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Mage knight apocalypse
Mage knight apocalypse









mage knight apocalypse

The factions in the initial release included the Atlantis Guild, the Elemental League, the Black Powder Rebels, the Draconum, The Knights Immortal, the Orc Raiders, and the Necropolis Sect. Game play is typically rapid, but often highly strategic, both in terms of traditional maneuvering and combat common to miniatures games and because of the unusual combinations of unit special abilities that make every army unique.Įach Mage Knight figure belongs to a specific faction. These actions include movement, combat, or the use of special abilities such as Regeneration and Necromancy. Each player is allowed to take a number of actions per turn equal to the point cost total divided by 100. To play a game, players will generally agree upon a point cost total, and then design their armies to maximize their strategic capabilities within the specified point cost total. These costs range from 3 points (only the limited edition goblin volunteer Podo has achieved a point value this low) to over 500 points (for the tanks and the Apocalypse Dragon). The dial allows a figure's displayed statistics to change as it takes damage.Īll miniatures, called warriors, come pre-painted and are pre-assigned point costs based on their abilities.

mage knight apocalypse

The system, called the combat dial, has proved to be highly popular and is used in WizKids's other games, including HeroClix and MechWarrior. While this system lacks the versatility of other miniatures games, mainly because players cannot customize their figures, it makes up for this by facilitating rapid gameplay and by having a large number of distinctive figures. Unlike many other miniatures war-games, Mage Knight eliminates the need for reference to rule books and tables by integrating a dial into each figure that contains its current combat statistics - movement rate, attack and defense values, combat damage, and special abilities.











Mage knight apocalypse