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Dark Legion - Symmetry Invocations 1/4
General Symmetry
Algeroth Symmetry
Etheric Lance
Apocalypse
Cost:
8
Cost:
9
Range:
18"
Range:
24"/LOS, Large Explosion Template
Magnitude:
3
Magnitude:
3
Actions:
2
Actions:
1-3
Save:
AR
Save:
AR
Effect:
The channeler fires a concentrated stream of evil at a target within range.
Mortal target feels a sudden overwhelming burst of psychic pain, while
vehicles and AI models suffer extremely harmful electrical disruptions.
Damage from this attack is equal to the PW value of the caster. Vehicles
struck and wounded by this attack automatically roll on the additional
damage chart regardless of safe wounds remaining. AI models wounded
by this attack must check to see if they run AMOK.
Effect:
The Apostle of War is the embodiment of destruction. The channeler may
target any point on the battlefield that is within Range. If successfully
channeled, center the Large Explosion Template on the chosen point. The
area is bombarded with numerous powerful explosions. The actual
Damage of the Gift is dependent upon the number of Actions expended by
the channeler (1 action = DAM 7; 2 actions = DAM 9; 3 actions = DAM 11).
The Damage is considered to be Fire-based (radiant) but is not residual in
nature.
Aura of Darkness
Cost:
3
The Devouring Darkness
Range:
Self
Cost:
8
Magnitude:
3
Range:
16"/LOS
Actions:
1
Magnitude:
3
Save:
LD
Actions:
1-3
Effect:
The channeler is surrounded by an aura of darkness and fear. Any enemy
who wishes to target the user must resist the effect of this aura or be
unable to attack the user. If the attacker fails the test, its action is wasted.
The effect of the Dark Aura lasts until the channeler is next activated.
Save:
LD
Effect:
The user of this gift opens up small portals within the body of a victim,
through which seep corrosive flows of Dark Symmetry. Unless the target
model resists, it will be devoured by this internal darkness. The channeler
must determine how many actions he will spend maintaining this power.
The target must make a resistance roll for each action this power is
channeled. Each failure means the target has taken a wound. A success
means the target has managed to resist the effects of the power.
Black Karma
Cost:
6
Range:
24"
Magnitude:
6
Actions:
2
Flow of Acid
Save:
LD
Cost:
10
Effect:
The channeler causes a karmic singularity to envelop a unit or individual. If
the target fails to save against this power, it is infused with subtle feelings
of doom. In game terms, the affected unit/individual will suffer a fumble
result on any to hit roll result of 15 or greater for the remainder of the turn.
Range:
Direct, Small Flamethrower Template
Magnitude:
3
Actions:
1
Save:
AR
Effect:
The user of this gift causes a stream of acid to flow toward the victim from
its outstretched hands. This acts in exactly the same way as a DAM 12
flamethrower with a Cluster Effect 5. Unless the victim makes an Armor
roll, it will be corroded by the acid. The effect is exactly the same as being
set aflame and is considered Residual.
Temporal Compression
Cost:
7
Range:
Self or 6"
Magnitude:
5
Actions:
1
Save:
N/A
Invoke Frenzy
Effect:
By compressing time, the channeler can effectively increase the MV stat of
the target by one for the remainder of the turn. This power may be cast
upon the channeler, or any friendly unit within 6" of the channeler.
Cost:
6
Range:
12"/LOS
Magnitude:
3
Actions:
1
Exchange Essence
Save:
N/A
Cost:
4
Effect:
The channeler infuses a friendly squad with a fraction of the powers of their
dark master, a deeply altering experience. For their next activation, the
affected unit receives a bonus of Enhanced Charge: 1 (per special ability of
the same name) and a +1 to their ST stat.
Range:
Touch
Magnitude:
2
Actions:
1
Save:
N/A
Effect:
The channeler of this power may transfer an injury he or she has suffered
to a friendly model by touching it. In effect the channeler will absorb a
model's life force, while the touched model will lose it and sustain a
wound. This power will not work on Necrorganics.
Necrovisual Symbiosis
Cost:
6
Range:
18"/LOS
Magnitude:
2
Actions:
1
Save:
N/A
Effect:
By creating a flaw in the fabric of space-time, this gift forces the psychic
essence of the channeler to assail the essence of the target and share his
body to a limited degree. The channeler may view the world through the
eyes of the target and see everything he sees. This enables the invoker to
make spot checks, and can also prove useful for indirect fire issues for
things like mortars and such.
Linia Frontu - Sekcja 2
Dark Legion - Symmetry Invocations 2/4
Ilian Symmetry
Construct Void Gate
Cost:
9
Range:
see below
Void Phase
Magnitude:
3
Cost:
4
Actions:
2
Range:
Self
Save:
N/A
Magnitude:
3
Effect:
A successful channel of this Dark Gift opens a True Gate controlled by the
invoker who created it. The invoker creates a freestanding edifice which
warps time and space allowing for those that pass through it to emerge
instantly at another point on the battlefield. The channeling model must
spend one action to create a portal or master gate in base contact with
itself on the battlefield. He then targets a second position for the
manifestation of a second portal. The second portal must be within 14
inches of the first master gate. The emerging gate must not be within an
enclosed building, or within 6 inches of enemy model. The invoker may
step through this gateway and traverse the distance on a subsequent
action. Once the invoker moves away from the gate, the portal closes,
though the edifice remains in place. Should the invoker give orders to
another squad, that squad may move through the portal while the invoker
holds the portal open. All subsequent actions of the invoker are considered
to be used holding the portals open for the remainder of the turn. Following
that units complete move, the invoker will emerge behind them.
Actions:
1
Save:
N/A
Effect:
A successful channel of this Dark Gift will sheath the channeler in the Void,
making it not entirely of this dimension. Upon a successful channel, the
channeling model is able to "phase" through physical obstructions and
tread upon a dual-reality. The model can Move as normal, treating the
entire battlefield as if it were Normal Terrain. The model may even Move
through terrain pieces. The model cannot end its Turn "inside" a piece of
Impassable Terrain though, nor can it move into Base Contact with another
model - as the being's essence blocks the Void's energies. The model's
AR value is increased by 3 points during the powers duration. The power
last for the turn or until the channeler stops moving to perform some other
action.
Power Void
Cost:
5
Traveling through this gate is often a disorienting experience. Mortal
models moving through this gate must make an LD test or lose one of their
remaining actions. The gate may be activated anytime the invoker moves
into base contact with it for the cost of an action. These gates are made
from alien material, quite resistant to most conventional weaponry. They
have an AR of 25 (though radiant attacks reduce this AR to 21) and four
wounds. If one is destroyed, both will crumble, their umbilical link severed.
Range:
24"/LOS, Large Explosion Template
Magnitude:
3
Actions:
1
Save:
PW
Effect:
A successful channel of this Dark Gift surrounds an enemy channeler with
the aura of the Void (use Large Explosion Template). This aura blocks the
channeler from the mystical energies of the universe for a short time. The
channeling model may target any model within range and LOS. A failed
Save will apply a penalty to the targeted model's PW of -4. This Gift can
disrupt the power of a Summoned or Supernatural Model, and should one
of these types of beings be within the template effect, the model must
make an LD test for each action it wishes to perform. Failure indicates the
action in question was wasted. Even if the model moves out of the
template, the disruption continues for the turn as the void energies writhe
about the beings form attempting to drive it from this plane of existence.
Soul Wither
Cost:
8
Range:
12"/LOS
Magnitude:
2
Actions:
1
Save:
LD
Effect:
The followers of Ilian have learned to reach into a person and rend their
very souls, turning them slowly toward the Darkness. When the invoker
successfully channels this power at an enemy unit or individual, they must
attempt a save against their highest leadership. Unless the victim(s) are
able to resist, they will find themselves physically weak and quite drained.
Any exertion will overwhelm them and for the remainder of the turn as their
CC, RC, ST are all halved (round up).
Dark Lightning
Cost:
8
Range:
16"/LOS
Magnitude:
3
Actions:
1
Save:
AR
Effect:
A successful channel of this dark gift opens a small opening to the Void in
which a black lightning bolt courses through to electrocute unfortunate
victims and disable machines. The channeling model may target any
model within its range and LOS. This is an electrical (radiant) attack that
has a DAM of 12. If the targeted model fails to save and there is another
model within 4" of the target, the lightning will arc from the target to the
next model, decreasing in damage each time. Reduce the damage by 1
point for each inch traveled. If there is no model within 4" or if the contacted
model saves against the attack, the lightning dissipates. NOTE: The Dark
Lightning does not distinguish between friend and foe.
Dimensional Storm
Cost:
6
Range:
6"/LOS, Small Explosion Template
Magnitude:
2
Actions:
1
Save:
ATS
Effect:
The invoker opens a rift in the fabric of reality at any point within range and
line of sight. Place Small Explosion Template on that location. Any model
under the template must make a save verses an environmental attack of
ATS: 12 (Templars and Nepharites of Ilian are considered to have a natural
survival training of +3 against this storm). If the model(s) fail this test, they
have taken a point of damage from the rending winds and spectacular
radiations. The template blocks all LOS. Each turn, the channeler must
spend an action to maintain the dimensional storm, though he cannot
master its movements. If the action is not taken, the storm will collapse
immediately. If the action is taken to maintain the power, roll for deviation
and move the storm a number of inches equal to the value of the die roll
(assuming a range of 1-10). The storm will always move at least three
inches on a turn, so if the number rolled is 3 or less, the storm moves 3
inches only.
Once the Template is finished moving, everyone under must save. Those
that the Template simply passes over are roughed up a bit, but remain
undamaged. Only one storm per channeler may ever be brought into play
at any one time.
Linia Frontu - Sekcja 2
Dark Legion - Symmetry Invocations 3/4
Demnogonis Symmetry
Plague of Flies
Cost:
7
Range:
6"/LOS, Small Explosion Template
Spray of Putridity
Magnitude:
4
Cost:
6
Actions:
1
Range:
Direct, Small Flamethrower Template
Save:
ATS
Magnitude:
3
Effect:
A successful channel of this Dark Gift opens a rift from our reality into one
of Demnogonis' many plague worlds. Emerging from this rift are an
enormous swarm of flies and other unrecognizable flying creatures. Place
the Template on the table within range and LOS of the invoker. This vile
swarm is under the control of the invoker thereafter, the rift staying open
while the swarm is needed. Once it is on battlefield, the swarm Template
may move 5 inches per each action the invoker spends directing it. The
invoker must spend at least one action controlling the swarm (through not
necessarily moving it), or it will immediately return through the rift. The
plague of flies will only move into areas that are within LOS of the invoker.
The plague is treated as blocking LOS and is 5 inches in height. The
swarm carries exotic contagions from the plague worlds of Demnogonis
and represents a serious environmental hazard to any mortal moving into it.
Consider the Plague of Flies an ATS: 10. If the invoker is slain, the plague
immediately returns through the rift.
Actions:
2
Save:
AR
Effect:
A successful channel of this Dark Gift allows the channeler to projectile
vomit a nauseating concoction of acidic bile, otherworldly bacteria and
highly corrosive slime at targets. Any model hit by the Template must save
against Residual Damage attack that is considered AV-3, Cluster Effect: 3.
The Damage of the attack is 8. Environmental.
Fountain of Filth
Cost:
7
Range:
18"/LOS, Small Explosion Template
Magnitude:
3
Actions:
2
Save:
ATS
Only one plague may be summoned and controlled at any one time.
Effect:
A successful channel of this Dark Gift allows the channeler to open a small
rift in reality over a target, from which immense, gastro-intestinal sounds
bellow forth followed by a awful, reeking mess of highly corrosive foulness
that quickly covers the area in a burning, stinking filth. Upon a successful
channel, center Small Explosion Template over the target. Any model hit by
the Template must save against an environmental hazard of ATS: 11. This
power does not affect vehicles.
Cloud of Flies
Cost:
4
Range:
12"/LOS, Large Explosion Template
Magnitude:
6
Actions:
1
Save:
N/A
Effect:
A successful channel of this Dark Gift opens a small rift in reality to one of
Demnogonis' plague worlds. From this rift comes an enormous swarm of
flies, which can engulf a target in a cloud so dense that one would think it
was smoke. The channeling model may target any point of the battlefield
within its range and LOS. Upon a successful channel, center the Large
Explosion Template on the target point. The Template is treated exactly as
if was a Smoke weapon of level 6. The cloud of flies lasts for the turn.
The Stench of Corruption
Cost:
6
Range:
16"/LOS, Small Explosion Template
Magnitude:
2
Actions:
1
Save:
ATS
Effect:
A successful channel of this Dark Gift causes a truly putrid stink,
reminiscent of 1000 fetid carcasses baking in the sun, to fill an area. The
channeling model may target any point on the battlefield within range and
LOS. Upon a successful channel, center the Small Explosion Template on
this target point. Any model underneath the Template must resist an
environmental hazard of ATS: 8. A failure will cause the model to fall over,
retching and gagging. The model is placed Prone immediately. The stench
dissipates at the end of the turn.
The Wasting
Cost:
7
Range:
12"/LOS
Magnitude:
4
Actions:
2
Save:
LD
Effect:
This terrible gift infects the target a single model with a dreadful, wasting
disease. Unless the victims resist, boils erupt on their skin, and their lungs
begin to fill with terrible, choking pus. If the model fails its save, it is
considered infected. Mark it with an affects counter. If there are any models
within 3 inches of an infected model, or if there are any models that begin
or end their turn within 3" of an infected model, they too must make a save
or become infected themselves. Once an infected model activates, it must
make another test or sustain 1 wound. It must make this check each time it
activates until it either dies or successfully resists it. Walls and other
obstructions can block the effects of the Wasting from passing on to
another model.
Linia Frontu - Sekcja 2
Dark Legion - Symmetry Invocations 4/4
Muawijhe Symmetry
Semai Symmetry
Wind of Insanity
Dark Promises
Cost:
7
Cost:
4
Range:
16"/LOS, Small Explosion Template
Range:
18"/LOS
Magnitude:
2
Magnitude:
2
Actions:
2
Actions:
1
Save:
LD
Save:
N/A
Effect:
A successful invocation of this Dark Gift conjures up a whirlwind of pure
insanity around the target. All those caught within the effect are beset by
hordes of insanely gibbering spirits and mentally assailed by the screams
of the combined insane in our universe. The channeling model can target
any model within range and LOS. Center the Small Explosion Template on
the target if successfully channeled. Any Beast or Mortal model underneath
the Template must either Save or suffer a wound. AIs over 5 are immune.
Effect:
Filled with visions of the great glories their Lord will bestow upon them,
mortals in the service of Semai are whipped into a near inebriated frenzy.
This power conveys a +2 to CC and a +1 to DAM on the Charge for models
under this effect. Their reckless abandon however does not come without
cost as their AR value is reduced by -2. This invocation may be cast upon
any friendly, inactivated unit or individual within range and LOS.
False Orders
Baffling Call
Cost:
7
Cost:
6
Range:
N/A
Range:
16"/LOS, Small Explosion Template
Magnitude:
6
Magnitude:
3
Actions:
2
Actions:
2
Save:
N/A
Save:
LD
Effect:
The Great Deceiver has the ability to pull the strings in a command
structure, causing a snowball effect with a little lie up the command chain
that grows until the enemy acts upon the un-truth. A successful channel of
this Dark Gift will impose a penalty of -4 upon the next Initiative roll of 1
opposing army.
Effect:
A successful invocation of this Dark Gift will fill the mind of a chosen target
with a confusing vision, be it someone the target knows or the sounds of
the laughing insane. The channeler may target any Mortal model(s) within
its range and LOS. Place a Small Explosion Template over the targeted
model. A model or models under the template that fail to save will be
required to make an LD test for each action it takes when next activated.
Veil of Darkness
Cost:
6
Confusion of Conformity
Range:
18"/LOS
Cost:
6
Magnitude:
3
Range:
16"/LOS
Actions:
2
Magnitude:
2
Save:
LD
Actions:
1
Effect:
The Lord of Lies is a powerful prevaricator. The master of hypochondriacs.
He can cause those with a weak spirit to become inflicted with hysterical
blindness. The channeler can target any unit within Range and LOS, which
must Save or have their LOS reduced to 6" until the end of the turn. Models
so afflicted may never go on Wait.
Save:
LD
Effect:
A successful invocation of this Dark Gift can cause mass confusion, its
victims being overwhelmed by a cascade of conflicting emotions. The
invoker may target any squad within range and LOS. If that Squad fails its
save, it loses any Wait actions it may have.
Shroud of the Deciver
The Mad Marionette
Cost:
2
Cost:
6
Range:
18"/LOS
Range:
12"/LOS
Magnitude:
2
Magnitude:
2
Actions:
1
Actions:
2
Save:
N/A
Save:
LD
Effect:
Invoking powerful patterns of symmetry, the invoker of this power cloaks a
targeted, inactivated friendly unit or individual with swirling shadows and
whispered sounds. The shroud will convey the Camouflage special ability
at level 2 for the remainder of the turn.
Effect:
A successful invocation of this Gift allows the channeler to take immediate
command of a friendly, inactivated squad. That squad must now activate
and obey the orchestrations of the invoker. As they are not in control of
their own actions, but are responding to deep subconscious commands,
their CC and RC stats are reduced by 2 points for the duration of the turn.
Models controlled in this manner may not go on wait or make spot or aim
actions. An invoking model may not assume command of any model or
squad that has a higher LD value than the invoker.
Misdirection
Cost:
6
Range:
18"/LOS
Magnitude:
3
Actions:
1
Ultimate Nightmare
Save:
N/A
Cost:
5
Effect:
Using this invocation, the invoker may cloak a friendly unit or individual in a
shimmering umbra of the Deceiver's power. Models protected by this
power seem to be in one place, when they are actually in another; slightly
askew from where they seem to be. In effect, when the model(s) under this
pattern are attacked, the first attack action made by each attacker is at -4.
Once the first attack action is made, regardless of its success either to hit
or wound, the models are seen in their actual positions and the penalty is
gone. The power lasts for the turn it was invoked.
Range:
12"/LOS
Magnitude:
3
Actions:
2
Save:
LD
Effect:
A successful invocation of this Dark Gift fills the target's mind with truly
terrible visions that can unhinge even the heartiest individual. The invoking
model may target any unit within Range and LOS. That unit must make a
Morale Check against a Dire rating that is equal to 5.
Phantom Terrain
Cost:
2
Range:
18"/LOS
Magnitude:
2
Actions:
1
Save:
LD
Effect:
Using this invocation, the invoker may target any inactivated enemy model
or unit within range and LOS. Should that unit fail to resist the powers of
this invocation, he or they will believe that the terrain they are on is very
difficult to move over and will treat it as rough terrain for the remainder of
the turn.
Linia Frontu - Sekcja 2
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