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Mythic Battles: Pantheon» Forums » General

Subject: Generic special abilities rss

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Joshua Davis
United States
Philadelphia
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Hey Benoit, can we get a list of the generic abilities that we see on the left side of the player boards, like climb, leader, etc ?
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Aditya C
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I believe they are referred to as talents. But yeah a list with descriptions would be a nice update.
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Ben Clapperton
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I would imagine we'll see them when the rulebook is made available.
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Mike Beiter
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I would love to see a list of all talents and general rules.

I see all these card previews but do not understand portions of them.
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Benoit VOGT
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CloudBuilder wrote:
Hey Benoit, can we get a list of the generic abilities that we see on the left side of the player boards, like climb, leader, etc ?



Please find below a list of the Talents (from core box) together with their effects:


Block
Enemy units in the same area as this unit cannot
move out of this area nor claim an Omphalos in
this area. Other units with the Block skill ignore this
effect.


Bolster
Friendly troops in the same area as this unit gain a +1
bonus to Attack and Defense.


Climb
This unit may acces difficult terrain, such as
impenetrable terrain and cliffs.


Force of Nature
If this unit performs an attack in an area with a ruin or
tree, you may remove that piece from the battlefield. The
unit gains a +1 bonus to Attack and Range until the end
of the turn.


Guard
If a friendly unit in the same area as this unit is attacked,
you may change the target of the attack to this unit.
Torment
Every time this unit performs a melee attack, the
defending unit receieves a -1 penalty to Defense until
the end of the attack.


Haste
This unit retaliates before its attacker’s attack.
After retaliation, the attacker must still be within range
to perform its attack. Other units with the Haste skill
ignore this effect.


Leader
At the end of this unit’s activation, you may choose a
friendly troop in its area. Its owner searches their deck
for an activation card for that unit and adds it to their
hand. The unit is immediately activated. This does not
require an Art of War card.


Mighty Throw
Whenever this unit attacks, you may dismiss up to 2
blank faces from your first roll to throw the defending
unit. Throwing troops and Heroes only requires
dismissing 1 blank face, while throwing Monsters and
Gods requires dismissing 2.
After attacking, if enough blank faces have been
dismissed to throw the defending unit, move it to an
area adjacent to its starting area. Thrown units carrying
an Omphalos drop it in their starting area.


Phalanx
This unit gains a +1 bonus to Attack and Defense as long
as it’s in the same area as a complete friendly troop.
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Thanee
Germany
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Oh, sweet. Thank you, Benoit!

Bye
Thanee
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Ulf Kespelher
Germany
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Thx, Benoit.
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Joshua Davis
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Thank you! The way you guys run this kickstarter is amazing.
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Thaddeus MacTaggart
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Amsterdam
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Many thanks @ Benoit!! cool
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M. S.
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question on a combination of talents, might be void since I don't really know the difficult terrain rules.

If a char gets thrown by a Mighty Throw on an adjacent zone, which is an inaccessible terrain, can he get down from there if he doesn't have Climb?
or is downhill always possible?
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Max Jansson
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Trollhättan
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I don't remember "Haste", should it be "Initiative"? I think I saw a few units with this talent.
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M. S.
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asgorn wrote:
question on a combination of talents, might be void since I don't really know the difficult terrain rules.

If a char gets thrown by a Mighty Throw on an adjacent zone, which is an inaccessible terrain, can he get down from there if he doesn't have Climb?
or is downhill always possible?


follow up on that, assuming heights give ranged bonus and since there is already some kind of friendly fire for area effects.

Can you attack an own unit trying to generate a throw so that a ranged unit without climb can get the height bonus (and protection) of inaccessible terrain?

might not be the strategy with the straightest course, but hey whatever works
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Benoit VOGT
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asgorn wrote:
question on a combination of talents, might be void since I don't really know the difficult terrain rules.

If a char gets thrown by a Mighty Throw on an adjacent zone, which is an inaccessible terrain, can he get down from there if he doesn't have Climb?
or is downhill always possible?


You cannot be thrown to an inaccessible terrain. This will be specified in the rules. But you can be thrown from an inaccessible terrain.
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Benoit VOGT
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Evil_X wrote:
I don't remember "Haste", should it be "Initiative"? I think I saw a few units with this talent.


Yes sorry, Haste is Initiative.
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Max Jansson
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asgorn wrote:
asgorn wrote:
question on a combination of talents, might be void since I don't really know the difficult terrain rules.

If a char gets thrown by a Mighty Throw on an adjacent zone, which is an inaccessible terrain, can he get down from there if he doesn't have Climb?
or is downhill always possible?


follow up on that, assuming heights give ranged bonus and since there is already some kind of friendly fire for area effects.

Can you attack an own unit trying to generate a throw so that a ranged unit without climb can get the height bonus (and protection) of inaccessible terrain?

might not be the strategy with the straightest course, but hey whatever works


I asked this question during my demo game at Essen, I was not allowed to throw a unit on top of inaccessible terrain.
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Benoit VOGT
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asgorn wrote:
asgorn wrote:
question on a combination of talents, might be void since I don't really know the difficult terrain rules.

If a char gets thrown by a Mighty Throw on an adjacent zone, which is an inaccessible terrain, can he get down from there if he doesn't have Climb?
or is downhill always possible?


follow up on that, assuming heights give ranged bonus and since there is already some kind of friendly fire for area effects.

Can you attack an own unit trying to generate a throw so that a ranged unit without climb can get the height bonus (and protection) of inaccessible terrain?

might not be the strategy with the straightest course, but hey whatever works


You cannot be thrown to an inaccessible area. In addition, if you attack one of your own Unit (with a zone attack also targeting enemy units), this attack is managed by the opponent. So your opponent will choose to use or not mighty throw and possibly where your unit is thrown.
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Thanee
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Benoit0905 wrote:
Yes sorry, Haste is Initiative.


You know, you can edit your posts.

Bye
Thanee

P.S. An extra line break before "Torment" would be nice, too.
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M. S.
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Benoit0905 wrote:
...

You cannot be thrown to an inaccessible area. In addition, if you attack one of your own Unit (with a zone attack also targeting enemy units), this attack is managed by the opponent. So your opponent will choose to use or not mighty throw and possibly where your unit is thrown.

makes sense

so no strategic throwing around of units, Gimli would be so happy.
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Trent Y.
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Edmonton
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This all sounds so great! So excited!
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Gustavo Sanchez
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Leader ability: "At the end of this unit’s activation, you may choose a
friendly troop in its area. Its owner searches their deck
for an activation card for that unit and adds it to their
hand. The unit is immediately activated. This does not
require an Art of War card."

Do you have to spend the activation card you just searched for and received? Or is the new unit activated for free?
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Benoit VOGT
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nexbot wrote:
Leader ability: "At the end of this unit’s activation, you may choose a
friendly troop in its area. Its owner searches their deck
for an activation card for that unit and adds it to their
hand. The unit is immediately activated. This does not
require an Art of War card."

Do you have to spend the activation card you just searched for and received? Or is the new unit activated for free?


No the Troop is not activated for free. You have to discard its activation card but you do not have to spend an Art of War Card for playing a second Unit.
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Thaddeus MacTaggart
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I think we are now missing the "Monster Slayer" talent in the list!

"Monster Slayer allows you to re-roll up to 2 dice when you're fighting Monsters"
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Benoit VOGT
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Teowulff wrote:
I think we are now missing the "Monster Slayer" talent in the list!

"Monster Slayer allows you to re-roll up to 2 dice when you're fighting Monsters"


Yes you are correct. I just listed the Talents from the Core box.
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Armin Welk
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Dear Benoit,
what does "Archer" do (at least Paris has this one...)?
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Benoit VOGT
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Daemonfey wrote:
Dear Benoit,
what does "Archer" do (at least Paris has this one...)?


A unit with Archer gets +1 die for Range Attacks.
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