As such, Mages would work as such:
- - Treat Mage bases as Commander bases in terms of movement, visibility, joining units, and other related rules. No battlegroup may have more than one"personality" stand join it at a time.
- However, Mages are not commanders. They spend all their time studying arcana, not how to command troops in the battlefield. As such, they do not have a command aura or any other effects of the standard commander.
White magic: the magic of defense and healing. When embedded in a unit, a 'white' mage upgrades that unit's Armor rating by one rank ("protected" to "armored," etc). Also it allows the battlegroup to re-roll the die on one Death roll per turn. If not embedded in a unit, a 'white' mage may upgrade one friendly unit's "disorder" status by one rating (range, say 6 MU).
Black magic: the magic of curses, hexes, and inflictions. When embedded in a unit, a 'black' mage reduces the quality rating of all enemy battlegroups in base contact (not overlap-only) with the BG the mage is embedded within. When not embedded, the 'black' mage may lower the disorder status of one enemy unit within 6 MU per turn.
Green magic: the magic of nature. When embedded within a unit, the 'green' mage allows the BG to treat the terrain like it is one "category" of terrain easier. When not embedded within a unit, the 'green' mage can target any one enemy unit within 6 MU that is within any terrain feature; that BG is automatically Disordered until the end of the turn.
Blue magic: the magic of illusion and motion. When embedded in a unit, the 'blue' mage allows the player to add or subtract 1 or 2 to the BG's variable move roll. Also allows the BG to re-roll a failed CMT. When not embedded in a unit, the 'blue' mage may swap any two friendly BG's locations as long as (a) both BGs are within 6" of the mage, (b) no enemy units are within 6" of either friendly BG or the mage, (c) at least one of the friendly BGs is currently not visible to any enemy unit. Place the BGs as per placing an ambushing unit.
Red magic: the magic of fire and destruction. When embedded in a unit, the 'red' mage upgrades the BG' weapons (sets them to flaming) and therefore gives the BG a +1 POA vs. any unit in base contact, in both Impact and Melee phase. When not embedded, the 'red' mage may fire as if it was a light artillery unit once per turn, during the ranged combat phase.
What do you think? Too crazy?



