Titan Dose Facebookissa kirjoitti:Huge news guys! Knight Models have kindly allowed us to not only see the new cards containing new traits, but also to reveal to you all what each of these traits do in the game.
Below are the new traits, with the exact wording from the reverse of the cards.
If I've missed any please let me know and I'll add it in.
Mind Trick: When a model attempts to solve a Riddle Objective, after the roll is made, you may move one Riddle marker in play up to 4”
Hold Breath (2AC): This model can only use this trait once per round. This model cannot move this round, and can’t perform attacks. However, the next Ranged Attack this model performs gains +1 to it Collateral Dice result and +1 to its Hit rolls. This effect is cumulative.
Underworld King: If more than 1 friendly model controls an objective that is within 8” of this model, you score 1 additional VP for that objective.
Drop A Riddle (2SC): If your side scored at least 4VP in the previous round, this model places 1 Riddle Objective marker within 1” of this model and at least 4” away from any other Objective marker. This model can use this trait only once per round.
Competitive: This model gains +1 to Attack, Defence and Willpower while there is at least one other friendly model in play with this trait.
Riddles Addict: This model gains +1 to resolve a Riddle Marker
Defensive Stance: This model ignores the penalties for being Outnumbered in combat, and chooses the direction when it is Pushed
It’s Mine: When this model controls an Objective, enemy models cannot contest that Objective
Gas Jumper (1MC+1SC): Place this model within 8”, in a new position where its base will fit. All models within 4” of the model’s new position must pass an Endurance roll or suffer (Blood) and Enervating/1 with the Gas special rule. This model can use this trait only once per round.
Boom!: Each time this model receives any damage, roll a dice – on the natural score of a 6, it explodes! Alternatively, during its activation, you may choose to make this model explode. When the model explodes, centre an Explosion template on it. There is no need to roll to Hit. All models affected suffer Damage (Blood, Blood, Stun) with a Strength of 2+. After resolving the explosion, remove this model as a casualty
Cloak of Bats: Enemy models can only see this model if it is in contact with them. This ability works even when the model is within the area of effect of a Light. However, the model is still subject to other rules that aid detection, such as Total Vision or Night Vision, etc. This model can be affected by templates, but cannot be targets directly. Also, when an enemy model enters contact with this model, or this model enters contact with an enemy model, that model must take a Willpower roll: if the roll is failed, the model suffers the Scared effect.
I’m Batman: After all other models have deployed, this model deploys anywhere on the gaming area where its base can fit. All models within 2” of this model when it deploys must pass an Endurance roll or become Knocked Down. In addition, once per game, this model may reroll failed Damage rolls.
Special Volume: This model uses a base of 60mm but has the same volume height and rules as a model on a 30mm base.
Claybody: When this model uses the Charge special attack it only costs 1SC. In addition, this model is immune to the Steal effect and gains -1 to its Endurance rolls. All ranged attacks against this model converts Blood to Stun, unless the attack had the Cold or Freeze effects. Conversely, when this model is targeted with an attack with the Electric special rule or Discharge effect, all Stun are converted to Blood. In addition, at the start of each of this model’s activations, it may exchange its attached Upgrade card for a different one.
Dimensional Portal (3SC): Place this model within 12”, in a new position where its base will fit. At a cost of 2MC, this model may choose one friendly model within 2” before it is placed – the target model is placed in base contact with this model in its new position. After being placed, this model ends its activation. Any model that was placed with it counts as having moved, and its Basic Move Distance is 0 for the rest of the round. A model cannot use this trait in two consecutive activations.
The Wizard: This model does not spend SC when using the Good Aim special rule. In addition, once per game, at the start of the Raise the Plan phase, you may move this model up to 4”