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Chaos Mage #154 Mage Knight Rebellion
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Chaos Mage #154 Mage Knight Rebellion
 
Product Review Rating : ***** (5 reviews)

 
Near Mint Plastic Miniature$0.493 in stock Quantity to PUT IN CART
Shipping weight: 0.05 pounds

MAGE KNIGHT NEAR MINT X-RARE 

[Customer Reviews] Write your own review
***** The Chaos Mage is great. it starts out with magic blast and at the end, right before it clicks to the skulls, goes beserk and has a damage value of 5. It also takes a fair amount of damage to defeat a chaos mage. If you pair it up with a shaman for magic enhancement and a Magus Draconum for raw power and also magic enhancement, you have a GREAT combo.
  -- By Ryudo from Oak Ridge, TN on February 27, 2002
***** This figure is awesome. It has a great range and a low cost of 45.
  -- By Bobo, The Tap Dancing Ferret from Washington, District Of Columbia USA on March 14, 2002
***** I got a chaos mage in my starter and didnt know how expensive and good he was . i got my rebellion starter from troll and toad
  -- By mat from waynesboro,va on May 11, 2002
***** I got chaos mage in my rebellion starter set.Its not impossible.Well any way he starts out doing 4 clicks and right before he dies he does five clicks which is usually enough to kick some ass.
  -- By Anonymous from waynesboro,va on May 22, 2002
***** man this bad ass li'l CAN DO SOME HURTS!!
  -- By i am an anonomys person from keep outa that, you dont even need to know! on November 27, 2002


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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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