Emissarius

From Ex illis wiki

Jump to: navigation, search
  • Crowd killer
  • Dangerous for its allies
  • Huge and intimidating


Since the Emissarius is a pure close combat monster, its size is only matched by the damage the beast causes. The downside of such a devastating force is that the creature does not care about its own allies. The Emissarius' most potent attacks will hit enemies and friends alike, so beware when choosing this monster’s assaults’ targets.


The Emissarius' sweet spot is at a distance of one zone, where the beast can use its huge scythe to inflict impressive damage. The weapon is so enormous that it cannot be swung at the enemies in the same zone and so, the Emissarius must use its hooves and claws in close combat.


Special Rules

  • Long Stride: This unit's movements are not slowed by terrain features.
  • Huge: This unit occupies 2 units’ space in its zone.
  • Enraged: This unit only has a neutral morale state when its morale is positive. If its morale falls negative, its morale state becomes Furious. While Furious, the Emissarius gains 20% Initiative and Strength, but loses 20% Accuracy and Toughness.
  • Aura of Terror: Every unit within one tile receives a progressive morale penalty (-10 per turn).


Contents

Story Notes

Emissarius are envoys of the major demon princes: Mammon, Baal-Zebub and Asmodai. While those giants are not rhetoric aces, their presence always gives an appreciable political power to their master when they have to negotiate with other important people. And if things go wrong, many would prefer to have Emissarius on their side instead of against them.

Fortunately, the Emissarius are not wandering creatures, travelling as they like on the European land. They always have to fulfill a particular mission for their master, from destroying a village as reprisals to murdering tough enemies. And if an army tries to oppose their plan, the Emissarius have the right stature to face it. Rumour has it that, because of these beasts, the demon princes are able to occupy major positions on Ex illis geopolitical scene.

Gameplay Overview

The main gameplay aspect of the Emissarius is to take advantage as much as possible of its range one attacks unless it is really worth performing Rampage. The longer the Emissarius remains unengaged using its scythe, the greater the destruction. Sometimes, however, it can be better to throw the Emissarius into close combat using the very devastating Rampage.

When investing this amount of points in a single miniature, it is important to remember the powerful enemy attacks that will inflict serious damage to the Emissarius, such as Mangonel's Boulder, Franc Chevalers' Ravaging Charge, Magic Traps, Vengeful Strikes and of course, the dreaded Light and Dark Beams.


Statistics

Statistics Highlights
Very high Strength
Very high Toughness
Resistant to magic
High resistance to Dark
Weakness to Light


Main Article: Stats

Characteristics

(Scythe 150%)


Main melee weapon


Secondary melee weapon


Ranged Weapon

Muster


Offence


Charge


Accuracy

Morale


Defence


Protection


Resistance

Skills

Granted Skills
Reap - level 1 Rampage - level 1 Claw - level 1
Range 1. Can be performed while engaged. A melee attack against every miniature in the target zone. Cannot be deflected. Can be performed while engaged. A quite random, but powerful charge not differenciating allies from enemies. The starting zone is also affected. Swift Action -25%. A melee attack able to target flying enemies. Cannot be deflected or blocked.


Scythe - level 5 Move and Scythe - level 10 Stomp - level 15
Range 1. Can be performed while engaged. A very powerful attack similar to artillery. Can hit up to 4 miniatures. Range 1. A movement, followed by a very powerful attack similar to artillery. Can hit up to 4 miniatures. Range 0-1. Deals Earth damage and delays every unit in range.


Feed - level 20
The Emissarius devours allied miniatures in his zone to restore some life.


Mastery Skills
Maw - level 25 Demonic Presence - level 25 Boulder - level 25
Attack the most aggressive human-sized enemy Hero. Less accurate, but more powerful than Claw. Cannot be deflected or blocked. During 3 turns, the Emissarius will be more intimidating and will attract more attacks to itself. Boulder Range 2-4. A very devastating, but inaccurate projectile.


Final Skills
Resonant Cry - level 50 Otherworldly Cry - level 50 Dissonant Cry - level 50
Range 0-3. Cancels one Buff from each unit within range. Range 0-3. Every unit within range receives a morale penalty. Range 0-3. Every unit within range is silenced for one turn.


Emissarius' Skill Tree



Related Articles


The Emissarius box

The Emissarius assembly instructions