Army Change Of Plan

Submitted By mbutoe
Words: 7219
Pages: 29

A Change of Plans
General's Special Order
This must be your first action during the Special Action phase. All tactical cards attached to personalities in your army are removed in placed in your Tactical Hand, which may exceed five cards until the end of this Special Actions phase. At the end of this Special Actions phase, discard down to your maximum hand size.
4

A Kami's Blood
Special Action
Target a tattoo that has already been activated during the battle and which is attached to a personality or unit that oyu control. The target tattoo is immediately reactivated as if being activated for the first time. When the effects of the tattoo end, the tattoo is removed from play until the end of the game (unit cost and VP values are unaffected), and the unit suffers a -1 modifier to all rolls during the following turn.
1

A Master of Tactics
Special Action
Target a unit that you control. Modify the unit's MIS by up to 4. This modification may be applied contrary to modifiers applied during the Initiative phase.
2

A Shadow Passes
Special Action/Reaction, Kolat, Ninja, Restricted
This card may only be added to your Tactical deck if your army includes a Kolat or Ninja personality and must be attached to a Kolat or Ninja personality before it is used. Target a personality immediately after that personality announces a special action or Special Order. The target personality's SA/SO is canceled. If the action was a card effect, the card is returned to the player's hand at the beginning of the End phase. The target personality may not generate further Special Actions during this phase. Immediately after playing this card, the attaching Kolat or Ninja personality becomes spent.
3

A Time for Heroes
Special Action
Target a personality or unit that you control which has previously generated one or more uses of an ability, innate, or kiso that is limited to a set number of uses per battle. That personality or unit's limited-use ability, innate, or kiso may be used again at an appropriate time during this turn. At the end of the turn (or after the effect ends, if the effect has a duration), the target personality or unit becomes spent.
2

Advantage of Cover
Special Action
Target a unit within cover that you control. The target unit has maximized its protection within the cover. If the unit does not move during the Primary or Cavalry Movement phases, all Ranged Attacks targeting this unit suffer -2 ATT until the end of the turn (in addition to the -1 ATT for cover). If the taret unit is unable to claim cover against an enemy unit's Ranged Attacks, the enemy ignore the additional -2 ATT as well.
2

All or Nothing
Ranged Attack, Offensive Reaction
Target a unit that you control as it declares a Ranged Attack. This may not target an airborne unit. All models in the target unit gain +2 ATT and +2 DAM to Ranged Attracks for this phase. At the end of the Ranged Attack phase, the target unit becomes spent.
3

Amaterasu's Smile
Special Action
Target a personality that you control that does not have the Tainted trait and who has suffered on eor more Wounds. The target personality immediately heals one Wound.
2

An Unguarded Moment
Primary Movement
Target an enegaged unit that you control at the start of its movement, but after realignment has taken place. The target unit may immediately perform an expand/contract maneuver, though the change in the frontage must result in a sandard formation. This maneuver may not be contested and no Maneuver test is required, it automatically succeeds.
2

The Ancient Promise
General's Special Order
May only be used by your army's general or, if you have no general, the personality with the highest Glory in your army. Target an enemy Dragon model (creature, not clan). Your general recites the ancient promise of protection made by dragons to the first Hantei. Both the general and the Dragon become spent for 2 turns.
2

Another Time
Special Action, Duel Reaction
Target a personality you