Special Rules
From Ex illis wiki
Special Rules
Most units have some special rules which the players have to know to fully grasp how each unit works. Most special rules are designed to be easy to remember and ease up learning intricate mechanisms
Here is the list of all special rules in Ex Illis:
Artillery
Must reload between each shot. Heroes are less likely to be hit. Each consecutive shot in the same zone scatters less.
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Aura of Terror
Every unit within one tile receives a progressive morale penalty (-10 per turn).
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Chants
- Verses affect every allied unit within a range of 2 zones.
- Verses' effects are continuous, as long as the unit does not perform any action other than a Verse, or becomes engaged.
- A same Verse cast by 2 different units has a cumulative effect.
- A Finale's power is proportional to the number of Verses used by this unit, but ends all active Verses.
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Common
50% less penalty points are imposed to this unit when exceeding in any Muster Category.
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Cowards
Unless acting as a Retinue, this unit cannot charge unengaged enemies.
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Dark Presence
Drains 2% of every miniatures' life in the same zone.
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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.
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Exasperation
Lucifer is fearless and is affected by morale modifiers only when he kills. If the number of people Lucifer kills exceeds 2/3 of his point value, he leaves the battlefield, exasperated.
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Fast Cavalry
Not subject to enemy cut down when leaving close combat.
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For Glory
Charges compulsively enemy Heroes when Confident or Overconfident. This rule ignores units located in a zone containing a terrain feature.
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Generic
Basic Leadership of allied Heroes increases by 50%.
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Heavy Cavalry Charge
This unit's charge is impossible to deflect and inflicts a morale penalty (4 per knight) to attacked units if their miniatures have a Bulk of 3 or less.
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Huge
This unit occupies 2 units’ space in its zone.
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Impetuous
Charges compulsively when Confident or Overconfident. This rule ignores units located in a zone containing a terrain feature.
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Laborious Movements
Moving requires twice the usual time. The unit cannot charge or retreat. When it flees, it is considered destroyed.
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Light Cavalry Charge
This unit's charge is impossible to deflect and inflicts a morale penalty (2 per knight) to attacked units if their miniatures have a Bulk of 3 or less.
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Loner
Lucifer is a hero, but is still considered a unit on his own. He cannot join any unit and so, have no Retinue.
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Long Stride
This unit's movements are not slowed by terrain features.
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Meditation
The action Wait gives back to this unit 75% of its accumulated Fatigue and Veil instead of 50%.
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Pavises
Pavises: Arbalestiers are almost immune to enemy shooting. Missile block 80%.
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Polearm
Attacks are tiring and take an extra 500 AcP recovery time. Charge reaction attacks are done with their Secondary melee weapon.
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Psychological Weapon
Inflicts a morale penalty (-10) to every unit in the target zone.
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Reload
Reload: Crossbowmen need to reload between each shot.
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Soulless
This unit does not receive the Basic Leadership value of allied Heroes. Only have a basic morale state. If their morale turns negative, the unit is disabled.
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Teleport
Diagonal movements and terrain penalties do not slow down this unit when moving. It accumulates Veil instead of Fatigue for all movements.
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Heroic Powers
Each Hero has one Heroic Power which affects the Hero himself/herself and his/her Retinue. As soon as the Hero is defeated, his/her Heroic Power stops functionning. If the Hero is resurrected, his/her Heroic Power's effects are restored.
Against the Odds
When outnumbered, the unit is given an Accuracy bonus which is proportional to the Intimidation modifier.
| Negative Intimidation | Accuracy Bonus |
|---|---|
| 1 : 1 and lower | No penalty |
| 1.5 : 1 | +17% |
| 2 : 1 | +33% |
| 2.5 : 1 | +50% |
| 3 : 1 | +67% |
| 3.5 : 1 | +83% |
| 4 : 1 or more | +100% |
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Avenger
The damage dealt by the unit increases progressively as the unit loses Retinue members. The bonus damage is equal to the pourcentage of lost miniatures in the unit, not counting the Hero.
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Disabused
Lucifer's Intimidation increases proportionally to his number of kills.
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Hero Killer
Increases by 50% the damage dealt by the Baneret's unit in melee against enemy Heroes.
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Refreshing Presence
Constantly restores her Retinue's Fatigue and Veil.
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Faction Rules
These special rules are only applied if the Hero is elected to be the army's General.
Anglo-Normans
French and English units gain 10% in Toughness.
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Arrière-ban
Lowborn units gain 10% in Hit Points.
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Celestial Army
Angelic units cost 15% less to field, but Fleaudian and Demonic units are considered special.
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Celtic Traditions
Celtic units cost 15% less to field, but Papal and Angelic units become special choices.
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Clos des Galées
Heroes gain 20% in Armour.
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Dean Miners
Lowborn units gain 50% in Earth Resistance.
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Discipline
Angelic and Generic units' Morale Sensitivity is lowered by 10%.
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Endless Blades
Nephilim units get 15% bonus to their HP, Accuracy and Defences, but their cost is increased by 20%.
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Esprit de corps
Noble units' Morale Sensitivity is lowered by 10%.
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Expurgation
Angelic and Generic units have a Fire damage bonus when they roll a Luck on their melee attacks.
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Fallen
Angelic and Demonic units cost 10% less points to field, but Papal units are considered special.
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Fallen Honour
Fallen angels have no muster penalties but human units are special.
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Frankish Forces
French and Germanic units cost 10% less to field, but Papal units become special choices.
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Free-Companies
Mercenary units' Morale Sensitivity is lowered by 10%.
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Holy See
Papal and Angelic units cost 10% less to field, but Fleaudian and Demonic units become special choices.
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House Plantagenet
French and English units cost 10% less to field, but Celtic units become special choices.
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Jousting Tournaments
Franc Chevalers gain 10% in Melee Accuracy but are always Impetuous.
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Knightly Tradition
75% less penalty points are imposed to Franc Chevalers exceeding in any Muster Category.
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Knights of the Round
Melee Accuracy, Toughness and basic cost for the Franc Chevalers is increased by 33%.
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Lia Fail
Celtic units in the army benefit from the Marrenne/Maistresse's Refreshing Presence.
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Lowland Host
Celtic and Mercenary units cost 10% less to field, but English units become special choices.
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Master of Arbalestiers
Arbalestiers gain 20% in Ranged Accuracy, but cost 10% more to field.
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Merchant Cities
Mercenary and Fleaudian units cost 10% less to field, but Papal units become special choices.
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Montagnards
Lowborn units‘ Fatigue Rate is reduced by 25%.
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Moon Children
Heroes and units in the Magic category will accumulate Veil 10% slower.
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Ordo Magicum
Noble units and Heroes gain 20% in Magic power.
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Saxon Blood
Lowborn units gain 15% in Toughness.
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Scotto-Normans
French and Celtic units gain 10% in Toughness.
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Semonce des nobles
French and Generic units cost 10% less to field, but English units become special choices.
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Southern Education
Noble units gain 20% in all Resistances.
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Stirling Veterans
Vileins' Aggressiveness and Intimidation is increased by 50%.
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The Riaghladair's Army
Lowborn and Celtic units' Morale Sensitivity is lowered by 10%.
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The Unblessed
75% less penalty points are imposed to Demonic and Fleaudian units exceeding in any Muster Category.
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Untainted
75% less penalty points are imposed to Angelic units exceeding in any Muster Category.
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Val Sans Retour
Celtic and Fleaudian units receive a bonus of 20% to Elemental Resistances while in forests.
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Viking Blood
Lowborn units gain 10% in Strength.
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