Chanra, Goblin Shaman, Tier III: Difference between revisions

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'''Chanra, Goblin Shaman, Tier III''' is a unit of the [[:Category:Goblin Wartribes|Goblin Wartribes]] faction in ''Eldfall Chronicles''.
'''Chanra, Goblin Shaman, Tier III''' is a unit of the [[:Category:Goblin Wartribes|Goblin Wartribes]] faction in ''Eldfall Chronicles''.
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| [[File:Chanra_Goblin_Shaman_Tier_III_portrait.jpg|200px|Chanra, Goblin Shaman, Tier III]]
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| [[:File:Chanra_Goblin_Shaman_Tier_III.pdf|📄 '''PDF profile (A4)''']] <br /><small>[[:File:Chanra_Goblin_Shaman_Tier_III_A5.pdf|A5 booklet]]</small>
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==Glossary==
==Glossary==
; Burn 1 : State. At the start of this model's activation, it loses 1 HP. Removed if the model is hit by a Water Spell.
; Burn 1 : Trait. If the Attack wounds, the attacker may make 1 extra DMG roll with ARM 0. A success deals another Wound.
; Crouched : State. The model gains +2 DEF against Ranged Attacks but cannot move or make Ranged Attacks.
; Dead : State. The model is removed from play.
; Engaged : State. The model is in base contact with an enemy and cannot make Ranged Attacks or move away without a Disengage Action.
; Flying : The model ignores terrain and other models during movement and cannot be Engaged.
; Incapacitated : State. The model cannot act and automatically fails all Defence rolls.
; Shrouded : State. The model cannot be targeted by Ranged Attacks or Spells.


[[Category:Units]]
[[Category:Units]]
[[Category:Goblin Wartribes]]
[[Category:Goblin Wartribes]]

Latest revision as of 08:35, 27 July 2026

Chanra, Goblin Shaman, Tier III is a unit of the Goblin Wartribes faction in Eldfall Chronicles.

Size Classes Cost Limit STA SPD OFF DEF ACC INT AG T ARM HP M
Medium Mystic / Ranger 28 1 2 5 12 10 10 13 12 12 0 3 15

Classes

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Mystics must use the M value instead of the INT value when casting Spells.

In the End phase of the Active role, Rangers may perform a Normal Movement (note: this does not provoke Reaction from the Reactive Player).

Traits

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Affinity (Air, Divine, Earth, Elder, Fire, Profane, Water)
A model with this Trait can cast (Air, Divine, Earth, Elder, Fire, Profane, Water) Spells. (For example: Air, Divine, Earth, Elder, Fire, Profane, Water = fire, water, profane, etc.)
Inspiring
Other allied models within this model's Awareness and with the same Affiliation gain +6 M.
Survival (Difficult Environment)
This model is not affected by the Difficult Environment.

Skills

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Infiltration
You may deploy this model up to the middle line of the field (on your half of the field).
Hit and Retreat
During its Movement step, this model may cancel the Engaged state without any roll required.

If it declares an Attack in its Activation, it may perform Walk during the end of Resolution step.

Spellcrafts

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Shamanism (Level III)

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Spell Lvl Element Type PW RCH STK Effect
Fire Breath I Fire Spell, Sorcery / Ranged 12 AOE: Spray S 2 Burn 1
Primal Claw I Elder Spell, Sorcery / Melee 13 1 3 May choose any Element.
Fortified Recovery II Earth Spell, Healing / Ranged 16 1 Choose one: •Remove 1 State except Crouched, Flying, Shrouded, Incapacitated, or Dead. •Regain 1 HP. •Another model may regain 1 AP.
Misfortune II Divine Spell, Enchantment / Ranged 16 1 The enchanted model must reroll any successful roll once.
Searing Blood III Fire Spell, Enchantment / Ranged 16 1 The Enchanted model must perform an M roll when activated. On a failure, it loses 1 HP and 1 AP; remove the Enchantment.


Inventory

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Inventory space: 4

Item Qty Category PW RCH STK WGT Effect
Staff of Chaos 1 Accessory 1 3 When performing an Attack with a Spell in the Active Role, the wearer may reroll 1 die. When equipped, an enemy model can become Engaged if within RCH of this Item.

Stratagems

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Name Type Effect
Call of Bravery Authority Other Goblin models in this model's Awareness cannot be Panicked.
Earthspeaker Authority Allied models (including self) in Awareness have Light Cover.
Hexcaller Subterfuge 1 enemy model in Awareness can become enchanted with a Spell available to this model.

Glossary

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Burn 1
Trait. If the Attack wounds, the attacker may make 1 extra DMG roll with ARM 0. A success deals another Wound.