model
Thralls
Thralls, Chaotic Beasts, Fly, Sentience, Thrall
92f6-2ca0-097a-c3d6
494e-b6d6-8636-2555
false
A fighter can only use this ability if 20 or more damage points have been allocated to them. Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
Roll a number of dice equal to the value of this ability. Until the end of this fighter’s activation, for each roll of 1, subtract 1 from this fighter’s Move characteristic (to a minimum of 1), then for each roll of 2+, add 1 to this fighter’s Move characteristic.
A fighter can only use this ability if they are within 1" of an obstacle. Pick a visible enemy fighter within 8" of this fighter and roll a dice. On a roll of 2-4, allocate 1 damage point to that fighter. On a roll of 5+, allocate a number of damage points to that fighter equal to the value of this ability.
Pick a visible enemy fighter within 6" of this fighter. That enemy fighter makes a bonus move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability. When doing so, they can move away from enemy fighters within 1" at the start of that move action.
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 3+, allocate 1 damage point to that fighter.
Until the end of this fighter's activation, do not count the vertical distance when measuring the range for attack actions made by this fighter.
Add 3 to this fighter’s Move characteristic for their next move action in this activation.
Roll a number of dice equal to the value of this ability. For each roll of 4+, remove up to 3 damage points allocated to this fighter.
This fighter can only use this ability if they are within 1" of an obstacle. If this fighter is empty-handed (see below), they are no longer empty-handed.
Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a roll of 4+, allocate 3 damage points to that fighter.
Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice. On a roll of 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
Until the end of this fighter’s activation, add the value of this ability to the damage points allocated to enemy fighters by each critical hit from melee attack actions made by this fighter.
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit instead.
Until the end of this fighter’s activation, for each other friendly fighter within 3" of this fighter that has the same runemarks as this fighter, add 1 to the Attacks and Strength characteristics of melee attack actions made by this fighter.
Pick a visible enemy fighter within 6" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 2-5, allocate 1 damage point to that fighter. For each roll of 6, allocate 3 damage points to that fighter.
Pick a visible enemy fighter within 6" of this fighter. Remove that fighter from the battlefield and set them up within 1" of this fighter. Then, roll a number of dice equal to the value of this ability. For each 4+, allocate 3 damage points to that fighter.
This fighter can only use this ability if they are not empty-handed (see below). At the start of the battle, this fighter is not empty- handed. Pick a visible enemy fighter within 15" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 4+, allocate 5 damage points to that fighter. After using this ability, this fighter is said to be empty-handed.
Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by enemy fighters while they are within 6" of this fighter.
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 4+, allocate 3 damage points to that fighter.
Add the value of this ability to the Attacks characteristic of the next melee attack action made by this fighter in this activation.
Allocate 3 damage points to all visible enemy fighters within 3" of this fighter. In addition, roll a dice for each visible enemy fighter within 3" of this fighter. On a roll of 6, that fighter cannot activate this battle round.
This fighter makes a bonus attack action or a bonus move action.
Pick a visible friendly fighter within 4" of this fighter. Allocate 1 damage point to that fighter. If that fighter is not taken down, they can make a bonus melee attack action.
A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them this activation. Add one wild dice to your saved wild dice.
Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability. That fighter cannot activate or make reactions in this battle round.
Pick a terrain piece within 1" of this fighter. In an order of your choice, place each objective, treasure token and fighter that is on that terrain feature, and on any other terrain feature that is on that terrain feature, on the battlefield floor in a location of your choice as close as possible horizontally to its current location. then, in an order of your choice, each fighter placed on the battlefield in this manner suffers impact damage. Then, remove the terrain feature(s)
Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 4" of this fighter.
This fighter can make a bonus move action up to a number of inches equal to the value of this ability. Then, this fighter can make a bonus attack action.
Roll a dice for each enemy fighter within 6" of this fighter. On a roll of 4+, allocate 3 damage points to the fighter being rolled for and remove 3 damage points allocated to this fighter.
Until the end of the battle round, after each melee attack action that targets this fighter, roll 3 dice. For each roll of 5+, allocate 3 damage points to the fighter that made the attack action.
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 3+, allocate a number of damage points to that fighter equal to the value of this ability.
A fighter can make this reaction after an enemy fighter finishes a move action on an open platform and within 3" horizontally and 5" vertically of this fighter. The controlling player for each fighter within 1/2" of the edge of that platform must take a falling test, and on a roll of 1 or 2 that fighter falls.
A fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. If each hit roll from that attack action results in a miss, allocate 10 damage points to the attacking fighter.
A fighter can make this reaction after an enemy fighter finishes a move action within 3" of a friendly fighter with the Hero runemark. This fighter makes a bonus move action. After that move action that fighter must be within 1" of the enemy fighter that made the move action. Then, this fighter makes a bonus attack action.
A fighter can make this reaction after they are targeted by an attack action but before the hit rolls are made. For each hit roll from that attack action that misses, reduce the value of one of the attacker’s controlling player’s [doubles], [triples] or [quads] to 1.
This fighter can make a bonus attack action with its spear. In addition, if that bonus attack action scores any critical hits, the target fighter moves 3" directly towards this fighter as if they were jumping, even if they are within 1" of any enemy fighters. If the target fighter finishes that move within 1" of this fighter, this fighter can make a bonus attack action with its club.
A fighter can make this reaction when a visible enemy fighter within 1" of them makes a diengage action but before that fighter moves away. Roll a dice. On a 2+, allocate D6 damage points to that enemy fighter.
Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a 3+, that fighter cannot make move actions or disengage actions this round.
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