The Malevolent Souls

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You are playing as the Malevolent Souls, a band of mercenaries fighting for the Broken Wing Company. Your name instills fear in the minds of your enemies and the mix of hardened free-lances and demons in your ranks have earned you a deadly reputation. You’ve been sent to Lengadòc for a special contract, but your mysterious sponsor has suddenly disappeared, leaving you with disgruntled men who have a strong appetite for blood, coin and women. You have been pillaging the land for the past two weeks to keep men from mutiny, but know that sooner or later a clash with local lords is inevitable.


Army Tips:

  • You have a powerful offensive; use it;
  • You don’t have access to healing, but your Nephilim have a curse that prevents others from healing. Use them to disrupt your opponent’s plans;
  • If your opponent is overly defensive, use your Mangonel and Hobelars to attack the soft targets behind his lines;
  • Your Serjants and Soffrance can keep the enemy in place while your Billmen and Nephilim do the damage;
  • The Dismounted Baneret and Billmen are hard-hitting troops who chew through armour. The “Hero Killer” special rule makes this unit an excellent death-squad sent to hunt down the enemy characters;
  • Your Decurion general and his retinue of Nephilim are one of the best overall melee troops in the game, but don’t make the mistake of believing them to be invincible. Use them in the most important melees, and avoid being lured into unimportant fights.


Decurion

- Strengthens and heals his Retinue
- His spells cost life
- Shines against strong foes

Heroic Power:

  • Avenger: Damage increases progressively as the Decurion loses Retinue members.
Vengeful Strike Benediction Retinue Healing
Only usable from ground. Half of this weapon's damage is dealt as light damage proportionally to the amount of life lost. Increases the Decurion and his Retinue's accuracy over 3 turns. The Decurion heals his Retinue unit.


Nephilim

- Powerful unit in close combat
- Teleports itself
- Invokes curses on enemies

Special Rule:

  • Meditation: The action Wait gives back to this unit 75% of its accumulated Fatigue and Veil instead of 50%.
Sacrilegious Strike Double Attack Dark Affliction
Each miniature performs a powerful melee attack dealing Dark damage. The unit attacks twice but with a considerable Accuracy penalty. Range 0-2. Prevents every miniature in target zone from being healed over 3 turns.



Serjants (Spear)

- Core defensive infantry
- Excellent against cavalry and monsters
- Good charge receiver

Special Rule:

  • Common: Only suffers from 50% of muster penalties.
  • Generic: Basic Leadership of allied Heroes is increased by 50% toward this unit.
Impalement Shield Wall Shield Bash
Defensive Stance. Damage bonus against calvary charge. Stationary Defensive Stance. This unit protects less aggressive allied units but is vulnerable to flank attacks. Does not break Stance. A weak melee attack denying opponents their chances to Evade or Deflect.


Soffrances

- Large monsters with a lot of HP
- Efficient against most enemies
- Inflict nasty side effects

Special Rule:

Shrivel Up Consume Soul Endure
Defensive Stance. Significantly raises block rate. Offensive Stance. Regains life each time a miniature in the same zone is defeated. Offensive Stance. The Soffrances no longer block attacks and retaliate to all successful enemy melee attacks.


Dismounted Baneret

- Excellent against enemy Heroes
- Can lead numerous armies from France, England or Scotland
- Low-cost Hero choice

Heroic Power:

Heroic Charge Boast Daring Advance
A charge with a drastic accuracy penalty allowing a second attack if the first one hit. The second attack has increased chances of targeting an enemy Hero. The Baneret halves the highest enemy Leadership in his zone and converts it to a morale bonus for his unit. The Baneret attacks the closest enemy Hero in melee, but receives attacks from enemy miniatures in his way beforehand.


Billmen

- Offensive unit with heavy attacks
- Vulnerable to enemy shooting
- Perfect against cavalry or monsters

Special Rule:
- Polearm: Attacks are tiring and take long recovery time. Charge reaction attacks are performed with their secondary melee weapon.

Top Down Defensive Thrust Chop
Recovery +100%. A very powerful melee attack. Defensive Stance. Sets a charge reaction with high priority. Recovery +50%. A more effective charge against heavily armoured foes.


Longbowmen

- Elite archers
- Can shoot quickly or accurately
- Can sap enemy morale
Aim Swift Shot Volley Fire
Long action +25%. Range 1-2. Shooting attack with a drastic Accuracy bonus. Range 1-2. Each miniature shoots twice, but with a drastic Accuracy penalty. Very tiring. Range 1-2. A less accurate shot inflicting a morale penalty to every enemy unit in the target zone.


Hobelars

- Very mobile unit
- Strong charge
- Mediocre in melee

Special Rule:

Harass Lure Canter
The unit charges one zone away and then retreats to the zone they left. Defensive Stance. The unit's next charge reaction will be to retreat with an extreme priority. Defensive Stance. A combined move of one zone and a wait.


Ympes

- Offensive casters
- Agile but very vulnerable
- Dangerous for enemy casters

Special Rule:

  • Teleport: Diagonal movements and terrain penalties do not slow down the Ympes when moving. They accumulate Veil instead of Fatigue for all movements.
  • Cowards: Unless acting as a Retinue, this unit cannot charge unengaged enemies.
Fire Bolt Lightning Blink
Range 0-2. Ranged attack dealing Fire damage. Range 1. Lightning ranged attack attracted to armour. The unit's evasion is tripled for one turn.


Mangonel

- Field artillery
- Slow, inaccurate but deadly unit
- Long-ranged projectiles

Special Rule:

  • Laborious Movements: Moving requires twice the usual time. The unit cannot charge or retreat. When it flees, it is considered destroyed.
  • Psychological Weapon: Inflicts a slight morale penalty to every unit in the target zone.
  • Artillery: Must reload between each shot. Each consecutive shot in the same zone scatters less. Damage caused by Artillery is not affected by Armour and Toughness. Heroes are less likely to be hit.
  • Generic: Basic Leadership of allied Heroes is increased by 50% toward this unit.
Boulder Adjustments Rocks
Range 2-4. The most devastating projectile in terms of sheer destruction. Significantly reduces the next shot’s Scatter in the selected zone. Range 1-3. Shoots small stones and is more similar to a hail of arrows than standard artillery shooting.


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