatively opened.
Robustness (passive): Fighters with this ability ignore penalties due to Stunned and due to Light wounds. These effects are applied before Possessed, so they do not affect Serious Wounds becoming Light due to Possessed.
Ruin/X (passive, *): The possessor must have SP to benefit from this ability. During the Maintenance phase, roll 1d6, on a result of X or more the possessor loses 1 SP. This ability and Repair cancel each other.
Ruthless (passive, *): A fighter with this ability always inflicts charge penalties to his enemies, even when making an engagement or after pursuit movements. Additionally, he is considered to be one size larger for determining pushes (if he is of size M he is considered to be W, if he is W or K he is considered to be L). This ability has no effect against fighters with Steadfast.
Sanctuary/X (passive, *): Once the possessor is deployed on the field, no enemy Scout nor Nexus can be deployed within X cm of it. If the possessor also has Hostile/Y, then all fighters with Y within X cm of it suffer a -1 penalty to INI, ATT, DEF and AIM tests.
Sapper/X (active): A fighter with this ability is called Sapper. Only for each sapper bound to a War Machine it is possible to deploy a barricade completely within 20 cm of the War Machine, when it is deployed. A barricade has the size of a cavalry base, it is considered an obstacle of Small size of height 2 cm with X+3 RES and X SP. As an exclusive action, a sapper in contact with any barricade can declare to operate on the barricade. If during the maintenance phase both the barricade and the sapper are still on the battlefield and the sapper did not fight during the Combat Phase, then he can choose to fully heal of its SP or remove the barricade.
Scout (passive): When a fighter with this ability is deployed, he can choose to use it or not. If he does, he can deployed anywhere on the field, not just in his army’s deployment zone, as long as he is not within 10 cm of an enemy fighter (subsequently, a fighter can however be deployed within 10 cm of a scout). If at the end of the deployment the scout is further than 10 cm from any enemy fighter, then he is considered Hidden. There cannot be more than 3 fighters with this ability for every even incomplete fraction of 150 a.p: of the gaming format. The cost of all fighters with this ability that an army can include is 70% of its total a.p: cost.
Selenite (passive, *): A fighter with this ability has Alliance/ Wolfen of Yllia and if he is a Magician he adds Water to the elements he dominates as well as the Selenism path of magic. At the beginning of the game, roll 1d6 (if both armies have fighters with this ability, choose whether to roll only 1d6 or to roll one per army, in the latter case, the lowest result is kept; if the players disagree, then 1d6 is rolled). The following bonuses are considered written on the card and they affect fighters with this ability, based on the outcome of the d6:
• 1 : No moon +1 COU/FEAR;
• 2, 3 : Quarter moon +1;
• 4 : Half moon +1 INI and DEF;
• 5 : Gibbous moon +1 INI and DEF or +1 COU/FEAR and DIS;
• 6 : Full moon:
– if the fighter is a Magician (pure or not): +1 POW;
– if the fighter is a Pure Warrior, then he gets one between Born killer and Possessed as well as one of the bonuses bound to lower die results.
Sequence/X (active): A fighter with this ability can acquire up to X additional combat dice in every combat he takes part, and only for that combat. This ability activates before the INI test. Each additional die obtained in this way generates a -1 ATT and DEF penalty for the fighter that count as written on his card. If this penalty would bring either of the Characteristics below 0, then it cannot be applied and the die is not obtained. Modifications due to this ability only last for the combat it is used in. Example Malek has ATT 6 and DEF 3, he also suffers Serious wound penalties, so his ATT is 4 and DEF is 1. He has Sequence/2. He can take one die, going to ATT 3, DEF 0, but he cannot take the second one as that would bring his DEF to -1.
Sharp shooter (passive): For a fighter with this ability, a 1 in AIM tests must not be negatively opened. A fighter with this ability reduces by 1 wound penalties to AIM (this does not cumulate with Possessed).
Shelter (passive, *): No fighter can land within X cm of a Nexus or War Machine with this ability (see flying rules, page 29).
Spirit of X (passive, *): X is one of the six elements of magic. This ability can be used X times per round where X is the Rank of the Magician, after a Magician made a POW test to cast a spell made entirely of X (mastery Gems can belong to any element). If X is multiple elements, the spell must be made in any combination of them. For a fighter with this ability, a 1 in POW tests must not be negatively opened.
Stateless (passive): A fighter with this ability can be added to any army, he is considered an ally. He also gets the mostfrequent ability that the other fighters have (only the number of fighters count for this, not their cost), if the ability has a
value, then he gets the most frequent value. If multiple abilities tie in occurrences, then the player chooses among them. Attention! Abilities marked with * cannot be acquired.
Steadfast (passive, *): A fighter with this ability never suffers charge penalties (not even those given by a Ruthless fighter) and he cannot be targeted by a Push. A fighter who gets this ability removes possible charge penalties that affected him.
Strategist (passive): For a fighter with this ability, a 5 in DIS tests can be opened as if it were a 6.
Subjugated (passive, *): A Nexus with this ability is bound to the Army General (or the fighter who replaces him). The latter can activate the Nexus even when outside of his range (he must fulfil all other parameters). The same fighter can be bound to multiple Nexus with this ability.
Sustained defence (passive): A fighter with this ability can use sustained defence even when routing or even if he placed
more dice in attack than in defence.
Summoner/X (passive, *): A fighter with this ability can control X more Force of fighters than what indicated on page 46. The amount of fighters that can be bound to his card for summoning purpose is 4 + his rank.
Survival instinct (passive): Before any Damage Roll to be suffered by a fighter with this ability, that fighter rolls 1d6 (this roll is called Instinct roll); on a result of 6 or more, the Damage Roll is cancelled. Unless noted otherwise, effects that grant bonuses to the instinct roll cannot let that roll succeed with a result less than 5. A fighter who successfully uses this ability during an exchange cannot use it anymore for the duration of the exchange.
Tall/X (passive, *): The fighter is X cm tall instead of what his size states.
Target/X (passive, *): X is bound to a + or a -. If a fighter with this ability is targeted by an enemy marksman, then difficulty of his AIM test is modified by X (according to its sign). This does not cumulate with moving under cover (when they’re both bonuses, they of course cumulate when this is a penalty).
Thaumaturgist (passive, *): The Aura of Faith of a wounded Faithful with this ability increases by 2,5 cm for every HP lost by him. If the Faithful is healed, his Aura of Faith varies accordingly.
Toxic/X (passive): These fighters are accumulators.
Reserve: temporary
Maximum: 1
Charges (ratio): see below
- Number and Attribution of Toxic dice. During the assignment phase, the army receives 1 Toxic die for every even incomplete 100 a.p: fraction of friendly fighters that are still alive and who have this ability (include the additional costs of fighters for this calculation). These Toxic dice are immediately given to fighters with this ability. Fighters with Toxic/- cannot have any.
- Effects and Usage of a Toxic dice. A fighter with a Toxic die can make one of his shots or attacks Toxic. Before making the related test (ATT or AIM) he must declare to assign the Toxic die to that test. If the test fails, if the attack is parried or if the related Damage Roll does wound the target, then the die is lost. Otherwise, if the related Damage Roll wounds the target (Stunned is not a wound), then the target suffers another Damage Roll with STR X and for which his RES is considered 0.
- Limitations and Duration. The Damage Roll caused by Toxic does not benefit from Bane, Assassin, STR bonuses or possibilities to be rerolled, unless noted otherwise. Fighters with Living-dead or SP are immune to the effect of this ability. Immortals read the wounds caused by Toxic one line higher in the Wound table (page 78). At the end of the round, all unused Toxic dice are lost.
Transportable/X (passive, *): Many tokens have this ability. A fighter can carry only up to X of the same tokens.
Transport/X (active; *): A fighter with his ability is called Vehicle. Certain chariots or other vehicles have enough space inside for them to take troops on board.
- Transport capacity. X specifies the number of fighters that have room in the vehicle. This number can vary depending on the Size of the fighters.
• Fighters of Small or Medium Size count for 1 each.
• Fighters of Large Size W or C count for 2 each.
• Fighters of Large Size L count for 3 each
Fighters of C or Very Large Size cannot be taken on board a vehicle. A vehicle can only transport fighters of its army. - Fighters embarked during deployment. During the deployment phase miniatures can be deployed inside a vehicle. The player must announce which fighters are on board when he plays a card of transported fighters.
- Embarked fighters and the Activation Sequence. Fighters transported by the vehicle are considered in a closed isolated space (see the related rules on page 58) unless noted otherwise. This space is as wide as the base of the vehicle and transported fighters cannot make other movements but disembarking. They are all in contact with one another and with the vehicle. Thus, they can use their capacities on the vehicle but the vehicle will also suffer possible negative effects taking place within itself (e.g., a boiler exploding inside a vehicle will affect all fighters inside and the vehicle).
- Embarking and disembarking. Transport/X is always bound to an access that determines by which side a miniature can enter or exit the vehicle. Embarking a vehicle is a simple action that can be done only if the vehicle is halted and does not have speed counters.
• To embark, a friendly fighter must end his movement during his activation in contact with the access of the vehicle, he cannot make any other action for this phase. His miniature is removed from the table, it is considered to be inside the vehicle. The activation of the fighter ends.
• Disembarking must be the first action a fighter does when activated and one such fighter cannot make exclusive actions during the round he disembarks. The miniature of the fighter is placed in contact with the access of the vehicle and the fighter is then free to continue his activation. If the access to the vehicle is obstructed, no fighter can embark nor disembark. - Destruction of the vehicle. If the vehicle is destroyed while fighters are on board, then they each suffer a Damage Roll with a STR equal to the RES printed on the machine’s reference card. If they survive, then they are placed where the vehicle was and without being in base-to-base contact with any opponents. They cannot do any action during the activation phase of the round being played and their cards, if not in the Activation Sequence, are not inserted in it.
Unbowed (passive): A Mystic with this ability cannot lose his focus. A Mystic that gets this ability while having lost his focus regains his focus.
Unstoppable (passive; *): A fighter with this ability is an accumulator and Collect/personal.
Reserve: permanent
Maximum: 1
Charges (ratio): if he moves for more than his MOV rate and was not stopped afterwards receives a “speed” counter.
This counter is only removed when the fighter:
• stops;
• moves for a distance less or equal to his MOV rate;
• enters in contact with an enemy fighter;
• uses a simple action to remove it, though if he does he cannot move until the end of the activation phase.
A fighter that obtains or starts his activation with a speed counter has these benefits:
• he can only be assaulted by fighters whose STR (including bonuses) is at least as high as his RES;
• he gets Steadfast;
• he is subject to the same movement rules as mobile machines (see page 46) and counts his Weight as twice his Force
Vivacity (passive): For a fighter with this ability, a 1 in INI tests must not be negatively opened. A fighter with this ability reduces by 1 wound penalties to INI (this does not cumulate with Possessed).
Vulnerable (passive, *): The total of HP lost by a fighter with this ability by Damage Rolls after eventual modifiers increases by 1, so 1 HP becomes 2). This ability has no effect on Stunned.
War cry/X (active): When a fighter with this ability charges an enemy, he can choose that his COU is replaced by a FEAR rate of X until the end of his activation. The rules of fear are applied with these consequences:
• if the fighter must make a COU test, he can use his FEAR rate of X for it;
• if the charged fighter has a FEAR rate lower or equal to X, then the charger is immunized to FEAR rates up to X as if he successfully passed the related COU test.
War fury (active): This ability can be used in every combat before the INI test. When using this ability the fighter gets an additional combat die placed in attack for that combat. Additionally, the following lasts until the end of the round:
• he must place more dice in attack than in defence;
• he suffers a -1 to the natural result of his DEF.
War-horse (passive, *): A fighter with this ability gets one additional combat die in all his combat of the round unless he
declared a Charge or a Push during that round.
Warrior-mage (passive, *): this fighter has the following bonuses:
• he gets Counterattack, which counts as written on his reference card;
• he can shoot even if he made Mystic actions and viceversa (he is subject to the normal limitation for special shots);
• he can cumulate Mystic actions with exclusive move actions;
• when he has no spells, he gets Negation.
Warrior-monk (passive, *): See Warrior-mage, replacing spells with miracles.
Watchful (active): When a fighter with this ability is in combat, he keeps his normal Line of Sight. He can thus see all fighters in combat with him and considers such fighters only as obstacles for lines of sight. He keeps drawing lines of sight from his front.
Wild/X (passive, *): A fighter with this ability gets a +1 bonus to INI, ATT and DEF as long as he is further than X cm from a friendly fighter.
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