§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).
• Timing: End of Macth Sequence EOM:20
• Reward: Gain 1 💎Soulshards.
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 Die.
• Used On: The Enemy.
• Effects:
- The Spell automatically fails (no Casting Roll is made).
- The Enemy 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 Friendly units within that Objective Area. (No other Friendly units can be present in that specific Objective Area.
• Timing: End of Round Phase EOR:20
• Reward: Gain 1 💎Soulshards.
Tactical use
• Activation: During Unit activation Procedure - Step UAP.20 the your Friendly Unit with AVATAR Traits.
• 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 displacments are resolved.
- For each Unit, you choose the direction of the Displace (1 hex).
- If a Unit cannot be Displaced physically (e.g., blocked by Impassable terrain or other Unit), 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 Friendly unit must have Destroyed TWO or more Enemy Unit during this Round
• Timing: End of Round Phase EOR:20
• Reward: Gain 1 💎Soulshards.
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 ⬢ Solid Hex 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 physically (e.g., blocked by terrain or other Unit), 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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