|
Quick Counter
|
When this Unit is attacked by an Adjacent Unit, this Unit deals its Retaliation Damage first. If the attacker is not defeated, it deals its Attack Damage as normal.
|
|
|
Quick Strike
|
This Unit may Attack prior to spires firing.
|
This Unit attacks prior to spires firing.
|
|
Radiate
|
Before this Unit's Movement, it may transfer 1 Health or 1 upgrade from under its chip to an Adjacent Unit, ignoring Health or upgrade restrictions. It may repeat this once for each other Adjacent Unit.
|
Talent does not trigger for AI units.
|
|
Rally
|
When this Unit defeats a Unit or Spire, you may promote all heir minions within 2 hexes of this Unit.
|
|
|
Ram
|
When this Unit attacks a Spire, instead of dealing Damage, you may remove any Attack Upgrade from the Spire.
|
|
|
Raze
|
At the start of your Turn, this Spire may Attack a Spire or Fortress Gate within its Range. After this Spire attacks a Fortress Gate, remove its bottom upgrade.
|
|
|
Reap
|
|
Talent does not trigger for AI units.
|
|
Recruitable
|
At the end of your Turn, if your Faction attacked this Unit this Turn, and it is not under the Control of another Faction, you may gain Control of it.
|
|
|
Recruiter
|
Before or after this Unit’s Movement, you may gain Control of an Adjacent Landmark Minion. The controlled Minion moves this Turn.
|
|
|
Refinery
|
At the end of each Wave, gain 2 Source.
|
Talent does not trigger for AI spires.
|
|
Refresh
|
If this Spire is on a water Hex, your units Recover 1 Health when they move into a Hex Adjacent to this Spire (once per Unit per Turn).
|
|
|
Relentless
|
As this Unit’s Retaliation, roll the Spire Attack die to determine how much Damage it deals. Continue rolling the die until you roll a blank or a 2. Then, deal Damage equal to the total amount rolled.
|
As this Unit’s Retaliation, roll the Spire Attack die to determine how much Damage it deals. Continue rolling the die until you roll a blank or a 2. Then, deal Damage equal to the total amount rolled.
|
|
Repeater
|
Once per Turn. After this Spire attacks a Unit but does not Defeat it, this Spire may make an additional Attack.
|
|
|
Replication
|
This Spire counts as two keel spires for the purposes of Minion promotion, the Winning Cause Fortress Advancement, and the talents Conscription and Empowered.
|
This Spire counts as two keel spires for the purposes of Minion promotion, the Winning Cause Fortress Advancement, and the talents Conscription and Empowered.
|
|
Resupply
|
After a keel Minion ends its Movement on the same Hex Group as this Spire, you may remove an upgrade from this Spire to add 2 Health to that Unit, which may exceed the Unit’s Health Stat. This cannot be used on a Minion that is already above max Health.
|
|
|
Retrograde
|
After this Unit is defeated, remove one limited build action peg from your Fortress, if able.
|
Talent does not trigger for AI units.
|
|
Riftwalk
|
Units may move onto this chip as if it were a Path Hex. Units that move onto this chip are teleported to another chip with Riftwalk of the controlling Faction’s choice, if able. If the destination chip is currently Occupied by another Unit or Group of units, those units are defeated. Defeating Opposing grouped units this way grants the Reward for only the top Unit.
|
Units may move onto this chip as if it were a Path Hex. Units that move onto this chip are teleported to another chip with Riftwalk. If the destination chip is currently Occupied by another Unit or Group of units, those units are defeated. AI units will use Riftwalk in their Movement if doing so would result in greater Progress being made than not using it, and if they have enough Movement to move off of the chip they Teleport to.
|
|
Rigging
|
Horizon’s Wrath heroes may move onto this Spire as if it were a Path Hex. Doing so immediately returns that Hero to your Fortress and returns this Spire to your Barracks.
|
Talent does not trigger for AI units.
|
|
Riposte
|
When this Unit would retaliate, it may instead Recover Health equal to the Damage dealt by the Opposing Attack.
|
|
|
Rockslide
|
After this Unit's Movement, if it is on a mountain Hex, it may remove the bottom Spire upgrade from any spires on or Adjacent to the Group of mountain hexes it is on.
|
|
|
Roost Roam
|
This Unit moves and attacks like a Hero. Its Movement Stat is the Roost value of the chip with which it most recently shared a Hex. If this Unit was not on a chip with Roost at the start of your Turn, it must end its Movement on a chip with Roost or use Glidebomb or Save this Turn.
|
|
|
Rooted
|
If this Unit is Adjacent to a Spire, it may stay in place instead of moving. It must move on the next Turn in which it can make Progress.
|
|
|
Run Silent
|
You may ignore Influence restrictions when constructing this Spire.
|
Talent does not trigger for AI spires.
|
|
Save
|
After or instead of this Unit’s Movement, you may Defeat it. If you do, an Adjacent Friendly Unit may to Recover up to 4 Health.
|
Talent does not trigger for AI units.
|
|
Scatter
|
Grouped Only. Before or after this Unit’s Movement, it may leave its Group. If it does, place it on a valid Adjacent Hex and reveal the next Unit in the Group.
|
|
|
Secret Passage
|
When this chip is Revealed, place 1 Health under it. You may Attack this chip to remove its Health. Once its Health is removed, heroes may move onto this Landmark as if it were a Path Hex. Then, the Hero’s owner selects an Unrevealed Landmark on an Adjacent Isle. Swap this chip and the Hero with the Unrevealed Landmark. When a Hero moves off this Landmark, place 1 Health under it.
|
|
|
Self Destruct
|
At the start or end of your Turn, you may Defeat this Unit. If you do, deal 2 Damage plus an additional 2 Damage per upgrade on this Unit to all Adjacent Opposing units and spires.
|
|
|
Silencer
|
If this Spire rolls a miss or a 2 on any of its Attack dice, its Target cannot Attack for the remainder of the Turn.
|
|
|
Slap
|
This Unit attacks and retaliates even if its Attack Stat is 0.
|
|
|
Snare
|
The Movement Stat of all Opposing minions beginning their Movement within this Spire’s Range is reduced to 1.
|
|