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TM

Special Abilities Card


January 2001 Edition
SPEED Special Abilities
CHARGE. This warrior may not be part of a movement formation. When you give
X this warrior a move action,and he did not start the turn in base contact with an
opposing figure, he may either:a) make a close combat attack after moving, or
b) move up to twice his speed value. These benefits do not cost extra actions. This warrior only
fails to break away from opposing figures on a roll of 1.Use of this ability is optional.
QUICKNESS. This warrior may not be part of a movement formation. This warrior
X may perform a move action without you having to give him one of your actions for the
turn. The action still causes this warrior to be marked with an action token. This
warrior may not be given another action this turn.Use of this ability is optional.
MAGIC LEVITATION. Give this warrior a move action, but do not move him. You
X may move a figure this warrior starts the turn in base contact with. Move the target
figure up to 10 inches in any direction, ignoring terrain and figure bases. You decide its
facing. The target figure may not be placed in blocking terrain. Use of this ability is optional.
FLIGHT. This warrior may not be part of a movement formation. This warrior may
X move through figure bases and blocking terrain,though it may not end its move in
blocking terrain. This warriors movement is not affected by hindering terrain and he
does not have to stop when entering or exiting elevated terrain. This warrior only fails to
break away from opposing figures on a roll of 1.Use of this ability is optional.
AQUATIC. This warrior is neither hindered nor blocked while moving in water
X terrain features. Use of this ability is optional.

STEALTH. Any line of fire drawn to this warrior that passes through hindering
X terrain is treated as though it has been drawn through blocking terrain.Use of this
ability is optional.
BOUND. This warrior may not be part of a movement formation. When you give this
X warrior a move action,and he did not start the turn in base contact with an opposing
figure, he may either:a) make a ranged combat attack after moving, or b) move up to
twice his speed value. These benefits do not cost extra actions. This warrior only fails to break
away from opposing figures on a roll of 1.Use of this ability is optional.

DAMAGE Special Abilities


STARTING POSITION. Before every Mage Knight battle, all warriors
X X should have this green square showing . This square is often split with another
damage special ability color.
BERSERK. This warrior may not be given a ranged combat action,may not be
X captured and may not capture a figure. If this warrior already controls a captive, the
captive is immediately eliminated.
MAGIC ENHANCEMENT. Any friendly figure given a ranged combat action,while
X in base contact with this warrior, will deal one extra click of damage to any target(s)
hit by the attack.Use of this ability is optional.
BATTLE FURY. This warrior may not be captured,and may not capture a figure. If
X this warrior already controls a captive:the captive is released,is no longer controlled
by this warrior, and may be given actions normally.
DEMORALIZED. This warrior may only be given a move or pass action. This warrior
X may never voluntarily move into base contact with an opposing figure.

NECROMANCY. You may give this warrior a move action (but do not move him). He
X may not be in base contact with an opposing figure. Pick one of your eliminated figures.
Turn its combat dial to the Starting Position. Roll one six-sided die and turn the picked
figures combat dial clockwise that number of clicks. If this stat slot does not show three skulls,
the picked figure is now returned to play. Place the picked figure on the battlefield in base
contact with this warrior. Do not roll the die for figures with the words Zombie or Skeleton in
their names; they always return to the game at full strength. Use of this ability is optional.
COMMAND. At the beginning of your turn,roll one six-sided die for each warrior
X you control with Command.Each 6that you roll adds one extra action to your
normal action allotment for that turn.Also, at the beginning of your turn,each
Demoralized friendly figure in base contact with this warrior automatically heals one click.

2000 WizKids, LLC. Mage Knight Rebellion and the circle MK logo are trademarks of WizKids, LLC.
TM

Special Abilities Card


January 2001 Edition
ATTACK Special Abilities
HEALING. This warrior may use the close combat action against a friendly figure to
X heal it.Neither may be in base contact with an opposing figure. All modifiers to the
close combat attack are ignored.If a hit is obtained,you may:a) use this warriors
damage value to heal exactly that many clicks to the target figure, or b) roll one six-sided die
and heal that many clicks to the friendly target figure. Use of this ability is optional.
WEAPON MASTER. When this warrior hits with a close combat attack,roll one six-
X sided die. This is the number of clicks of damage you deliver to the target figure. In
this case, do not use this warriors normal damage value. Use of this ability is optional.
MAGIC BLAST. When this warrior is given a ranged combat action with a single
X target,the line of fire is never considered blocked or hindered by the presence of
terrain or other figures. Whenever this warrior scores a hit with this attack,roll one
six-sided die. This is the number of clicks of damage you deliver to the target figure. In this
case, do not use this warriors normal damage value. Use of this ability is optional.
FLAME/LIGHTNING. This warriors ranged combat attack affects the target figure
X and every figure in base contact with the target,delivering 1 click of damage to each
figure successfully hit.As with all attacks against multiple targets, only one attack dice
roll is made. Do not use this warriors normal damage value. Use of this ability is optional.
SHOCKWAVE. Give this warrior a ranged combat action.Reduce his range by half.
X Draw lines of fire to every non-captive figure (friendly and opposing) within range in
every direction,regardless of this warriors front arc facing. Lines of fire are never
blocked by figure bases, but are affected by terrain normally. If non-blocked lines of fire can
be drawn to two or more figures within range, Shockwave will deliver 1 click of damage to
each figure hit.If there is only one eligible figure within range, Shockwave will deliver this
warriors normal damage. The effects of each targets special abilities are ignored during a
Shockwave attack.Shockwave allows you to attack opposing figures even if they are in base
contact with other friendly figures. Use of this ability is optional.
VAMPIRISM. Heal one click on this warrior whenever he damages a target figure
X during a close combat attack.

MAGIC HEALING. This warrior may use a ranged combat action against a friendly
X figure to heal it.All modifiers to the ranged combat attack are ignored.If a hit is
obtained,roll one six-sided die and heal that many clicks to the target figure. Magic
Healings target cannot be in base contact with an opposing figure. Use of this ability is optional.

DEFENSE Special Abilities


BATTLE ARMOR. Increase this warriors defense value by two versus ranged
X combat attacks.

POLE ARM. If an opposing figure moves into base contact with this warrior and this
X warriors front arc is in contact with the opposing figure after the free spin opportunity,
the opposing figure takes one click of damage and the current action is ended.
MAGIC IMMUNITY. This warrior cannot be affected by any other special ability
X with the word Magicin it. This warrior neither receives nor delivers extra clicks of
damage caused by Magic Enhancement.
TOUGHNESS. Subtract one from any damage scored against this warrior by ranged
X or close combat attacks, or special ability damage effects (e.g., Pole Arm).Toughness
does not affect pushing or critical miss damage.
DEFEND. Any friendly figure in base contact with this warrior may use this warriors
X defense value instead of its own.Use of this ability is optional.

REGENERATION. You may give this warrior a move action (but do not move him).
X Roll one six-sided die. Subtract 2 from the roll. Treat a negative result as 0. The result
(0-4) is the number of clicks that are healed on this warriors combat dial.Use of this
ability is optional.
INVULNERABILITY. Increase this warriors defense value by two versus ranged
X combat attacks. Reduce any damage scored against this warrior by ranged or close
combat attacks, or special ability damage effects, by two clicks. Invulnerability does
not affect pushing or critical miss damage. This warrior may not be healed. This warrior may
not be captured,and may not capture a figure.

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