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Anima Tactics: Ahriman, Lord of Darkness
Anima Tactics: Ahriman, Lord of Darkness
by Fantasy Flight Games (2009)
Player Count
2

Player Ages
12+

Playing Time
1 hour
Categories
  • Fantasy
  • Fighting
  • Miniatures
  • Mechanisms
  • Action Point Allowance System
  • Dice Rolling
  • Family
  • Anima Universe
  • Anime & Manga
  • Anima Tactics
  • Player Count: Two Player Only Games
  • Rating: 6.5/10 from 2 users

    Description

    The Ahriman are the dark twins of the maidens of light. The most powerful known dark elementals. With their unique powers, they are virtually unstoppable. The lords of Darkness have once again set their sites on Gaia.

    Dark Summon Warrior/Mystic
    Level 40 version
    At 5 | Dm 5 | Df 9 | Ar 1 | LP: 17 | Re 11 | Mo 8/12 | AP 3/4
    Cost to Summon: oo | Affinity: Dark
    Atman: 60 | Bind: 1 | Stability: 8 | Shock: +1
    Innate Abilities: Immunity (Blind).
    Soul Disruption: If Ahriman deals 5 or more damage with a hand-to-hand attack, the target suffers Seal Lv.2. Units with Damage Resistance are immune to this skill. Effect 15.
    Darkness Claws: Ahriman's attacks ignore the Shield and Protection states on enemy units.
    o - Darkness (Magic, Effect)
    An enemy Unit within Ahriman's Control Zone suffers Blind Lv.1. Effect 15. Limit: Once per turn.
    oo - Doom (Magic, Effect)
    All enemy Units within Ahriman's Control Zone when this skill is used get -1 Attack and Defense until the end of the turn. Effect 16.
    ooo - Catastrophic Darkness (Magic, Ranged Attack)
    Distance (16 Inch). +2 Damage. If this attack hits the target, all Units within 3 Inches to the target also suffer the attack.
    ooo - Dark Ender (Ki, Attack)
    +1 Attack. Dark Ender can target an enemy Unit up to a distance of 2 Inches away, even if Ahriman is not in base contact with it.

    Level 50 version
    At 6 | Dm 5 | Df 9 | Ar 1 | LP: 17 | Re 11 | Mo 8/12 | AP 3/4
    Cost to Summon: oo | Affinity: Dark
    Atman: 60 | Bind: 2 | Stability: 8 | Shock: +1
    Innate Abilities: Intangibility, Immunity (Blind).
    Soul Disruption: If Ahriman deals 5 or more damage with a hand-to-hand attack, the target suffers Seal Lv.2. Units with Damage Resistance are immune to this skill. Effect 16.
    Darkness Claws: Ahriman's attacks ignore the Shield and Protection states on enemy units.
    o - Darkness (Magic, Effect)
    An enemy Unit within Ahriman's Control Zone suffers Blind Lv.1. Effect 15. Limit: Once per turn.
    oo - Doom (Magic, Effect)
    All enemy Units within Ahriman's Control Zone when this skill is used get -1 Attack and Defense until the end of the turn. Effect 16.
    ooo - Catastrophic Darkness (Magic, Ranged Attack)
    Distance (16 Inch). +2 Damage. If this attack hits the target, all Units within 3 Inches to the target also suffer the attack.

    ooo - Dark Ender (Ki, Attack)
    +1 Attack. Dark Ender can target an enemy Unit up to a distance of 2 Inches away, even if Ahriman is not in base contact with it.

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