Page 1

Magyck

Magyck

Magyck

Illusory Form

Illusory Form

Ball Lightning

Just as the enemy bullet strikes the magycker, his image flickers, then appears in a spot not far away, as the illusion is broken, and the true form revealed!

Just as the enemy bullet strikes the magycker, his image flickers, then appears in a spot not far away, as the illusion is broken, and the true form revealed!

One of a magyckrs simplest, but most 'striking' tricks, is to call a blast of lightning between their hands, and hurl it at an unsuspecting foe

USE- WHEN TARGETED BY AN ENEMY RANGED ATTACK OR RANGED SURGE EFFECT. Remove this model from play and replace it anywhere within double it's CN value in inches of it's original location, the enemy attack must use it's new location for the purposes of targeting, and has +2 to its to hit difficulty.

USE- WHEN TARGETED BY AN ENEMY RANGED ATTACK OR RANGED SURGE EFFECT. Remove this model from play and replace it anywhere within double it's CN value in inches of it's original location, the enemy attack must use it's new location for the purposes of targeting, and has +2 to its to hit difficulty.

Target an enemy model within 24". Make a Ranged attack against them where this player may add his CN to his highest card. If they are hit they take a PY2(+2) damage draw and must also pass a PY6 Stunning test.

Reactive Magyck

Reactive Magyck

Offensive Magyck

Shifting Sands

Shifting Sands

Ball Lightning

A trick learnt in the harsh deserts of AfroArabia, the ability to soften the very ground into a pit of quicksand can be very useful.

A trick learnt in the harsh deserts of AfroArabia, the ability to soften the very ground into a pit of quicksand can be very useful.

One of a magyckrs simplest, but most 'striking' tricks, is to call a blast of lightning between their hands, and hurl it at an unsuspecting foe

Place a number of cards equal to this models CN anywhere within 18" and LoS of this model (they do not have to be touching) these count as treacherous terrain for any model moving across them, and last until the casting player chooses to remove them. objects over them will be removed from play after two turns.

Place a number of cards equal to this models CN anywhere within 18" and LoS of this model (they do not have to be touching) these count as treacherous terrain for any model moving across them, and last until the casting player chooses to remove them. objects over them will be removed from play after two turns.

Target an enemy model within 24". Make a Ranged attack against them where this player may add his CN to his highest card. If they are hit they take a PY2(+2) damage draw and must also pass a PY6 Stunning test.

Tactical Magyck

Tactical Magyck

Offensive Magyck

Phase Shift

Phase Shift

Tricksters Armour

The magycker shifts his form into the world of wraiths and horrors, and moves through that land with the ease of one whose mind often wanders far from home..

The magycker shifts his form into the world of wraiths and horrors, and moves through that land with the ease of one whose mind often wanders far from home..

The trickster is the patron saint of magyckers, and it is to him they call when things get desperate, however his armour, like his other gifts, is not always reliable...

Place a number of counters on this card equal to this models CN value, one counter will be removed from this card at the end of every turn. Whilst there are counters on this card this model is at +4 difficulty to hit with both ranged and melee attacks, and can ignor terrain whilst moving. once there are no remaining counters on this card it is removed from play.

Place a number of counters on this card equal to this models CN value, one counter will be removed from this card at the end of every turn. Whilst there are counters on this card this model is at +4 difficulty to hit with both ranged and melee attacks, and can ignore terrain whilst moving. once there are no remaining counters on this card it is removed from play.

Target a friendly model within 12". Draw a number of cards equal to this models CN+1 without looking at them and place them face down next to that model, the next time that model attempts to soak damage take the top card- if it is red add it to the models soak draw, if it is black it has no effect.

Personal

Personal

Support


Magyck

Magyck

Magyck

Reversal of Fortune

Reversal of Fortune

Blessed Armour

The evil eye, the hex, the heebie jeebies, this spell has had many names, but in the end it is all about bad luck.

The evil eye, the hex, the heebie jeebies, this spell has had many names, but in the end it is all about bad luck.

A light shines from a hidden source, illuminating the magycker, where it touches their exposed flesh it becomes a pure white armour, protection against hostile magyck

Target an enemy model within 18" and make an opposed NV test where this model may add it's CN to the highest draw . If this model wins it may nominate a single suit, for the duration of this turn the enemy model must disregard all cards drawn of that suit, where this leaves a model with no cards he is assumed to score 1.

Target an enemy model within 18" and make an opposed NV test where this model may add it's CN to the highest draw . If this model wins it may nominate a single suit, for the duration of this turn the enemy model must disregard all cards drawn of that suit, where this leaves a model with no cards he is assumed to score 1.

Target a friendly model within 12". Place a number of counters on this card equal to this models CN+1. each time this model is targeted by a surge ability it may sacrifice any number of these counters to resist or accept the ability as though the counters were surge cards. once there are no more counters on this card it is removed from play.

Offensive Magyck

Offensive Magyck

Support Magyck

Card Games

Card Games

Vorpal Blade

The magycker summons mystical cards and symbols out of the air, and charging them with his will sendsthem spinning though the air towards his enemies.

The magycker summons mystical cards and symbols out of the air, and charging them with his will sendsthem spinning though the air towards his enemies.

A vorpal Blade is a weapon of pure magyck, and may or may not go 'snicker snack' as its creator desires.

Target an enemy model within 18". The model may make a number of ranged attacks against this model equal to its CN value, where it may add it's CN value to its highest card in each attack. Each of these attacks are resolved at PY2, but if even a single point of damage is caused the enemy is automatically stunned.

Target an enemy model within 18". The model may make a number of ranged attacks against this model equal to its CN value, where it may add it's CN value to its highest card in each attack. Each of these attacks are resolved at PY2, but if even a single point of damage is caused the enemy is automatically stunned.

Target an enemy model in melee range, make a standard melee attack against that model where this model may add its CN to the highest card drawn. If this model succesfully hits it may forego its damage draw to instead inflict two points of heavy damage to the target. In addition if this model does this the enemy model is automatically stunned.

Offensive Magyck

Offensive Magyck

Offensive Magyck

Illusory Form

Illusory Form

White Rabbit

Just as the enemy bullet strikes the magycker, his image flickers, then appears in a spot not far away, as the illusion is broken, and the true form revealed!

Just as the enemy bullet strikes the magycker, his image flickers, then appears in a spot not far away, as the illusion is broken, and the true form revealed!

With a theatrical flourish, the Magycker produces not one, but a flurry af white rabbits and other animals from the air, confusing and blinding his enemies

USE- WHEN TARGETED BY AN ENEMY RANGED ATTACK OR RANGED SURGE EFFECT. Remove this model from play and replace it anywhere within double it's CN value in inches of it's original location, the enemy attack must use it's new location for the purposes of targeting, and has +2 to its to hit difficulty.

USE- WHEN TARGETED BY AN ENEMY RANGED ATTACK OR RANGED SURGE EFFECT. Remove this model from play and replace it anywhere within double it's CN value in inches of it's original location, the enemy attack must use it's new location for the purposes of targeting, and has +2 to its to hit difficulty.

All enemy models within 18" must pass a NV(6) Stunning test. If they fail the test in addition to any other penalties this model may change their facing to a direction of his choice.

Reactive

Reactive

Tactical


Magyck

Magyck

Magyck

Unseen Foe

Unseen Foe

Shapeshifter

The magycker throws his spirit form out of his body, and riding the winds of the surgestrikes at his foe from an unseen hand.

The magycker throws his spirit form out of his body, and riding the winds of the surgestrikes at his foe from an unseen hand.

Werewolves and other shapeshifters have long been the providence of myth and legend, now with magyck they may become flesh..

Choose an enemy model within 18" and make a single unarmed melee attack against that model as though this model engaged in B2B with it's rear arc this activation.

Choose an enemy model within 18" and make a single unarmed melee attack against that model as though this model engaged in B2B with it's rear arc this activation.

This model may deduct up to its CN from a single statistic and add the same amount to another statistic for the remainder of his turn, at the end of the turn this model must pass a Stunning PY(x) test wher the difficulty is twice the amount switched between the statistics. this ability cannot reduce a statistic to 0.

Offensive Magyck

Offensive Magyck

Personal Magyck

Healing Touch

Healing Touch

Sleight of Hand

Whilst they possess nowhere near the restorative powers of the Chemyst, a magycker can heal simple wounds and ease Surge related symptoms.

Whilst they possess nowhere near the restorative powers of the Chemyst, a magycker can heal simple wounds and ease Surge related symptoms.

fast fingers and dextrous hands may be consdiered the most base form of Magyck, but they can come in handy…

Target friendly model in B2B, they automatically regain a number of Light damage points back equal to this models CN value, and they are cured of all plague and poison counters.

Target friendly model in B2B, they automatically regain a number of Light damage points back equal to this models CN value, and they are cured of all plague and poison counters.

USE-WHEN A FRIENDLY MODEL WITHIN 12" IS ENGAGED BY AN ENEMY IN MELEE. That model may immediately choose which equipment it wishes to have in it's hands. It may also either change it's facing or gain +2 to its Soak Draw.

Support Magyck

Support Magyck

Reactive Magyck

Animation

Animation

'Splode!

A Magyckers apprentice chanced upon this spell, and though he met a watery end, his legacy lives on…

A Magyckers apprentice chanced upon this spell, and though he met a watery end, his legacy lives on…

Sometimes Magyck is no more subtle than it's pyromancy cousin, and sometimes things just need blowing up…

CONSTRUCT- Target an object no larger than 3" in any dimension, it now counts as a construct with SP, PY and CQ of 2, and it's original damage points. It has a single melee weapon which cannot be disarmed and stirkes at it's PY+2, It may make a single melee attack against any enemy model currently touching it immediately. after a number of turns equal to this models Cn the object returns to normal.

CONSTRUCT- Target an object no larger than 3" in any dimension, it now counts as a construct with SP, PY and CQ of 2, and it's original damage points. It has a single melee weapon which cannot be disarmed and stirkes at it's PY+2, It may make a single melee attack against any enemy model currently touching it immediately. after a number of turns equal to this models Cn the object returns to normal.

Target an object no larger than this models CN in any dimension- it explodes infolicting a damage draw with a PY2 and a bonus equal its largest dimension on all models within 6" of it. The object is then removed from the table

Tactical

Tactical

Tactical


Magyck

Magyck

Illusion of Death

Illusion of Death

Divert Energy

The Magycker summons an illusion of shattered bones, ruptured arteries and spraying blood, before falling to the ground in a dramatic death scene..

The Magycker summons an illusion of shattered bones, ruptured arteries and spraying blood, before falling to the ground in a dramatic death scene..

By forcing the dormant power of the virus to the surface, Magyckers can temporarily enhance their abilities far beyond that of a normal anomaly

USE- WHEN ANY FRIENDLY MODEL WITHIN 12" IS SUCCESFULLY DAMAGED BY AN ENEMY ATTACK. The friendly model is placed prone, and cannot be attacked by any means until its next activation. At the beginning of it's next activation the model may recover from prone for free, or it may choose to play possum for another turn, when it must recover for free at the start of it's activation

USE- WHEN ANY FRIENDLY MODEL WITHIN 12" IS SUCCESFULLY DAMAGED BY AN ENEMY ATTACK. The friendly model is placed prone, and cannot be attacked by any means until its next activation. At the beginning of it's next activation the model may recover from prone for free, or it may choose to play possum for another turn, when it must recover for free at the start of it's activation

USE- WHEN TARGETED OR CHOSEN BY AN ENEMY SURGE ABILITY. This model may sacrifice any number of Surge cards from its players hand, for each card sacrificed it gains +2 to all its statistics until the enemy ability is resolved.

Reactive Magyck

Magyck

Reactive Magyck

Reactive Magyck

One in a Million Shot

Lucky Strike

One in a Million Shot

Chance is as vulnerable o a magyckerswill as any other force, and their allies bullets will often chance upon an enemies weak spots.

People say you can make your own luck, most magyckers are firm believers in this, and with good reason...

Chance is as vulnerable o a magyckerswill as any other force, and their allies bullets will often chance upon an enemies weak spots.

Choose a friendly model within 12", that models next ranged attack benefits from the aiming bonus, ignores all cover penalties and will always inflict at least 1 point of damage as long as it hits.

Choose a friendly model within 12", that models next Melee attack gains +2 to hit, does critical damage on any picture card, and inflicts at least 1 point of damage as long as it hits.

Choose a friendly model within 12", that models next ranged attack benefits from the aiming bonus, ignores all cover penalties and will always inflict at least 1 point of damage as long as it hits.

Support Magyck

Reactive Magyck

Support Magyck

Raise Zombie

Raise Zombie

Raise Wraith

Corpses are not in short supply, and the Magyckal ability to raise and control them is almost as commonplace…

Corpses are not in short supply, and the Magyckal ability to raise and control them is almost as commonplace…

A wraith is a spectral ghost, half out of this reality, and almost impossible to see until it is upon yo, by then it is far too late…

CONSTRUCT - place a construct marker anywhere within 6" of this model, with statistics as the card attached, and Heavy damage points equal to this models CN. At the end of every turn all these stats are reduced by 1 point, when its damage points reaches 0 remove the model from play.

CONSTRUCT - place a construct marker anywhere within 6" of this model, with statistics as the card attached, and Heavy damage points equal to this models CN. At the end of every turn all these stats are reduced by 1 point, when its damage points reaches 0 remove the model from play.

CONSTRUCT - place a construct marker anywhere within 6" of this model, with statistics as the card attached, and Heavy damage points equal to this models CN+2. At the end of every turn all these stats are reduced by 1 point, when its damage points reaches 0 remove the model from play.

Tactical

Tactical

HL-2

Tactical


Magyck

Magyck

Magyck

Obliteration

Raise the Dead

Master of the Dark arts

It has been said that to will another being out of existence, you must first will yourself half way there, an incredibly risky maneuvre..

When 6 billion people die, pretty much everywhere has a few corpses hidden around, waiting for a necromantic summons..

Time, space, even reality itself can be twisted and distorted by those who wield the most powerful abilities of Blood Magyck

Target an enemy model within 6" make an opposed CN Draw. If this model wins it immediately inflicts 10 points of damage on the enemy model, if this model loses it takes 5 points of damage itself. Regardless of the result this model must then take a Burnout test where the difficulty is the amount of damage caused.

CONSTRUCT - place a number of Zombie construct markers anywhere within 6" of this model, equal to this models CN+1. You may replace 2 zombies with 1 wraith if you wish. when each model is removed from play this model must take a Burnout(8) test.

All friendly models within 18" (not including this one) may add this models CN to their AC, CQ and CN draws for the remainder of this turn, at the end of the turn this model must make a Burnout draw where the difficulty is 4+ the number of times another model used this ability.

HL-2

Offensive

Magyck

HL-3

Tactical

Magyck

HL-2

Support

Magyck

Ball Lightning

Vorpal Blade

'Splode!

One of a magyckrs simplest, but most 'striking' tricks, is to call a blast of lightning between their hands, and hurl it at an unsuspecting foe

A vorpal Blade is a weapon of pure magyck, and may or may not go 'snicker snack' as its creator desires.

Sometimes Magyck is no more subtle than it's pyromancy cousin, and sometimes things just need blowing up‌

Target an enemy model within 24". Make a Ranged attack against them where this player may add his CN to his highest card. If they are hit they take a PY2(+2) damage draw and must also pass a PY6 Stunning test.

Target an enemy model in melee range, make a standard melee attack against that model where this model may add its CN to the highest card drawn. If this model succesfully hits it may forego its damage draw to instead inflict two points of heavy damage to the target. In addition if this model does this the enemy model is automatically stunned.

Target an object no larger than this models CN in any dimension- it explodes infolicting a damage draw with a PY2 and a bonus equal its largest dimension on all models within 6" of it. The object is then removed from the table

Offensive Magyck

Offensive Magyck

Tactical Magyck

Ball Lightning

White Rabbit

Divert Energy

One of a magyckrs simplest, but most 'striking' tricks, is to call a blast of lightning between their hands, and hurl it at an unsuspecting foe

With a theatrical flourish, the Magycker produces not one, but a flurry af white rabbits and other animals from the air, confusing and blinding his enemies

By forcing the dormant power of the virus to the surface, Magyckers can temporarily enhance their abilities far beyond that of a normal anomaly

Target an enemy model within 24". Make a Ranged attack against them where this player may add his CN to his highest card. If they are hit they take a PY2(+2) damage draw and must also pass a PY6 Stunning test.

All enemy models within 18" must pass a NV(6) Stunning test. If they fail the test in addition to any other penalties this model may change their facing to a direction of his choice.

USE- WHEN TARGETED OR CHOSEN BY AN ENEMY SURGE ABILITY. This model may sacrifice any number of Surge cards from its players hand, for each card sacrificed it gains +2 to all its statistics until the enemy ability is resolved.

Offensive

Tactical

Reactive


Magyck

Magyck

Magyck

Tricksters Armour

Shapeshifter

Lucky Strike

The trickster is the patron saint of magyckers, and it is to him they call when things get desperate, however his armour, like his other gifts, is not always reliable...

Werewolves and other shapeshifters have long been the providence of myth and legend, now with magyck they may become flesh..

People say you can make your own luck, most magyckers are firm believers in this, and with good reason...

Target a friendly model within 12". Draw a number of cards equal to this models CN+1 without looking at them and place them face down next to that model, the next time that model attempts to soak damage take the top card- if it is red add it to the models soak draw, if it is black it has no effect.

This model may deduct up to its CN from a single statistic and add the same amount to another statistic for the remainder of his turn, at the end of the turn this model must pass a Stunning PY(x) test wher the difficulty is twice the amount switched between the statistics. this ability cannot reduce a statistic to 0.

Choose a friendly model within 12", that models next Melee attack gains +2 to hit, does critical damage on any picture card, and inflicts at least 1 point of damage as long as it hits.

Support Magyck

Personal Magyck

Reactive Magyck

Blessed Armour

Sleight of Hand

Raise Wraith

A light shines from a hidden source, illuminating the magycker, where it touches their exposed flesh it becomes a pure white armour, protection against hostile magyck

fast fingers and dextrous hands may be consdiered the most base form of Magyck, but they can come in handy‌

A wraith is a spectral ghost, half out of this reality, and almost impossible to see until it is upon yo, by then it is far too late‌

Target a friendly model within 12". Place a number of counters on this card equal to this models CN+1. each time this model is targeted by a surge ability it may sacrifice any number of these counters to resist or accept the ability as though the counters were surge cards. once there are no more counters on this card it is removed from play.

USE-WHEN A FRIENDLY MODEL WITHIN 12" IS ENGAGED BY AN ENEMY IN MELEE. That model may immediately choose which equipment it wishes to have in it's hands. It may also either change it's facing or gain +2 to its Soak Draw.

CONSTRUCT - place a construct marker anywhere within 6" of this model, with statistics as the card attached, and Heavy damage points equal to this models CN+2. At the end of every turn all these stats are reduced by 1 point, when its damage points reaches 0 remove the model from play.

Support Magyck

Reactive Magyck

HL-2

Tactical

Magyck

Zombie

Wraith

Ivory Tower

SP- 2, PY-2, CQ- 2, AC- 0, NV- 1, CN- 0, DA- 0/*

SP- 3, PY-3, CQ- 3, AC- 3, NV- 3, CN- 0, DA- 0/*

Magykers are fond of playing to stereotypes, and what is more stereotypical than a wizards tower?

This model has Heavy damage points equal to the creating models CN. At the end of every turn all these stats are reduced by 1 point to a minimum of 1, when its damage points reaches 0 remove the model from play. This model has a single melee weapon which strikes at it's basic PY, cannot be disarmed and has the 'plagued' rule.

This model has Heavy damage points equal to the creating models CN+2. At the end of every turn all these stats are reduced by 1 point to a minimum of 1, when its damage points reaches 0 remove the model from play. this construct always counts as Hidden, even in the open. this model has a single melee weapon which strikes at it's basic PY, cannot be disarmed and ignores armour.

Remove this model from play, and place a terrain feature no more than 3" in length or breadth, but up to 10" high within 2" of its location, then replace the model on the terrain feature. The terrain can be climbed as normal, but is otherwise impassable. it remians on the table for the duration of the game. This model must take a Burnout test wher the difficulty is the height of the terrain peice.

construct

construct

HL-2

Tactical

Magyck Cards  

52 initial Magyck surge Cards for Bad Blood skirmish game

Read more
Read more
Similar to
Popular now
Just for you