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  1. % vim:ft=tex:
  2. %
  3. \documentclass{factiontemplate}
  4.  
  5. \name{Qizarate}
  6. \definecolor{qizarate}{RGB}{175,12,126}
  7. \setcolor{qizarate}
  8. \logo{./QizL.png}
  9.  
  10. \begin{document}
  11. \begin{multicols}{2}
  12. \hspace*{3.4cm}
  13. \textbf{AT START}: 20 forces in reserves.\\
  14. \hspace*{3.4cm}
  15. Starts with 5 spice.\\[\baselineskip]
  16. \hspace*{2.7cm}
  17. \textbf{FREE REVIVAL:} 2 forces
  18.  
  19. \begin{advantages}{Advantages}
  20. \item[] \noindent You are the head of the Golden Elixir of Life.
  21. \item[GATHER FOLLOWERS:] At the start of the Mentat phase, you draw and reveal one card
  22. from your Religion deck. You may add that many forces from your reserves to any of your
  23. troops on the planet. You can decide to split them how you prefer. You then put the card
  24. back on the deck and reshuffle it.
  25. \item[FAITH COMBAT:] You are the only one that has the religious weapons. There will be
  26. 5 extra cards in the Treachery deck, them being defenses against your religious attacks.
  27. You have 5 tokens that you can use as religious weapons, once used, they are removed
  28. from the game. Once per turn, before the battle plans are finalized, you can declare you
  29. are going to use a religious weapon instead of a regular one. Voice has no effect on
  30. religious weapons.
  31. \end{advantages}
  32. \begin{advantages}{Alliance}
  33. \item[]\noindent When allied to the Qizarate you gain 3 Faith Combat tokens you can use
  34.  in your battles
  35. \end{advantages}
  36. \columnbreak
  37. \begin{advantages}{Advanced game advantages}
  38. \item[CONVERT YOUR ENEMY:] Upon winning a religious battle with a fighting strength
  39. greater or equal to double your enemy's, you can convert the leader they played to your
  40. side. In case you decide not to take the leader, you gather its strength in spice.
  41. \item[DUNE TAROT:] At the beginning of turns 2, 4, 6, 8 and 10, you draw a card from the
  42. Tarot deck. Its effects will last the whole turn. Dune Tarot cards:
  43. \begin{description}
  44.  \item[Hajrite] You may take back one of your Faith Combat tokens you
  45.    previously used
  46.  \item[The Hajrita] All the spice you pay for shipment goes to the bank,
  47.    not the Guild if in play
  48.  \item[Baraka] You can use your Faith Combat twice
  49.  \item[Aulija] During the bidding phase, you receive half rounded up of
  50.    the spice paid for a card, instead of the Emperor
  51.  \item[Ampoliros] You can ship freely
  52.  \item[Wahi] You can revive your 3 troops for free
  53.  \item[Baraka-Heiros] Factions that have less than 10 spice, gain 3 spice. Factions
  54.    that have more than 10 spice, discard 3 spice
  55.  \item[Krimsful] During combat, you can pay 1 spice per troop to make it count
  56.    double strength in battle.
  57.  \item[Ilmist] You can use only 2 of your available leaders in
  58.    combat
  59.  \columnbreak
  60.  \vspace*{2cm}
  61.  \item[Ixion] Draw one card from your religion deck: on an
  62.    even result everyone claims CHOAM charity, on an odd result everyone discards 2 spice
  63.  \item[Istislah] All the spice you spend is equally distributed among all the players,
  64.    regardless of who is supposed to receive the payment
  65.  \item[Giudichar] The faction currently first in storm order can
  66.    take one of your dead leaders as a ghola, for this turn only
  67.  \item[Erg] During combat your leaders only count at half strength (rounded
  68.    up)
  69.  \item[Great Mother] During the combat phase you gain the Voice for a
  70.    single combat
  71.  \item[Great Worm] You must send 3 of your troops from your reserves to the tanks
  72.  \item[Pillar of Fire] During the Shipment and Movement phase you can send half of
  73.    the troops you have in any one territory back to your reserves
  74.  \item[Sayyadina] You must pay 1 spice per 3 troops you have on planet. Troops
  75.    you cannot afford to pay will go to the tanks
  76.  \item[Al-Lat] During the Shipment and Movement phase, you gain prescience on the spice
  77.    blow
  78.  \item[Moon] During the bidding phase, you gain prescience on a single card of
  79.    your choice
  80.  \item[Judgement] Any converted enemy leader you have is immediately returned
  81.    to their owners
  82.  \item[The Universe] Your leaders cannot be called traitor
  83.  \item[The Wanderer] During the Shipment and Movement phase, your troops can
  84.    move up to 2 territories instead of 1
  85. \end{description}
  86. \end{advantages}
  87.  
  88. \begin{advantages}{Advanced Karama}
  89. \item[]\noindent You may take back all your Faith Combat tokens.
  90. \end{advantages}
  91.  
  92. \end{multicols}
  93. \end{document}
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