This document provides reference information for action attributes and passive abilities that can be assigned to robots in the A.E.G.I.S. Combing Robot Strategy Game. It lists over 30 different actions and passive abilities with short descriptions of what each one does. The actions include things like anti-air, aimed, arcing, combine, critical, and piercing. The passive abilities include beacon, cloaking, combat drop, double move, evade, flight, infinity melee, jamming, jet, melee evade, overload, parting shot, range evade, reroll, retaliate, and terminal velocity.
This document provides reference information for action attributes and passive abilities that can be assigned to robots in the A.E.G.I.S. Combing Robot Strategy Game. It lists over 30 different actions and passive abilities with short descriptions of what each one does. The actions include things like anti-air, aimed, arcing, combine, critical, and piercing. The passive abilities include beacon, cloaking, combat drop, double move, evade, flight, infinity melee, jamming, jet, melee evade, overload, parting shot, range evade, reroll, retaliate, and terminal velocity.
This document provides reference information for action attributes and passive abilities that can be assigned to robots in the A.E.G.I.S. Combing Robot Strategy Game. It lists over 30 different actions and passive abilities with short descriptions of what each one does. The actions include things like anti-air, aimed, arcing, combine, critical, and piercing. The passive abilities include beacon, cloaking, combat drop, double move, evade, flight, infinity melee, jamming, jet, melee evade, overload, parting shot, range evade, reroll, retaliate, and terminal velocity.
A . E .G .I . S . C o mb i ni ng R o b o t S tr a te gy G a m e – R e f e r e n c e A . E .G .I . S .
C o mb i ni ng R o b o t S tr a te gy G a m e – R e f e r e n c e
Action Attributes Action Attributes
Anti-Air Add 1 to total Damage vs robots with Flight. (Add 2 for Anti-Air 2.) Anti-Air Add 1 to total Damage vs robots with Flight. (Add 2 for Anti-Air 2.) Aimed Attack always uses printed stats, regardless of buffs, target’s passives, etc. Aimed Attack always uses printed stats, regardless of buffs, target’s passives, etc. Arcing Does not need line of sight. Arcing Does not need line of sight. May trigger when this robot comes into play after combining. Costs no Energy May trigger when this robot comes into play after combining. Costs no Energy Combine Combine and automatically succeeds (don’t bother rolling dice). and automatically succeeds (don’t bother rolling dice). Critical Power is increased by 1 for every 6 rolled (even if it’s Aimed). Critical Power is increased by 1 for every 6 rolled (even if it’s Aimed). A level 1 or 2 robot affected by this Action also can’t use Actions until the start of A level 1 or 2 robot affected by this Action also can’t use Actions until the start of Disarm Disarm your next turn. (Level 3+ robots cannot be Disarmed.) your next turn. (Level 3+ robots cannot be Disarmed.) Force After dealing Damage, treat this as a Push Action as well. Force After dealing Damage, treat this as a Push Action as well. Heavy Cannot be used if the user has moved this Activation. Heavy Cannot be used if the user has moved this Activation. Laser Infinite range. Also counts as Piercing unless combined with Arcing. Laser Infinite range. Also counts as Piercing unless combined with Arcing. Light Can be used before/after moving and before/after another Action. Light Can be used before/after moving and before/after another Action. Melee Only affects targets adjacent to the user. Melee Only affects targets adjacent to the user. Piercing Also affects all in-range robots in a straight line behind the target. Piercing Also affects all in-range robots in a straight line behind the target. Self May affect the user in addition to other targets. Self May affect the user in addition to other targets. Restrain Robots affected by this Action also can’t move until the start of your next turn. Restrain Robots affected by this Action also can’t move until the start of your next turn.
Passive Abilities Passive Abilities
Beacon Any enemy Action which can target this robot can only target this robot. Beacon Any enemy Action which can target this robot can only target this robot. Instead of acting/moving, may pay X Energy & move up to X hexes. Until Instead of acting/moving, may pay X Energy & move up to X hexes. Until Cloaking X Cloaking X your next turn, cannot use Actions or be targeted. (It blocks line of sight.) your next turn, cannot use Actions or be targeted. (It blocks line of sight.) May start off the battlefield, where it counts as part of your team but does May start off the battlefield, where it counts as part of your team but does Combat Drop not generate Energy. At the end of any of your turns after the first, may be Combat Drop not generate Energy. At the end of any of your turns after the first, may be put into play anywhere 5+ hexes away from enemy robots. put into play anywhere 5+ hexes away from enemy robots. Double-Move May take an extra Movement before or after using Actions. Double-Move May take an extra Movement before or after using Actions. Evade X Actions targeting this robot have their Accuracy increased by X (max 6). Evade X Actions targeting this robot have their Accuracy increased by X (max 6). Energy Siphon Successful Energy Drain attacks add that Energy to your Energy Pool. Energy Siphon Successful Energy Drain attacks add that Energy to your Energy Pool. Can move over terrain and other robots. Cannot stop on either. Cannot Can move over terrain and other robots. Cannot stop on either. Cannot Flight Flight inherently shoot over terrain. inherently shoot over terrain. Infinity Melee Each time it takes 1+ Damage from a foe, increase its Energy Output by 3. Infinity Melee Each time it takes 1+ Damage from a foe, increase its Energy Output by 3. May pay up to X Energy to force its attacker to reroll up to X dice. May do May pay up to X Energy to force its attacker to reroll up to X dice. May do Jamming X Jamming X this each time it’s attacked. this each time it’s attacked. Jet X Flight, but each hex of Movement actually lets it travel up to X hexes. Jet X Flight, but each hex of Movement actually lets it travel up to X hexes. Melee Evade X As for Evade, but only vs adjacent attackers. Melee Evade X As for Evade, but only vs adjacent attackers. Overload May use two (different) Actions if it doesn’t move this turn. Overload May use two (different) Actions if it doesn’t move this turn. When destroyed (unless pushed off the board), may target a robot within When destroyed (unless pushed off the board), may target a robot within Parting Shot X Parting Shot X range X and line of sight, for 1 Damage. range X and line of sight, for 1 Damage. Range Evade X As for Evade, but only vs attackers 2+ hexes away. Range Evade X As for Evade, but only vs attackers 2+ hexes away. May pay up to X Energy to reroll up to X dice after using an Action, once May pay up to X Energy to reroll up to X dice after using an Action, once Reroll X Reroll X per turn. per turn. After being targeted by an enemy Action (resolve that first), may use an After being targeted by an enemy Action (resolve that first), may use an Retaliate Retaliate Action. Must pay the Energy cost. Destroyed robots cannot Retaliate. Action. Must pay the Energy cost. Destroyed robots cannot Retaliate. Terminal Its Actions cost 0 Energy if it has moved its maximum movement in a Terminal Its Actions cost 0 Energy if it has moved its maximum movement in a Velocity straight line this turn. Velocity straight line this turn.