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Mage Knight - Complete SAC 2003

Mage Knight - Complete SAC 2003

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Published by mrtibbles
Complete SAC for Wizkids Mage Knight miniatures game.
Complete SAC for Wizkids Mage Knight miniatures game.

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Published by: mrtibbles on Jul 08, 2013
Copyright:Attribution Non-commercial

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09/09/2013

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X
Special
 
Abilities
 
&
 
Subfaction
 
Abilities
XXXX
SS A
Speed Special Abilities
CHARGE
 
(optional)
This warrior cannot use the surge prociency. Give this warrior a close combataction when it is not in base contact with an opposing gure. This warrior can move up to its full speedvalue and then make a close combat attack. This attack does not require an extra action.
QUICKNESS
 
(optional)
This warrior cannot be part of movement formations. This warrior can performa move action without using one of your actions for the turn. If it does, it is treated for all otherpurposes as if it were given an action, and is given an action token.
MAGIC LEVITATION
 
(optional)
Give this warrior a special action. Select a target gure, which hasnot been given an action this turn, in base contact with this warrior. Move the target up to l0˝in anydirection, ignoring terrain and gure bases. The target does not need to break away, and you determineits new facing. The target cannot end the movement in blocking terrain. The target cannot be given anaction this turn.
FLIGHT
This warrior cannot be part of movement formations. This warrior cannot use the double-time prociency. This warrior ignores terrain and gure bases while moving. This warrior cannot end itsmovement on another gure’s base or in blocking terrain. This warrior fails to break away only on a dieroll result of l.
AQUATIC
This warrior treats all water terrain as clear terrain for movement purposes. This warriorcannot use the double-time prociency. While this warrior occupies any water terrain, it gets +2 to itsdefense value against ranged combat attacks that target or affect it.
STEALTH
 
(optional)
Any line of re drawn to this warrior that passes through hindering or concealingterrain is blocked.
BOUND
 
(optional)
Give this warrior a ranged combat action when it is not in base contact with anopposing gure. This warrior can move up to its full speed value and then make a ranged combat attack.This attack does not require an extra action.
PATHFINDER
 
(optional)
This warrior’s movement is not affected by hindering terrain. All gures ina movement formation with this warrior gain the Pathnder special ability.
   G   R   E   E   N   R   E   D   B   L   A   C   K   G   R   A   Y   B   R   O   W   N
XXX
   B   L   U   E   O   R   A   N   G   E   Y   E   L   L   O   W
©
2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC.
1
 
FORCED MARCH
 
(optional)
All gures in a movement formation with this warrior use this warrior’sspeed value instead of their own.
NIMBLE
 
(optional)
This warrior can change its facing at any time during your turn without being givenan action. This warrior cannot use this ability during the resolution of a close or ranged combat actionor other special ability.
FRENZY
This warrior cannot be a part of any formation. During your turn, you must give thiswarrior an action before you can give actions to gures that do not have Frenzy. If you have morewarriors with Frenzy than you have actions, choose which warriors with Frenzy will be given an action.A warrior with Frenzy cannot capture or be captured. If this warrior is a captor when it gains Frenzy,its captive is eliminated.
RAM
 
(optional)
This warrior cannot be part of movement formations and does not deal shake off damage. If, after moving, this warrior’s front arc is in base contact with one or more opposing gures,it deals l damage to each of those gures after their free spin opportunity.
SUMMON
 
(optional)
Give this warrior a special action when it is not in base contact with an opposinggure. Reanimate one of your eliminated Mage Spawn gures with a point value no greater than thiswarrior’s point value, turn its combat dial to the starting marker, and place it in base contact withthis warrior.
STRONG FLIER
 
(optional)
Give this warrior a move action. If this warrior moves and is not at soaringlevel, select a target friendly gure—that has not already been given an action this turn—in base contactwith this warrior. The target moves with this warrior and must end the movement in base contact withthis warrior. At the end of the movement, give the target an action token if it has zero or one actiontoken. The target cannot be given an action this turn.
SUBMERGED
When preparing the battleeld, deploy this warrior after all players have deployedtheir gures without Submerged. This warrior can be deployed in any water terrain, though it cannotbe deployed in base contact with an opposing gure.
©
2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC.
XXXXX
   O   R   A   N   G   E   B   L   A   C   K   G   R   A   Y   D   A   R   K   B   L   U   E   P   U   R   P   L   E
XX
   R   E   D   B   L   U   E
SSA
Speed Special Abilities
(continued)
2
 
 AAS
Attack Special Abilities
XXX
HEALING
 
(optional)
Give this warrior a close combat action, with a single friendly gure withoutthe damage type as the target. Neither this warrior nor the target can be in base contact with anopposing gure. Ignore all modiers to the close combat attack. If the attack succeeds, deal no damageto the target. Instead, heal the target of damage equal to this warrior’s damage value, or roll one six-sided die and heal the target of damage equal to the result.
WEAPON MASTER
 
(optional)
Give this warrior a close combat action. If the attack succeeds, rollone six-sided die. Use the result instead of this warrior’s damage value.
MAGIC BLAST
 
(optional)
Give this warrior a ranged combat action, with a single opposing gureas the target. For this attack, this warrior treats all terrain as clear terrain for line of re purposes, noterrain modiers apply to the target, and gure bases do not block line of re. If the attack succeeds,roll one six-sided die. Use the result instead of this warrior’s damage value.
FLAME/LIGHTNING
 
(optional)
Give this warrior a ranged combat action. If the attack succeeds,compare the attack result to the defense value of each gure in base contact with the target(s). Thiswarrior deals
1
damage to each gure against which the attack succeeds.
SHOCKWAVE
 
(optional)
Give this warrior a special action. Reduce its range value by half (roundedup); this is the warrior’s area of effect. Make one attack roll and compare the attack result to eachfriendly and opposing gure within this warrior’s area of effect. Deal
l
pushing damage to each gureagainst which the attack succeeds. If there is only one friendly or opposing gure in this warrior’s areaof effect against which the attack succeeds, instead deal damage to the gure equal to this warrior’sdamage value.
VAMPIRISM
When this warrior succeeds at a close combat attack against a target gure and deals atleast l damage, it is healed of l damage.
MAGIC HEALING
 
(optional)
Give this warrior a ranged combat action, with a single friendly gurewithout the damage type as the target. The target cannot be in base contact with an opposinggure, but can be in base contact with this warrior. Ignore all modiers to the ranged combat attack.If the attack succeeds, deal no damage to the target. Instead, roll one six-sided die. The target ishealed of damage equal to the result.
   G   R   E   E   N   R   E   D   B   L   A   C   K
©
2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC.
XXX
   B   L   U   E   O   R   A   N   G   E   Y   E   L   L   O   W
X
   G   R   A   Y
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