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ae oF fare Wazcony paces uyt) ey Activation BUUNCe Ney cee ay fee RIFT Activation Place an Luter in contact with one ‘of your igures with the Presence special ru. Every other unit without the Flight special rule but with atleast one figure in contact with the ruler must olla die. ‘They suffer a casualty on a roll oF 5 or more. ABYSSAL BREATH ‘Activate a unit Fora shooting attack with a range of M even ifit as no ranged weapons. IFyouuse af, each attack die gets a +1 bonus. SUPERNATURAL STATURE Melee Ifyou score at least 3 hits with your attack dice, you get a +1 bonus to all your defence dice. Ifyou use a EZ, you also gain 2 attack dice, ‘DOMINANT POSITION, Orders Reaction Choose a friendly unit withthe Fight special rule. Until the end ofthe turn, only units wth ‘a figure within ofthe chosen unt can charge it. MIGHT Melee You can re-rollup to 3 of your attack dice. IFyour unit has the Presence special rule, You also gain 3 addtional attack dice. aU ete) eee Ui fore ACTIVATION POOL = Perret Orders Toke one ofyour units without ay Fatigue and pace i anyunere on the able in open terrain and Maway rom at east one enemy unit This unit can no longerbe activated to move ‘or charge during this turn. ASTRAL BOND Orders or Orders/Reaction Choose one of your units to increase its Resilience value by 1 until the end ofthe tur. fit did not have Resilience, it gains Resilience (1) DOPPELGANGERS Bop eee ‘Your opponent replaces all theirattack dice with defence dice. FLOOD OF POWER, Orders or Orders/Reaction Choose one of your units to increase their Armour by +1 until the end ‘of their next melee during this turn. Unless you use a 34, the unit suffers a-1 penalty toltsattackice during said melee. ‘POSSESSION Pelee /Reroes Your unit gains 2 attack dice and increases their Armourby +1

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