
Solium Infernum
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F. L S A
Flying X: Legion may jump over Cantons (even impassable ones) to a maximum range of X.
Mountain Walk: Legion may enter mountainous Cantons.
Swamp Walk: Legion may enter marshy Cantons.
Charge: Add three to Melee damage during the first round of combat challenges if the Legion is able to inflict Melee
damage on its opponent.
Rage: Add 1d6 to Melee damage during the second round of combat challenges if the Legion has lost HP in combat and if
the Legion is able to inflict Melee damage on its opponent.
Fierce: Add 1d4 to Melee damage if the Legion is able to inflict Melee damage on its opponent.
Black Lightning: Add 1d4 to Ranged damage if the Legion is able to inflict Ranged damage on its opponent.
Flame Aura: Add 1d4 to Infernal damage if the Legion is able to inflict Infernal damage on its opponent.
Ranged Resist X: Negate X points of Ranged damage whenever this Legion loses a Ranged combat challenge.
Melee Resist X: Negate X points of Melee damage whenever this Legion loses a Melee combat challenge.
Infernal Resist X: Negate X points of Infernal damage whenever this Legion loses an Infernal combat challenge.
Black Ring: Upkeep for this Legion is reduced to zero. ere is only one Order of the Black Ring. (Note: is also gives +4-8
HP, +5 Loyalty, +1-4 Ranged, +1-4 Melee, +1-4 Infernal.)
Infernal Crusade: e Order of the Infernal Crusade is awarded to any Legion that returns from an Unholy Crusade
against Heaven’s Ramparts. (Note: is gives +3-8 HP, +2 Loyalty, +1-4 Ranged, +1-4 Melee, +1-4 Infernal.)
Ranged Vul. X: Inflict X additional points of Ranged damage whenever this Legion loses a Ranged combat challenge.
Melee Vul. X: Inflict X additional points of Melee damage whenever this Legion loses a Melee combat challenge.
Infernal Vul. X: Inflict X additional points of Infernal damage whenever this Legion loses an Infernal combat challenge.
Recovery Specialists: After a victory in battle, the chance to recover enemy Artifacts is doubled.
+1 Combat Round: Any battle that involves this Legion adds an extra round of combat.
-1 Combat Round: Any battle that involves this Legion is shortened by one round of combat.
Melee Last: e Melee round occurs last in battle.
Ranged Last: e Ranged round occurs last in battle.
Melee Twice: e melee round occurs twice in battle.
G. P
Perks carry special historic significance and represent training or innate abilities that define your Archfiend from the
masses. Below is a list of Perks, their cost for purchase during Avatar creation, and their description (in that order). Perks
with negative costs represent stigmas. ey offer you more Fiend Points with which to build your character.
Master Archer (+9): Your mastery of Ranged combat gives all Legions under your command a +X bonus to their Ranged
attribute, where X is your Martial Skill.
Master of the Sword (+8): Your mastery of Melee combat gives all Legions under your command a +X bonus to their Melee
attribute, where X is your Martial Skill.
Sorcerer (+7): Your mastery of Infernal energy gives all Legions under your command a +X bonus to their Infernal
attribute, where X is your Wickedness.
Inspirational Leader (+7): An aura of command emanates from you, giving all Legions under your command a +X bonus
to their loyalty, where X is your Charisma.
Fiendish Energy (+13): You are infused with an unnatural demonic spark. All Legions under your command receive one
additional movement point (the maximum is five).
Slothful (-8): You are prone to delay and distraction. All Legions under your command receive one less movement points
(the minimum is one).
Monumental Vanity (+13): Places of Power are more important when you possess them. You gain an additional +1 Prestige
Points per turn for every Place of Power you control.
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