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Home > Miniatures > Mage Knight > Mage Knight Conquest

 

Conquest Siege Pack Mage Knight
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Conquest Siege Pack Mage Knight
 
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List Price $14.95 - you can save up to $5.96 (40%)
mint unused $8.99  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 0.5 pounds

These Mage Knight figures and game aids are for the new, large-scale Mage Knight Conquest game and are especially useful for full-frontal castle assaults. This set includes the four popular pieces of siege equipment from the Mage Knight Conquest pack: Ballista, Mortar, Cannon, and Catapult. As with all Mage Knight figures, these are fully painted and assembled! Also included are 15 large formation movement markers and 30 movement tokens that make it easier to keep track of individual unit actions in games, and two ladders that Mage Knight figures can use for scaling walls while laying siege to Mage Knight Castle pieces.

Contents
Ballista, Mortar, Cannon, Catapult siege pieces on combat-dial bases (identical to the pieces in Mage Knight Conquest.)
2 - Ladders that hold Mage Knight figures
15 - tokens formation movement markers, Active and Pushed
30 - 1 round movement tokens marked Active and Pushed 






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Magic: the Gathering and all images are copyright © Wizards Of The Coast, Inc. All Rights Reserved.
NECROMANCY
(optional) Give this warrior a special action. It cannot be in base contact with an opposing figure. Reanimate one of your eliminated figures (except a multiple-dial or titan figure), and turn its combat dial to the starting marker. Roll one six-sided die. On a result of 1-3, turn the reanimated figure's combat dial clockwise a number of times equal to the result. If three skulls are not showing in its stat slot, place it in base contact with this warrior. On a result of 4-6, remove it from the game. Do not turn the combat dial clockwise for reanimated figures with the words Zombie or Skeleton in their names; they always return to the battlefield with their combat dials at their starting markers.
SUMMON
(optional) Give this warrior a special action when it is not in base contact with an opposing figure. Reanimate one of your eliminated Mage Spawn figures with a point value no greater than this warrior's point value, turn its combat dial to the starting marker, and place it in base contact with this warrior.
TERRIFY
(optional) When an opposing player moves a non-Hero figure so that it would come into base contact with this warrior, that player rolls one six-sided die. On a result of l or 2, the figure cannot move into base contact with this warrior this turn. This warrior is not affected by another figure's Terrify.
GHOSTFORM
This warrior cannot be the target of ranged combat attacks. This warrior's base does not block line of fire. This warrior fails to break away only on a die roll result of 1.
HEX
(optional) Give this warrior a special action and a Hex token. Once until the beginning of your next command phase, you can choose a target friendly or opposing figure that has made an attack roll within 18inches of this warrior. The target must reroll the attack. Use the rerolled result instead of the initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your next command phase.
LIFE DRAIN
(optional) When this warrior succeeds at a ranged combat attack against a target figure and deals at least l damage, it is healed of l damage.
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