Ethereals
by Julian Smith
|
Qty |
Title |
Cost |
MA |
ST |
AG |
AV |
Skills |
Updates |
|
0-2 |
Wraiths |
80,000 |
6 |
3 |
3 |
9 |
Ethereal,
Chill, Block |
General,
Strength |
|
0-12 |
Ghosts |
50,000 |
6 |
3 |
3 |
7 |
None |
General |
|
0-4 |
Spectre |
70,000 |
5 |
3 |
3 |
8 |
Ethereal,
Chill |
General |
|
0-4 |
Marshlight |
70,000 |
8 |
2 |
4 |
7 |
Ethereal,
Hypnotic Gaze, Dodge |
General,
Agility |
|
Re-Roll
Counter: 60,000 gp |
||||||||
Ethereal - Works in the same way as leap
except that if the roll is failed the ethereal player simply fails to pass
through the player, his move ends in the square he started from and he can't do
anything else that turn, it doesn't cause a turnover though. Also when an
ethereal payer is either killed of seriously injured they are 'banished'.
Banished players are lost (dead) but at the end of the game the teams
necromancer can retrieve one banished player by paying half his price, he comes
back just as he was with full SPP's, skills etc.
Chill - When a player with chill injures
an opponent roll for injury as normal and then add +1 to the chiller's strength
until the player recovers from their injury. ie If the opponent is stunned then
the player who stunned him gets +1 st until he rolls over, if he is knocked out
he gets +1 st until he recovers from being knocked out, if he is badly hurt,
seriously injured or killed then he gets +1 st for the remainder of the game. A
player with chill may only have +1 st at any one time.
Necromancer
If an opposing player is
killed ethereal team's necromancer may summon a ghost in the same way that
undead teams raise zombies.