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- % vim:ft=tex:
- %
- \documentclass{factiontemplate}
- \name{Qizarate}
- \definecolor{qizarate}{RGB}{175,12,126}
- \setcolor{qizarate}
- \logo{./QizL.png}
- \begin{document}
- \begin{multicols}{2}
- \hspace*{3.4cm}
- \textbf{AT START}: 20 forces in reserves.\\
- \hspace*{3.4cm}
- Starts with 5 spice.\\[\baselineskip]
- \hspace*{2.7cm}
- \textbf{FREE REVIVAL:} 2 forces
- \begin{advantages}{Advantages}
- \item[] \noindent You are the head of the Golden Elixir of Life.
- \item[GATHER FOLLOWERS:] At the start of the Mentat phase, you draw and reveal one card
- from your Religion deck. You may add that many forces from your reserves to any of your
- troops on the planet. You can decide to split them how you prefer. You then put the card
- back on the deck and reshuffle it.
- \item[FAITH COMBAT:] You are the only one that has the religious weapons. There will be
- 5 extra cards in the Treachery deck, them being defenses against your religious attacks.
- You have 5 tokens that you can use as religious weapons, once used, they are removed
- from the game. Once per turn, before the battle plans are finalized, you can declare you
- are going to use a religious weapon instead of a regular one. Voice has no effect on
- religious weapons.
- \end{advantages}
- \begin{advantages}{Alliance}
- \item[]\noindent When allied to the Qizarate you gain 3 Faith Combat tokens you can use
- in your battles
- \end{advantages}
- \columnbreak
- \begin{advantages}{Advanced game advantages}
- \item[CONVERT YOUR ENEMY:] Upon winning a religious battle with a fighting strength
- greater or equal to double your enemy's, you can convert the leader they played to your
- side. In case you decide not to take the leader, you gather its strength in spice.
- \item[DUNE TAROT:] At the beginning of turns 2, 4, 6, 8 and 10, you draw a card from the
- Tarot deck. Its effects will last the whole turn. Dune Tarot cards:
- \begin{description}
- \item[Hajrite] You may take back one of your Faith Combat tokens you
- previously used
- \item[The Hajrita] All the spice you pay for shipment goes to the bank,
- not the Guild if in play
- \item[Baraka] You can use your Faith Combat twice
- \item[Aulija] During the bidding phase, you receive half rounded up of
- the spice paid for a card, instead of the Emperor
- \item[Ampoliros] You can ship freely
- \item[Wahi] You can revive your 3 troops for free
- \item[Baraka-Heiros] Factions that have less than 10 spice, gain 3 spice. Factions
- that have more than 10 spice, discard 3 spice
- \item[Krimsful] During combat, you can pay 1 spice per troop to make it count
- double strength in battle.
- \item[Ilmist] You can use only 2 of your available leaders in
- combat
- \columnbreak
- \vspace*{2cm}
- \item[Ixion] Draw one card from your religion deck: on an
- even result everyone claims CHOAM charity, on an odd result everyone discards 2 spice
- \item[Istislah] All the spice you spend is equally distributed among all the players,
- regardless of who is supposed to receive the payment
- \item[Giudichar] The faction currently first in storm order can
- take one of your dead leaders as a ghola, for this turn only
- \item[Erg] During combat your leaders only count at half strength (rounded
- up)
- \item[Great Mother] During the combat phase you gain the Voice for a
- single combat
- \item[Great Worm] You must send 3 of your troops from your reserves to the tanks
- \item[Pillar of Fire] During the Shipment and Movement phase you can send half of
- the troops you have in any one territory back to your reserves
- \item[Sayyadina] You must pay 1 spice per 3 troops you have on planet. Troops
- you cannot afford to pay will go to the tanks
- \item[Al-Lat] During the Shipment and Movement phase, you gain prescience on the spice
- blow
- \item[Moon] During the bidding phase, you gain prescience on a single card of
- your choice
- \item[Judgement] Any converted enemy leader you have is immediately returned
- to their owners
- \item[The Universe] Your leaders cannot be called traitor
- \item[The Wanderer] During the Shipment and Movement phase, your troops can
- move up to 2 territories instead of 1
- \end{description}
- \end{advantages}
- \begin{advantages}{Advanced Karama}
- \item[]\noindent You may take back all your Faith Combat tokens.
- \end{advantages}
- \end{multicols}
- \end{document}
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