Anima Tactics: Church Agent
BGG rating
7.0

Expansion for Anima Tactics

Anima Tactics: Church Agent

2009

Rules assistance for Anima Tactics: Church Agent

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 60 min
  • 12+

Rules assistant for Anima Tactics: Church Agent

What would you like to know?

Answers come from the official rulebook, with the page to check.

Anima Tactics: Church Agent is an expansion for Anima Tactics released in 2009 for 2 players, 60 minutes per game, and ages 12 and up. Its main mechanics are Dice Rolling and Action Points.

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About the game

Church Agent's are the special forces available to the Churches highest circles of power. Many have been trained in Caedus since childhood to hunt down and destroy the forces that threaten humanity, while others learn to use the divine gifts they where born with to further the Churches work. While they come from disparate walks of life, every church agent has been drawn to the fold to become an instrument of their god's will on Gaia. Neutral Church Warrior or Mystic - Lv. 20+ At 4 | Dm 2 | Df 8 | Ar 0 | LP: 10 | Re 10 | Mo 6/10 | AP 2/4 Agent: Church Agents are not unique characters and you may include 1 for every 150 Levels in a Church Alliance Party. For example, a party of 300 levels could include up to two Church Agents. ooo - Deus Ex Terra (Ki, Attack) +3 Attack / +2 Damage. Deus Ex Terra can only be used if the Agent is a Warrior. ooo - Healing (Magic, Effect) A friendly Character within the Agent's Control Zone is healed 2 Life Points. Healing can only be used if the Agent is a Mystic. Church Agent Skill Card A Church Agent can possess any combination of the following options, as long the added levels do not take their total level above 40. Any option cannot be chosen more than once. Options from the Inquisitor section of this card cannot be chosen if any options from the Saint section are chosen and vice versa. •The Agent recovers one more Action per turn. Lv. +10 •The Agent's Speed is increased to 8/12. Lv. +5 Inquisitor •The Agent's attacks against Light Characters get +4 damage. Lv. +5 •The Agent's attacks against Dark Characters get +4 damage. Lv. +5 •The Agent's attacks against Mystic Characters get +4 damage. Lv. +5 •The Agent gets +1 attack and +2 damage. Lv. +5 •The Agent gets +4 Life Points. Lv. +5 Saint •The Agent's Healing skill heals 5 Life Points instead of 2. Lv. +10 •Innate Ability: All Friendly Characters in the Agent's Control Zone get +1 Resistance. Lv +10 •The Agent gets the following ability: Lv. +5 oo - Holy Protection (Magic, Effect) A Friendly Character with the Control Zone of the Agent gets Shield Lv.1 and Protection Lv.1. Alignment: If options from the Inquisitor section are chosen, then the Agent is Dark faction and a Warrior. If options from the Saint section are chosen, then the Agent is Light faction and a Mystic. If no options are chosen from either section, the Agent is Neutral and you decide whether they are either a Warrior or Mystic.

Publishers

  • Fantasy Flight Games

Questions and answers

Anima Tactics: Church Agent supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.