|
# Elfin
|
You may place # elfinkaze on top of this Unit at the start of each Onslaught Phase, or when it is deployed if it is in your Deployment Stack.
|
Place # elfinkaze, with their Glidebomb side face up, on top of this Unit or Spire at the start of each Onslaught Phase or when this Unit becomes Active.
|
|
# Range
|
This Unit attacks and retaliates from up to # Hex(s) away.
|
This Unit attacks and retaliates from up to # Hex(s) away.
|
|
# Roost
|
Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement Stat. When this Unit or Spire moves, elfinkaze on it are moved with it.
|
Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement Stat. When this Unit or Spire moves, elfinkaze on it are moved with it.
|
|
# Tracker
|
Instead of moving, you may Teleport this Unit up to # hexes. If you do, it must Teleport to a Valid Hex Adjacent to a Revealed Landmark Minion.
|
Talent does not trigger for AI units.
|
|
Absorb #
|
When a Graft Minion within # hexes of this Spire would be returned to its Barracks after being defeated, you may place it underneath this Spire instead.
|
When a Graft Minion within # hexes of this Spire would be returned to its Barracks after being defeated, place it underneath this Spire instead. If multiple spires can absorb the Unit, the Spire with the fewest Upgrades will absorb it.
|
|
Air Defense
|
This Unit or Spire can Attack units with Flying.
|
This Unit or Spire can Attack units with Flying. Spires will prioritize attacking Flying units if there are multiple possible targets of the same priority level.
|
|
Anarchy
|
Before this Unit’s Movement each Turn, roll the D6. On a 5 or 6, discard this Unit.
|
|
|
Anti-Brawnen
|
This Unit cannot be deployed by the brawnen Faction.
|
|
|
Anti-Heirs
|
This Unit cannot be deployed by the heir Faction.
|
|
|
Armored
|
When this Unit is attacked, reduce Damage by 1.
|
|
|
Assault
|
When this Unit attacks a Spire, remove the bottom upgrade before dealing Damage.
|
When this Unit attacks a Spire, remove the bottom upgrade before dealing Damage.
|
|
Assimilate
|
When another Unit is defeated within 2 hexes of this Unit, you gain the Source Reward. If another Faction defeated the Unit, it does not gain any Source Reward.
|
Players do not gain Source rewards for any units they Defeat within 2 hexes of this Unit.
|
|
Assist
|
|
|
|
Awaken
|
When this chip is Revealed, also reveal all non–anomaly landmarks. Then, discard this chip.
|
When this chip is Revealed, also reveal all non–anomaly landmarks. Then, discard this chip.
|
|
Back to the Future
|
Once Per Wave. At the end of your Turn during the Onslaught Phase, this Unit may move and Attack even if it has already done so this Turn.
|
|
|
Battle Hardened
|
When this Unit is attacked by a Spire, reduce the Damage dealt by 2.
|
|
|
Bio-Indefinite
|
This Unit cannot gain or lose more than 1 Health at a time (except during promotion). If a non- Damage effect would Defeat it, or if it would be forced to return it to its Fortress, it instead loses 1 Health and is returned to a valid perimeter Hex on its starting Isle (or the closest possible Hex to the perimeter if no valid hexes are available).
|
This Unit cannot gain or lose more than 1 Health at a time (except during promotion). If a non- Damage effect would Defeat it, or if it would be forced to return it to its Fortress, it will instead lose 1 Health and be returned to its starting Isle, placed on the same Hex as during set-up (or on the closest Valid Hex possible).
|
|
Biosonar
|
During Exploration, you may explore one Landmark that is not Adjacent to one of your minions, so long as it is on the same Hex Group as this Unit.
|
Talent does not trigger for AI units.
|
|
Blaze
|
Once during this Unit's Movement, after it moves onto a forest Hex, it may deal 1 Damage to an Adjacent Unit.
|
|
|
Breakneck
|
This Unit must make as much Progress as possible when moving. During its Movement, this Unit may pass through units, spires, and landmarks but cannot end its Movement on an Occupied Hex.
|
|
|
Build Waygate
|
Before or after this Unit’s Movement, you may discard an Adjacent Unrevealed Landmark and/or place a waygate from your Barracks onto an Adjacent Source Well. A waygate can only be placed if it would be Adjacent to Path that connects to all possible marks. When this Talent is used, flip this Unit to its other side, removing any Upgrades.
|
Talent does not trigger for AI units.
|
|
Builder
|
Before or after this Unit’s Movement, you may choose one of the following at no cost:
//
(a) Build a dispatch platform on an Adjacent Source Well, ignoring Influence restrictions.
(b) Promote an Adjacent dispatch platform to a siege tower, keeping existing Upgrades.
(c) Add an upgrade to an Adjacent Spire, ignoring Upgrade Capacity.
//
Then, if this Unit is on its Basic Side, return it to your Barracks. If it is Promoted, flip it to its Basic Side.
|
|
|
Bulwark
|
After another keel Minion is Promoted on the same Hex Group as this one, the promoting Minion gains [FORTIFICATION_UPGRADE], ignoring Upgrade Capacity.
|
|
|
Burrow
|
Ungrouped Only. After this Unit’s Movement, you may remove all of its Health and place it on any Adjacent non– Path Hex, ignoring Terrain type. It is now Inactive. At the start of your next Turn, this Unit flips over, recovers its full Health and takes its Turn normally.
|
|
|
Call Minion
|
|
Talent does not trigger for AI units.
|
|
Camouflage
|
Units and spires must be Adjacent to this Unit or Spire in order to Attack it.
|
|
|
Capture
|
After this Unit defeats an Opposing Faction Minion, you may place that Minion beside your Fortress. When the Minion’s controlling Faction damages your Fortress Gate, return the Minion to its Barracks. You can have a maximum of 3 minions captured from each Faction at a time.
|
|
|
Challenge
|
If an Opposing Hero is within 3 hexes of this Unit, any Attack that Hero makes must be against this Unit.
|
|
|
Channel
|
Each time this Unit is attacked, gain 2 Source.
|
Talent does not trigger for AI units.
|
|
Collapsible
|
This chip does not prevent an Earthscape from being placed on this Hex. If an Earthscape is placed on this chip, return it to your Barracks.
|
|