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Army Traits – M² Magic and Monsters
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Army Traits

All is Dust

When a Wizard is slain all units in and adjacent to the Wizards box take 1 hit, as if from melee. Saves cannot be made.


Ambuscade

Before deployment, select up to 3 non-monstrous creature units to be placed into ambush. Attached Generals can be included in this ambush. These units are deployed off-table. Starting from the Player’s 2nd turn you may try to deploy any off-table troops from ambush. Draw an activation card. Attached generals can redraw.

1The units is lost (counting destroyed), but does not surrender any victory medals
2-4 The unit is not deployed, remaining off table
5-8Deploy the unit in a terrain box (not adjacent to enemy), or out of sight of all enemy
9-10 Deploy the unit in any terrain box, or out of sight of all enemy

Ancient Race

The army must surrender 1 victory medal before the battle begins.


Backbone of the Mountain

Before the first piece of terrain is placed the player must choose 1 of the following –

1.Place 1 box of impassible terrain before any other terrain is placed.
2.As the passive army, their camps count as fortified (around each face of the box)

Chivalric Lands

Before the first piece of terrain is placed the player must choose 1 of the following –

1. Place 2 boxes of open terrain before any other terrain is placed.
2. As the passive army, all camps count as fortified (around each face of the box)

Cruel Nobility

When a unit fails an activation, a General in an adjacent box may choose to inflict a hit on the unit that fails to redraw a card once. These hits cannot be saved. Redraws cannot be redrawn.


Defensive Strategy

All camps count as fortified on all faces.


Frozen Steppes

Before the first piece of terrain is placed, place 2 boxes of open terrain.
After both armies are deployed but before the first turn, draw a card. If the card is odd then all water features on the table are frozen. Frozen water features can be crossed, but they do count as rough going.


General Muster

Each command must have at least one unit of a compulsory core troop type.


Incursion

This army can choose to field 0 camps


Jungle Runners

No command penalty is applied to any units in the army on account of dense terrain.


Spell Resistance

When any unit makes an armour save from a spell, they add 1 PIP to card drawn.


The Great Wood

This army can deploy an additional 2 woods ( 1 box ) after the terrain placement phase, but before deployment. These two woods cannot be moved.


They Came from the Sea…

Troops with the Littoral characteristic may replace the armies camp(s). You can field up to 1 troop of this type per command. They must be deployed as per camps (in the first deployment drop, touching the base table edge).

When destroyed they count as losing a camp. Being destroyed they cannot be recaptured like a camp.


Wild Fighters

After all deployment, before the first activation draw a card. Divide the result by 2 (rounding down) – award that many Minor Hero markers to core units.


Woodlander Realms

Place 2 additional woods (1 box each) after the terrain placement phase, but before deployment. These woods cannot be moved.