Immobilis Army: Army Gift and Abilities
Immobilis Army: Army Gift and Abilities
Immobilis Army: Army Gift and Abilities
ARMY GIFT AND ABILITIES Master strike: If at least one member of the unit does not move
Gift of the Immobilis: Once per round, the player controlling an during its activation, the fighter adds his Attack to his Strength
Immobilis company can re-roll any dice roll once more. on Strength tests.
Abomination: Courage tests taken against the Fear of Piety: The fighter’s Fervor tests are resolved rolling one bonus
abominations are rolled with a bonus die. The opponent removes the die. The player keeps the best.
best roll.
Scout: When the company begins the game in a deployment zone,
Aim: If at least one member of the unit does not move during its units composed entirely of fighters with the Scout ability can be
activation, the fighter adds his Attack to his Strength on deployed anywhere on the battlefield as long as they are not in contact
Strength tests. with the enemy.
Assassin: +, et results are read as + for Strategist: The fighter’s Authority oppositions are resolved
Strength tests. rolling one bonus die. The player keeps the best.
Born killer: When the fighter performs an Attack test Steadfast: When in combat against this fighter, enemies never get
the player rolls an additional die. This die is not a bonus die so it can the bonus for charging. This ability has no effect against fighters with
be re-rolled. the “Brutal” ability.
Bravery: Failures on Courage tests are re-rolled once more. Survival instincts: Successes obtained on Strength tests taken
against fighters with Survival instincts are re-rolled once more.
Brutal: The fighter always counts as charging when he performs a
successful assault. Toxic: For each success on a or
Strength test the fighter rolls an additional Strength test for which
Catalyst: The fighter’s Energy tests are resolved rolling one the result required is always +. Successes obtained in this way are
bonus die. The player keeps the best. added to the initial ones.
Disengagement: The unit doesn’t suffer any losses when it disen- War fury: Failures on Attack tests have to be
gages. re-rolled once more.
Hard boiled: An opponent never gets any bonus dice on his Strength
tests taken against hard boiled fighters.
1
EQUIPMENT ORDER OF THE BANNERS
Reach: A fighter with a weapon that has reach can attack enemies • Infantry unit ( )!
he is in contact with and those within 3 cm of him. • Infantry unit ( / )
• Infantry unit ( / )
Perforating shot: Perforating shots can eliminate more enemies • Infantry unit or Cavalry unit / ( / )
than there are shooters. • Creature unit or War machine unit / ( / / )
Steam/Hand to hand: The use of this equipment is announced !: Priority slot. This needs to be fi lled first.
before Strength tests. The player rolls a die called a
“steam die” and adds the result to the Strength used
in the following Strength test.
THE ALLIES OF CADWALLON
Important: The profiles correspond to the Confrontation: the Age Cadwallon is an army of mercenaries: anybody who pays the price
of the Rag’narok version of the fighters. The equipment used to code can recruit a Cadwë unit. It also works the other way around. Every
them might be different from that represented on the older minia- Cadwë knows a “friend” who could “lend” you a unit, for a little
tures. something in exchange, of course.
This explains why any company can recruit Immobilis units as
allies, no matter its way of alliance. The reverse works as well, an
Immobilis army can pick its allies from any way of alliance.
UNITS
The army list shows the standard and maximum number of fighters
in a unit and the respective costs in A.P. It also gives the cost of each
individual extra fighter the player might want to add to the unit’s
SPECIAL FIGHTERS
standard number of fighters, without reaching its maximum number Agony-web: The agony-web can call a “Pain strike” miracle just
of fighters. after a Strength test is resolved by her unit and before
The units that have a cost indicated in the “+1 special fighter”, “+2 the damage points are distributed: the number of damage points is
special fighters” or “+3 special fighters” column may include such fight- increased by 1. This miracle costs 5 faith points and can only be called
ers, whose characteristics are listed after those of the standard troops. once per Strength test.
Each special fighter replaces one of the unit’s standard fighters.
Every unit can include an Incarnate. He can be added to the unit Dog-handler: The use of the dog-handler’s special ability can be
even though it may already be at its maximum number of fighters. announced at the end of his unit’s activation. The player can imme-
diately activate one of his company’s militia mastiff units that has
not yet been activated. Only one militia mastiff unit can be activated
with this special ability, no matter how many dog-handlers there are
in the unit.
Fire support: The fire support can cast a “Red hot cannonball” spell
on an enemy fighter: the targeted fighter suffers a Strength test
whose action value is 4. If the fighter suffers more damage points than
required to eliminate him, the excess is ignored. This spell costs 5
mana points.
SPECIAL CASES
Kar-Mina: Kar-Mina can shape shift once per activation from
“orphan” to “fury” or the other way around for 5 faith points. She is
recruited and starts the game as an “orphan”.
2
A weapon bearer cannot do anything other than move. He is immedi-
ately eliminated whenever he is in contact with an enemy or whenever
ARTIFACTS
he suffers a Strength test. Weapon bearers are recruited as Value 1
artifacts and are considered as fighters. However, just like Incarnates, Banner of the dead
they do not count towards the unit’s standard or maximum number of Value: 1
fighters. The holder gains the Bravery ability: failures on Courage tests
are re-rolled once more.
Finery of bewitchment
INCARNATES Value: 1
Each Incarnate has a specific number of points he can spend to The player can recruit one more allied unit per banner. This ally does
obtain artifacts and, when possible, rituals and communions. The not need to respect the order of the banners of the Immobilis but still
cost of each artifact is equal to its value. takes up a slot.
Some Incarnates are also magicians or faithful. In the first case, Mask of scares
they are associated to a path and certain elements; in the second Value: 2
case, to a cult and aspects. This information is available in the fol- The holder’s Courage value becomes a Fear value. The hold-
lowing list: er’s unit gains the “Abomination” ability: Courage tests taken
The Harlequin: Magician (Cartomancy / Fire) against the Fear of abominations are rolled with a bonus die. The
Ahsa Ruyar: Magician (Cartomancy / Fire and Darkness) opponent removes the best roll.
Kar-Mina: Faithful (Cult of Cadwallon / Alteration, Creation and
Destruction)
Morzath: Magician (Cartomancy/Fire and Darkness)
Viress: Faithful (Cult of Cadwallon/Alteration and Creation)
Finally, the costs to resurrect each Incarnate are listed. This is also
the number of Elixir points gained by the opponent when one of his
Incarnates eliminates the Incarnate.
Ahsa Ruyar: 3
Carrache: 4
The Harlequin: 4
Isabeau: 5
Kar-Mina: 6
Kassalis Venom: 5
Kelian Durak: 4
Morzath: 6
Nurbald: 5
The Scarecrow: 3
Sienna 3
Sylarenn: 3
Syth Mornis: 5
Viress: 3
Vladar: 4
3
Red dragon scale Privilege
Value: 2 Path: Cartomancy
The faithful Incarnate holding this artifact gains a Value 3 com- Element: Fire
munion. Value: 1
Mana: 5
Skiross stone Difficulty: 5
Value: 2 Target: Unit
The magician Incarnate holding this artifact becomes a necroman- Duration: Round
cer. He gains one Value 2 ritual or two Value 1 rituals of the Ram.
The targeted unit gains the “Insensitive” ability: when a unit con-
The Macabre handcart taining an Insensitive is targeted by a miracle, a spell, a communion
Value: 3 or a ritual, the player chooses if it is affected or not.
The holder gains one Value 1 ritual, one Value 2 ritual and one
Value 3 ritual. Arcanum IV: The Emperor
Path: Cartomancy
The Soul of the Somas Element: Fire
Value: 3 Value: 2
The player can choose not to roll Strength tests with Mana: 10
the holder of this artifact. In this case, the targets of the test are Difficulty: 7
instantaneously eliminated. Target: Unit
Duration: Round
The targeted unit adds the Energy value of its magician to its
SPELLBOOK Resilience .
Three additional dice are rolled to reconstitute the targeted unit’s The and Attack values of the tar-
mana pool during the control phase. geted unit’s fighters become 7.
The magician can use mana points to resurrect an Incarnate. One Successes obtained on the targeted unit’s Strength tests are re-
mana point is worth one Elixir point. He may use a combination of rolled once more.
both.
Arcanum XVI: The Tower of destruction
Fayree favor Path: Cartomancy
Element: Fire
Path: Cartomancy Value: 2
Element: Fire Mana: 10
Value: 1 Difficulty: 7
Mana: 5 Target: Fighter
Difficulty: 5 Duration: Instantaneous
Target: Unit
Duration: Instantaneous The targeted fighter suffers a Strength test whose action value
is 8.
Fayree favor is cast just before the magician’s unit rolls a
characteristic test. Failures may be re-rolled once more.
4
Arcanum XVII: The Star Friend of the fayrees
Path: Cartomancy Cult: Cadwallon
Element: Fire Aspect: Creation
Value: 3 Value: 1
Mana: 15 Faith: 5
Difficulty: 9 Difficulty: 5
Target: Company Target: Unit
Duration: Round Duration: Round
The player may use the Gift of the Immobilis as many times per The targeted unit gains the “Regeneration” ability: the player rolls
round as there were units in his company when it was created. This as many dice as there are damage points inflicted on the fighters
spell may only target an Immobilis company. capable of regenerating, just before removing the losses. Each or
cancels a damage point.
Arcanum XX: The Judgment
Path: Cartomancy Mancy
Element: Fire Cult: Cadwallon
Value: 3 Aspect: Alteration
Mana: 15 Value: 1
Difficulty: 9 Faith: 5
Target: Unit Difficulty: 5
Duration: Round Target: Special
Duration: Instantaneous
The player rolls as many dice as there are damage points inflicted
on the fighters, just before removing the losses. Each , or The player can look at any unactivated card in the activation
cancels a damage point. sequence of his choice.
LITANY
Eye of Gamehead
Cult: Cadwallon
Aspect: Alteration
Value: 1
Faith: 5
Difficulty: 5
Target: Unit
Duration: Round
Free-leaguer’s stroll
Cult: Cadwallon
Aspect: Alteration
Value: 1
Faith: 5
Difficulty: 5
Target: Unit
Duration: Round
The targeted unit gains the “Leap” ability: when it moves each
fighter ignores obstacles and miniatures less than 10 cm tall.
5
Cadwë accolade
Cult: Cadwallon
Aspect: Creation
Value: 2
Faith: 10
Difficulty: 7
Target: Unit
Duration: Round
Cadwë carnival
Cult: Cadwallon
Aspect: Alteration
Value: 2
Faith: 10
Difficulty: 7
Target: Two units
Duration: Instantaneous
The player designates two free units in his company to switch posi-
tions. The leaders swap places first; the other fighters are then placed
as usual around them.
This communion does not work if any other miniature needs to be
moved.
Imaginary garden
Cult: Cadwallon
Aspect: Alteration
Value: 3
Touch of Felicity Faith: 15
Cult: Cadwallon Difficulty: 9
Aspect: Creation Target: Battlefield
Value: 1 Duration: Instantaneous
Faith: 5
Difficulty: 5 As long as they remain within the battlefield, the player can move
Target: Fighter all the items representing a terrain element up to ten centimeters in
Duration: Instantaneous any direction. However, this cannot lead to a fighter being moved
because of it.
The targeted fighter recovers all his health points.
Labyrinth of Desire
Benediction of Vanius Cult: Cadwallon
Cult: Cadwallon Aspect: Alteration
Aspect: Creation Value: 3
Value: 2 Faith: 15
Faith: 10 Difficulty: 9
Difficulty: 7 Target: Company
Target: Unit Duration: Round
Duration: End of the game
All the units in the targeted company still inside their deployment
The fighters in the targeted unit gain an extra health or structure zone can be redeployed freely. The cards of the units that benefited
point depending on their nature. A fighter can only benefit from this from the effects of this miracle are repositioned into the activation
communion once per game. sequence. The corresponding units can be re-activated as if they
hadn’t been yet.
6
Name Category Rank HP MOV DEF RES Cou D6
Fear (HTH) ATT STR D6 ATT STR
hth hth (ranged) ranged ranged AUT ENE FER Abilities
7
Minimum num- A.P. + 1 special + 2 special + 3 special Maximum num- A.P. + 1 special + 2 special + 3 special Extra
Name Metal miniature
ber of fighters fighter fighters fighters ber of fighters fighter fighters fighters fighter
Crossbowman 8 375 400 425 450 15 725 750 775 800 50 Militia crossbowmen
Crossbowman / Dog-handler
Dog-handler
Crossbowman / Cadwë undertaker 1
Undertaker
Khaurik’s trigger 3 350 375 400 425 6 700 725 750 775 120 Khaurik’s trigger
Quarterstaffer 8 325 350 375 400 12 475 500 525 550 40 Cynwäll quarterstaffer
Wrecker 6 300 325 350 375 9 450 475 500 525 50 Dwarf wreckers