Chanra, Goblin Shaman, Tier III: Difference between revisions
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| '''[[Hexcaller]]''' || Subterfuge || 1 enemy model in Awareness can become enchanted with a Spell available to this model. | | '''[[Hexcaller]]''' || Subterfuge || 1 enemy model in Awareness can become enchanted with a Spell available to this model. | ||
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==Glossary== | |||
; Affinity (Air, Divine, Earth, Elder, Fire, Profane, Water) : A model with this Trait can cast (Air, Divine, Earth, Elder, Fire, Profane, Water) Spells. (For example: Air, Divine, Earth, Elder, Fire, Profane, Water = fire, water, profane, etc.) | |||
; Fire Breath : [[Burn|Burn 1]] | |||
; Fortified Recovery : Choose one: •Remove 1 State except [[Crouched]], [[Flying]], [[Shrouded]], [[Incapacitated]], or [[Dead]]. •Regain 1 HP. •Another model may regain 1 AP. | |||
; Hit and Retreat : During its Movement step, this model may cancel the [[Engaged]] state without any roll required. | |||
If it declares an Attack in its Activation, it may perform Walk during the end of Resolution step. | |||
; Infiltration : You may deploy this model up to the middle line of the field (on your half of the field). | |||
; Inspiring : Other allied models within this model's Awareness and with the same Affiliation gain +6 M. | |||
; Misfortune : The enchanted model must reroll any successful roll once. | |||
; Primal Claw : May choose any Element. | |||
; Searing Blood : The Enchanted model must perform an M roll when activated. On a failure, it loses 1 HP and 1 AP; remove the Enchantment. | |||
; Survival (Difficult Environment) : This model is not affected by the Difficult Environment. | |||
[[Category:Units]] | [[Category:Units]] | ||
[[Category:Goblin Wartribes]] | [[Category:Goblin Wartribes]] | ||
Revision as of 14:04, 2 July 2026
Chanra, Goblin Shaman, Tier III is a unit of the Goblin Wartribes faction in Eldfall Chronicles.
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| 📄 PDF profile (A4) A5 booklet |
| Size | Classes | Cost | Limit | STA | SPD | OFF | DEF | ACC | INT | AG | T | ARM | HP | M |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium | Mystic / Ranger | 28 | 1 | 2 | 5 | 12 | 10 | 10 | 13 | 12 | 12 | 0 | 3 | 15 |
Classes
Mystics must use the M value instead of the INT value when casting Spells.
In the End phase of the Active role, Rangers may perform a Normal Movement (note: this does not provoke Reaction from the Reactive Player).
Traits
- Affinity (Air, Divine, Earth, Elder, Fire, Profane, Water)
- A model with this Trait can cast (Air, Divine, Earth, Elder, Fire, Profane, Water) Spells. (For example: Air, Divine, Earth, Elder, Fire, Profane, Water = fire, water, profane, etc.)
- Inspiring
- Other allied models within this model's Awareness and with the same Affiliation gain +6 M.
- Survival (Difficult Environment)
- This model is not affected by the Difficult Environment.
Skills
- Infiltration
- You may deploy this model up to the middle line of the field (on your half of the field).
- Hit and Retreat
- During its Movement step, this model may cancel the Engaged state without any roll required.
If it declares an Attack in its Activation, it may perform Walk during the end of Resolution step.
Spellcrafts
Shamanism (Level III)
| Spell | Lvl | Element | Type | PW | RCH | STK | Effect |
|---|---|---|---|---|---|---|---|
| Fire Breath | I | Fire | Spell, Sorcery / Ranged | 12 | AOE: Spray S | 2 | Burn 1 |
| Primal Claw | I | Elder | Spell, Sorcery / Melee | 13 | 1 | 3 | May choose any Element. |
| Fortified Recovery | II | Earth | Spell, Healing / Ranged | — | 16 | 1 | Choose one: •Remove 1 State except Crouched, Flying, Shrouded, Incapacitated, or Dead. •Regain 1 HP. •Another model may regain 1 AP. |
| Misfortune | II | Divine | Spell, Enchantment / Ranged | — | 16 | 1 | The enchanted model must reroll any successful roll once. |
| Searing Blood | III | Fire | Spell, Enchantment / Ranged | — | 16 | 1 | The Enchanted model must perform an M roll when activated. On a failure, it loses 1 HP and 1 AP; remove the Enchantment. |
Inventory
Inventory space: 4
| Item | Qty | Category | PW | RCH | STK | WGT | Effect |
|---|---|---|---|---|---|---|---|
| Staff of Chaos | 1 | Accessory | — | 1 | — | 3 | When performing an Attack with a Spell in the Active Role, the wearer may reroll 1 die. When equipped, an enemy model can become Engaged if within RCH of this Item. |
Stratagems
| Name | Type | Effect |
|---|---|---|
| Call of Bravery | Authority | Other Goblin models in this model's Awareness cannot be Panicked. |
| Earthspeaker | Authority | Allied models (including self) in Awareness have Light Cover. |
| Hexcaller | Subterfuge | 1 enemy model in Awareness can become enchanted with a Spell available to this model. |
Glossary
- Affinity (Air, Divine, Earth, Elder, Fire, Profane, Water)
- A model with this Trait can cast (Air, Divine, Earth, Elder, Fire, Profane, Water) Spells. (For example: Air, Divine, Earth, Elder, Fire, Profane, Water = fire, water, profane, etc.)
- Fire Breath
- Burn 1
- Fortified Recovery
- Choose one: •Remove 1 State except Crouched, Flying, Shrouded, Incapacitated, or Dead. •Regain 1 HP. •Another model may regain 1 AP.
- Hit and Retreat
- During its Movement step, this model may cancel the Engaged state without any roll required.
If it declares an Attack in its Activation, it may perform Walk during the end of Resolution step.
- Infiltration
- You may deploy this model up to the middle line of the field (on your half of the field).
- Inspiring
- Other allied models within this model's Awareness and with the same Affiliation gain +6 M.
- Misfortune
- The enchanted model must reroll any successful roll once.
- Primal Claw
- May choose any Element.
- Searing Blood
- The Enchanted model must perform an M roll when activated. On a failure, it loses 1 HP and 1 AP; remove the Enchantment.
- Survival (Difficult Environment)
- This model is not affected by the Difficult Environment.
