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   Anima Tactics: Elhaim, Maiden of Light (2009)

Image of Anima Tactics: Elhaim, Maiden of Light 🔎

Who is this game suitable for?

Suitable for ages 12 and up. You can play with 2 to 2 players.
For the pros among you, the following mechanics can be decisive: Action Points und Dice Rolling...

Game Data

Average time to play: 60
Minimum age: 12
Number of players: 2
Publisher: Fantasy Flight Games
Designers: Unknown
Artists: Unknown
Mechanics: Action Points, Dice Rolling
Durchschnitt: 0.0 (0 Bewertungen )
"The Elhaim, or Maidens of Light, are luminous powers born of pure light before the war in heaven. Many believe them to be angels, whose powers will be essential to saving Gaia from the dark. Light Summon Warrior/Mystic Level 40 version At 6 | Dm 4 | Df 9 | Ar 0 | LP: 15 | Re 11 | Mo 8/12 | AP 3/4 Cost to Summon: oo | Affinity: Light Atman: 60 | Bind: 2 | Stability: 8 | Shock: -1 Innate Abilities: Flight, Immunity (Poison). Defensive Mastery: Performing Basic Counterattacks costs Elhaim two action points instead of three. o - Light Flash (Magic, Effect) All enemy Units in base-to-base contact with Elhaim suffer Blind lv.1. Effect 15. Limit: Once per turn. oo - Healing Light (Magic, Effect) A friendly Unit inside Elhaim's Control Zone gains Healing Lv.2. ooo - Wings of Withdrawal (Ki, Attack) +2 Attack / +2 Damage. If this attack hits, Elhaim may automatically escape from any hand-to-hand combat she is engaged in and move up to 8 Inches. Elhaim can use this movement even if she has already moved this turn. o - Light Beam (Magic, Ranged Attack) Distance (8 Inches). This attack can only be used immediately after successfully escaping from combat due to the Wings of Withdrawal skill. Level 50 version At 6 | Dm 4 | Df 10 | Ar 0 | LP: 15 | Re 11 | Mo 8/12 | AP 3/4 Cost to Summon: oo | Affinity: Light Atman: 60 | Bind: 2 | Stability: 8 | Shock: -3 Innate Abilities: Flight, Immunity (Poison). Defensive Mastery: Performing Basic Counterattacks costs Elhaim two action points instead of three. o - Light Flash (Magic, Effect) All enemy Units in base-to-base contact with Elhaim suffer Blind lv.1. Effect 15. Limit: Once per turn. oo - Healing Light (Magic, Effect) A friendly Unit inside Elhaim's Control Zone gains Healing Lv.2. ooo - Wings of Withdrawal (Ki, Attack) +2 Attack / +2 Damage. If this attack hits, Elhaim may automatically escape from any hand-to-hand combat she is engaged in and move up to 8 Inches. Elhaim can use this movement even if she has already moved this turn. o - Light Beam (Magic, Ranged Attack) Distance (8 Inches). This attack can only be used immediately after successfully escaping from combat due to the Wings of Withdrawal skill. ooo - Catastrophic Light (Magic, Ranged Attack) Distance (16 Inch). +2 Damage. If this attack hits its target, all Units within 3 inches of the target also suffer the attack. "

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Last Updated: 2025-08-16 01:14:10 UTC

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