§22.6. CARNAGE PACT♟️Gambits

SPELLBREAKER (GAM-CNP-01)

Strategic use

  • Condition: Your friendly unit with the Avatar Tag must be on the battlefield (not destroyed).

  • Reward: Gain 1 💎 Soulshard.

Tactical use

  • Activation: In the end of Casting Test procedure tep CTP.20 Immediately after when an enemy unit with the Caster Tag declares an attempt to cast a Spell and allocates 🟪Magic Dice.

  • Used On: The enemy Caster.

  • Effects:

    • The spell automatically fails (no Casting Roll is made).

    • The enemy Caster still spends any Mana dice required for the attempt.

  • Duration: Instant.

VORTEX OF CHAOS (GAM-CNP-02)

Strategic use

  • Condition: Control an Objective Area while having exactly one (1) friendly unit within that Objective Area. (No other friendly units can be present in that specific Objective Area).

  • Reward: Gain 1 💎 Soulshard.

Tactical use

  • Activation: During . Unit activation procedure - Step UAP.20 the of your friendly unit with the Avatar Tag.

  • Used On: All enemy units adjacent to (within 1 hex of) this unit.

  • Effects:

    • You identify all affected enemy units and determine the order in which they are resolved.

    • For each unit, you choose the direction of the Displace (1 hex).

    • If a unit cannot be displaced (e.g., blocked by impassable terrain or other units), it immediately loses 1 ⚪️Morale token instead.

    • After a unit is successfully displaced, its owning player chooses its new Facing.

  • Duration: Instant.

CLEAR THE PATH (GAM-CNP-03)

Strategic use

  • Condition: At least one (1) friendly unit must have destroyed two (2) or more enemy units during this round

  • Reward: Gain 1 💎 Soulshard.

Tactical use

  • Activation: Immediately after a friendly unit successfully resolves a Melee Attack Action (and effectively "wins" the combat).

  • Used On: The enemy unit that was targeted by the attack.

  • Effects:

    • The enemy unit is pushed/displaced an additional 1 ⬢ hex away from the attacker.

    • The attacking player chooses the specific hex for this displacement (must be within the enemy's valid Retreat Arc).

    • The enemy unit CANNOT choose to "Stand Ground" or use Traits to prevent this displacement.

    • If the enemy unit cannot be displaced (e.g., blocked by terrain or other units), it immediately loses 1 ⚪️Morale token instead.

    • The pushed unit must end this move facing the hex it was pushed from.

  • Duration: Instant.

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