unit:Vicarisite

This unit is still in testing. It should not be used in official games


Vicarisite
48 Points
Undead, Character
HP = 24
Movement = 6"
Dodge Bonus = +3
Armor Type = Magic

Attacks
None


Special Abilities
Possesion = In place of an attack, the Vicarisite attempts to take over a unit in melee range. Roll 1d6, on a 4+, the Vicarisite infests the target, latching on to the host's soul. Remove the Vicarisite from the board, it is now within the host's body. All damage and healing done to the host also is applied to the Vicarisite, and the host's attacks deal +1d6 damage. At the beginning of your turn, you roll a die 6, on 4+, you may use the host unit as though it was in your army. The host's owner must also roll a 4+ at the beginning of his turn to use this unit, otherwise the host does not move or attack that turn. If the Vicarisite dies, the host regains full control but loses the bonus damage. If the host dies the Vicarisite is returned to the board within melee range of the host's corpse.

Unique = You may only have 1 Vicarisite in your army.

Vicarisites; spirirts who lost everything, in life and in death. Now they seek to gain back even a portion of what they once knew. Having no physical form has its advantages though, as parasitic entities, Vicarisites latch onto other being's souls in an attempt to take over their corporeal body. Host and parasite constantly vie for control, as the spirit's energy begins to root to the body. The surge of energy does however empower the host's body, even in the contested state of control. Rarily can a body maintain the foreign presence for long, and the Vicarisite is forced to search again.

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