Infernals Info (updating as twitch streams)
Feb 27, 2019 17:42:25 GMT
crimsonguard, gmonkey, and 1 more like this
Post by darkshroud on Feb 27, 2019 17:42:25 GMT
itll be on twitch at 1pm est, 10am pst.
ill try and keep up but i can only type so fast. i wont be able to get screenshots and stuff. that might come later.
per the title (updating as it happens)
No specifics on units/models. just overviews for how things work.
march 6th will be the start of CID
masters:
warcasters/warlock equiv
spells and feats are similar
no focus/fury
use essence - blend of both. can be used for the same things
- allocate essence. but can transfer damage like fury
- refill by sacrificing models with "marked soul" (sac one dude, fills to max)
- can gain souls from enemies and convert them into essence
-still use control range
- anything over essence stat gets removed beginning of turn
-can spend 1 essence to heal 1 on said horror. but you dont get to pick and choose. must be from inner ring, out.
horror
- much like warbeasts/jacks
- have a "fury/focus" stat. begin game with said amount. doesnt get wiped at the end of the turn. but still get allocated like focus but doesnt force like warbeasts
-have damage "webs"
-have "rings of damage" outer to middle to inner. once all the outer ring is full, move to the next. if inner is full, its dead.
-healing is healed from inner to outer
-run and charge for free
-as "webs" are crippled things happen
-outer, pay for run charge
-middle , 1 less damage dice
- at the end of your turn. you must spend 1 essence on each of your horrors or they get rfp (tithe)
- key words matter. warbeast and jack spells/abilities dont work on horrors.
-horrors or souless
will have solos, like warwitch siren thatll hand out essence. so you can spend a stack on a horor and move up said solo and give him a essence to spend to stick around.
- Can spend essence outside of control range
summoning
-masters only
-once per activation
-spend essence equal to stat on monster
-shows up with one (1) essence but if they start the game in play, its max
-shows up in base contact.
-can act normally after being summoned
-dont need to be in army list. (what? yea...)
-glass cannons. not as resilient as beasts/jacks
-theme forces dont matter in regard to summoning. restrictions dont apply to summoned monster
-anytime ability. so a master can charge up, summon, and then the horror and charge off. (but again, only comes in with (1) essence.
-you only pay for the horrors in your army list.
-destroyed horrors count as killed points at end of game.
-no animi
solos with "marked soul"
- ambush is gunna be hug in taking out solos/units with "marked soul"
theme force bonus
- dont need to pay that "tithe" to keep horrors in play for the first round
- called "dark legacy" (aww factor)
finished
ill try and keep up but i can only type so fast. i wont be able to get screenshots and stuff. that might come later.
per the title (updating as it happens)
No specifics on units/models. just overviews for how things work.
march 6th will be the start of CID
masters:
warcasters/warlock equiv
spells and feats are similar
no focus/fury
use essence - blend of both. can be used for the same things
- allocate essence. but can transfer damage like fury
- refill by sacrificing models with "marked soul" (sac one dude, fills to max)
- can gain souls from enemies and convert them into essence
-still use control range
- anything over essence stat gets removed beginning of turn
-can spend 1 essence to heal 1 on said horror. but you dont get to pick and choose. must be from inner ring, out.
horror
- much like warbeasts/jacks
- have a "fury/focus" stat. begin game with said amount. doesnt get wiped at the end of the turn. but still get allocated like focus but doesnt force like warbeasts
-have damage "webs"
-have "rings of damage" outer to middle to inner. once all the outer ring is full, move to the next. if inner is full, its dead.
-healing is healed from inner to outer
-run and charge for free
-as "webs" are crippled things happen
-outer, pay for run charge
-middle , 1 less damage dice
- at the end of your turn. you must spend 1 essence on each of your horrors or they get rfp (tithe)
- key words matter. warbeast and jack spells/abilities dont work on horrors.
-horrors or souless
will have solos, like warwitch siren thatll hand out essence. so you can spend a stack on a horor and move up said solo and give him a essence to spend to stick around.
- Can spend essence outside of control range
summoning
-masters only
-once per activation
-spend essence equal to stat on monster
-shows up with one (1) essence but if they start the game in play, its max
-shows up in base contact.
-can act normally after being summoned
-dont need to be in army list. (what? yea...)
-glass cannons. not as resilient as beasts/jacks
-theme forces dont matter in regard to summoning. restrictions dont apply to summoned monster
-anytime ability. so a master can charge up, summon, and then the horror and charge off. (but again, only comes in with (1) essence.
-you only pay for the horrors in your army list.
-destroyed horrors count as killed points at end of game.
-no animi
solos with "marked soul"
- ambush is gunna be hug in taking out solos/units with "marked soul"
theme force bonus
- dont need to pay that "tithe" to keep horrors in play for the first round
- called "dark legacy" (aww factor)
finished