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Anima Tactics: Elhaim, Maiden of Light
Anima Tactics: Elhaim, Maiden of Light
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: 6/10 from 2 users

    Description

    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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