Schism Units

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Revision as of 20:58, 19 October 2025 by GravityOffline (talk | contribs) (Created page with "Unit list belonging to Schism. <tabber> |-|Ra'Shoth= {| class="wikitable" |- | colspan="8" |Ra'Shoth |- | colspan="8" |Ra'Shoth, meaning "Small Rift-Dwellers" in the Vori language, are the most basic lifeforms to emerge from the Rift. Guided by simple instincts, they seek out a higher authority through telepathy and follow their commands without questions. |- | colspan="8" | Attributes: Magic Creature: A beast or beast-like creature. Jadame's beasts often have fant...")
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Unit list belonging to Schism.

Ra'Shoth
Ra'Shoth, meaning "Small Rift-Dwellers" in the Vori language, are the most basic lifeforms to emerge from the Rift. Guided by simple instincts, they seek out a higher authority through telepathy and follow their commands without questions.
Attributes:

Magic Creature: A beast or beast-like creature. Jadame's beasts often have fantastical powers. Denizens of other planes, even more so.

Morale range: -3 to 3.

Luck range: -5 to 5.

Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Flying: Movement ignores obstacles and traps.
Summoning Rite: Once per battle, summons a stack of Ra'Shoth on a friendly corpse's hex. The summon has 50% HP of the corpse's original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Does not affect Undead, Embodiments or Constructs

Ability tier: 3

Upgrade Cost: 15
Hit Points Attack Defense Damage3A2px Morale Luck Speed Initiative
10 3 3 2-2 -3 - 3 -5 - 5 4 4
Stinging Ra'Shoth
Some Ra'Shoth have developed specialised synapses that enable them to discharge electrical currents from a distance. It is remarlable how adaptive life within the Rift seems to be.
Attributes:

Magic Creature: A beast or beast-like creature. Jadame's beasts often have fantastical powers. Denizens of other planes, even more so.

Morale range: -3 to 3.

Luck range: -5 to 5.

Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Ranged Attack: Can attack enemies at any range. Is replaced with a Melee Attack if an enemy is adjacent. -50% Melee Damage. If the target is 3+ hexes away, deals -10% Damage per hex (up to —50%).
Flying: Movement ignores obstacles and traps.
Summoning Rite: Once per battle, summons a stack of Ra'Shoth on a friendly corpse's hex. The summon has 50% HP of the corpse's original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Does not affect Undead, Embodiments or Constructs

Ability tier: 3

Hit Points Attack Defense Damage3A2px Morale Luck Speed Initiative
10 4 4 2-2 -3 - 3 -5 - 5 6 4
Ferocious Ra'Shoth
These red-crested Ra'Shoth are far more aggressive than others, defending themselves with sweeping tentacle strikes. However, they pose a real threat only when attacking in groups.
Attributes:

Magic Creature: A beast or beast-like creature. Jadame's beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: —3 to 3. Luck range: —5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides.
Flying: Movement ignores obstacles and traps.
Summoning Rite: Once per battle, summons a stack of Ra'Shoth on a friendly corpse's hex.

The summon has 50% HP of the corpse's original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Does not affect Undead, Embodiments or Constructs

Ability tier: 3

Hit Points Attack Defense Damage3A2px Morale Luck Speed Initiative
10 4 4 2-2 -3 - 3 -5 - 5 5 5