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Post by Rainbow Rage on Jul 10, 2011 19:54:35 GMT -5
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Post by Rainbow Rage on Jul 13, 2011 10:13:31 GMT -5
Q&A
Please ask questions here so I can get the answers to the questions included in the rules text on the first page.
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Post by Rarity on Jul 25, 2011 12:28:20 GMT -5
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Post by Rainbow Rage on Aug 2, 2011 7:32:36 GMT -5
Revised Basic Troops
Summoned Imp Melee Attack 2 Ranged Attack 2 Range 15 Defense 0 Resist 1 Melee Damage 1d3 Ranged Damage 1d3 Speed 7 HP 5 Morale 9 Stack Size 40 Cost: 25 silver plus 1 provision Special: Flight (Gains Flying) Scout (Does not need to be led by a hero, +1 vision radius. When not led by a hero, operates at -2 morale) Stealth 4 (Reduce all enemy ranges by 4 against this unit, and add 4 to unit's defense against ranged attacks) Extraplanar (Counts as being extraplanar)
Summoned Dretch Melee Attack 4 Ranged Attack - Range 1 Defense 1 Resist 2 Melee Damage 1d4 Ranged Damage - Speed 4 HP 12 Morale 12 Stack Size 30 Cost: 20 silver plus 2 provisions Special: Stink Cloud (Enemies adjacent to a Dretch have -1 Attack) Extraplanar (Counts as being extraplanar)
Human Guardian Melee Attack 3 Ranged Attack - Range 1 Defense 2 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 5 HP 10 Morale 13 Stack Size 30 Cost: 20 silver plus 2 provisions Special: Shield Wall (Stacks adjacent to a human guardian gain +1 Defense)
Repentent Criminal Melee Attack 3 Ranged Attack - Range 1 Defense 0 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 6 HP 9 Morale 13 Stack Size 40 Cost: 15 silver plus 1 provision Special: Conditioning (Immune to mind control and stuns, may re-roll all failed morale checks)
Tiefling Warcaster Melee Attack 1 Ranged Attack 3 Range 20 Defense 1 Resist 2 Melee Damage 1d3 Ranged Damage 1d4 Speed 6 HP 10 Morale 12 Stack Size 20 Cost: 30 silver plus 3 provisions Special: Eldritch Blast (Use Resist instead of defense against the Tiefling's ranged attack) Shadow Walk (Reduce enemy range by 2 and increase defense and resist by 2 versus ranged attacks and spells)
Skeletal Warrior Melee Attack 3 Ranged Attack - Range 1 Defense 2 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 5 HP 9 Morale 20 Stack Size 40 Cost: None (cannot be recruited) Special: Undead (Gains fearless and immunity to healing and enchantments)
Human Scout Melee Attack 2 Ranged Attack 1 Range 15 Defense 1 Resist 1 Melee Damage 1d3 Ranged Damage 1d3 Speed 6 HP 9 Morale 12 Stack Size 40 Cost: 20 silver plus 1 provision Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move) Scout (Does not need to be led by a hero, +1 vision radius. When not led by a hero, operates at -2 morale) Skirmish (You may split stacks of this troop during movement, even if this brings you beyond 15 stacks of creatures. They restack at the end of combat)
Human Vanguard Melee Attack 3 Ranged Attack - Range 1 Defense 1 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 6 HP 10 Morale 13 Stack Size 30 Cost: 20 silver plus 2 provisions Special: Skirmish (You may split stacks of this troop during movement, even if this brings you beyond 15 stacks of creatures. They restack at the end of combat) Fervent Charge (This unit gains +2 Speed when attempting to engage enemies in melee)
Human Marksman Melee Attack 1 Ranged Attack 2 Range 20 Defense 1 Resist 1 Melee Damage 1d3 Ranged Damage 1d4 Speed 6 HP 10 Morale 13 Stack Size 30 Cost: 30 silver plus 2 provisions Special: Skirmish (You may split stacks of this troop during movement, even if this brings you beyond 15 stacks of creatures. They restack at the end of combat)
Human Furybrand Melee Attack 4 Ranged Attack - Range 1 Defense 2 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 5 HP 10 Morale 15 Stack Size 20 Cost: 30 silver plus 2 provisions Special: Skirmish (You may split stacks of this troop during movement, even if this brings you beyond 15 stacks of creatures. They restack at the end of combat) Rage (Immune to all hostile slowing, stunning, mind controlling effects) Fervent Charge (This unit gains +2 Speed when attempting to engage enemies in melee)
Raethor's Avenger Melee Attack 4 Ranged Attack - Range 1 Defense 0 Resist 3 Melee Damage 1d6 Ranged Damage - Speed 7 HP 10 Morale 16 Stack Size 30 Cost: 35 silver plus 2 provisions Special: Skirmish (You may split stacks of this troop during movement, even if this brings you beyond 15 stacks of creatures. They restack at the end of combat) Armor of Faith (Reduce all enemy ranges by 4 against this unit, and add 4 to unit's defense against ranged attacks) Censure of Pursuit (Enemies may not retreat while locked in combat with an Avenger)
Dwarven Scout Melee Attack 1 Ranged Attack 2 Range 15 Defense 1 Resist 2 Melee Damage 1d3 Ranged Damage 1d4 Speed 5 HP 10 Morale 15 Stack Size 40 Cost: 25 silver plus 1 provision Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move) Scout (Does not need to be led by a hero, +1 vision radius. When not led by a hero, operates at -2 morale)
Dwarven Warrior Melee Attack 2 Ranged Attack - Range 1 Defense 3 Resist 2 Melee Damage 1d4 Ranged Damage - Speed 5 HP 12 Morale 16 Stack Size 30 Cost: 25 silver plus 2 provisions
Dwarven Marksman Melee Attack 2 Ranged Attack 2 Range 20 Defense 2 Resist 2 Melee Damage 1d3 Ranged Damage 1d4 Speed 5 HP 12 Morale 16 Stack Size 30 Cost: 30 silver plus 2 provisions
Dwarven Battlerager Melee Attack 4 Ranged Attack - Range 1 Defense 2 Resist 2 Melee Damage 1d6 Ranged Damage - Speed 5 HP 14 Morale 17 Stack Size 30 Cost: 30 silver plus 2 provisions Special: Frothing Drunken Rage (If an enemy unit is within speed + 4 of a Dwarven Battlerager stack, it must charge that unit, despite the distance being too far away from charging.)
Lesser Earth Elemental Melee Attack 5 Ranged Attack - Range 1 Defense 5 Resist 4 Melee Damage 1d6 Ranged Damage - Speed 4 HP 24 Morale 20 Stack Size 10 Cost: 45 silver plus 4 provisions Special: Fearless Mindless (If begins his turn further than 10 squares of a Hero, skip the elemental's turn unless it is engaged in combat. It will then only attempt to attack the person who most recently attacked him. If he wasn't attacked, determine randomly who he attacks) Extraplanar (Counts as being extraplanar)
Pseudodragon Melee Attack 3 Ranged Attack - Range 1 Defense 1 Resist 2 Melee Damage 1d4 Ranged Damage - Speed 7 HP 7 Morale 10 Stack Size 40 Cost: 30 silver plus 1 provision Special: Flight (Gains Flying) Poison (If the enemy's resist is lower than their defense, use that instead of their defense for melee attacks) Scout (Does not need to be led by a hero, +1 vision radius. When not led by a hero, operates at -2 morale) Stealth 4 (Reduce all enemy ranges by 4 against this unit, and add 4 to unit's defense against ranged attacks)
Dragonkin Soldier Melee Attack 3 Ranged Attack - Range 1 Defense 2 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 5 HP 14 Morale 16 Stack Size 20 Cost: 30 silver plus 2 provisions Special: Fire Breath (When making melee attacks, if the enemy's resist is lower than their defense, use their resist score instead)
Dragonkin Flamewielder Melee Attack 2 Ranged Attack 3 Range 20 Defense 1 Resist 1 Melee Damage 1d4 Ranged Damage 1d6 Speed 6 HP 12 Morale 16 Stack Size 12 Cost: 40 silver plus 3 provisions Special: Fire Breath (When making melee attacks, if the enemy's resist is lower than their defense, use their resist score instead) Fire Blast (When making ranged attacks, if the enemy's resist is lower than their defense, use their resist score instead)
Greenscale Skirmisher Melee Attack 4 Ranged Attack - Range 1 Defense 2 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 8 HP 18 Morale 13 Stack Size 12 Cost: 40 silver plus 3 provisions Special: Acid Breath (When making melee attacks, if the enemy's resist is lower than their defense, use their resist score instead) Corrosion (Targets subject to a Greenscale Skirmisher's attack are slowed for the rest of the turn) Flighty (Greenscale Skirmisher can choose to not engage enemies, provided he still has movement left after reaching his opponent. If he elects to do so, he can move after the attack is made)
Redscale Brute Melee Attack 5 Ranged Attack - Range 1 Defense 3 Resist 1 Melee Damage 1d6 Ranged Damage - Speed 5 HP 26 Morale 16 Stack Size 10 Cost: 45 silver plus 4 provisions Special: Fire Breath (When making melee attacks, if the enemy's resist is lower than their defense, use their resist score instead) Cleave (The Redscale Brute can elect to attack all adjacent enemies when performing an attack)
Human Scout Melee Attack 2 Ranged Attack 1 Range 15 Defense 0 Resist 0 Melee Damage 1d3 Ranged Damage 1d3 Speed 6 HP 9 Morale 12 Stack Size 40 Cost: 20 silver plus 1 provision Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move) Scout (Does not need to be led by a hero, +1 vision radius. When not led by a hero, operates at -2 morale)
Human Soldier Melee Attack 3 Ranged Attack - Range 1 Defense 2 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 5 HP 10 Morale 13 Stack Size 30 Cost: 20 silver plus 2 provisions Special: Shield Wall (Stacks adjacent to a human soldier gain +1 Defense)
Human Archer Melee Attack 1 Ranged Attack 2 Range 20 Defense 1 Resist 1 Melee Damage 1d3 Ranged Damage 1d4 Speed 6 HP 10 Morale 13 Stack Size 30 Cost: 30 silver plus 2 provisions
Acolyte of Alton Melee Attack 2 Ranged Attack - Range 1 Defense 3 Resist 3 Melee Damage 1d4 Ranged Damage - Speed 5 HP 10 Morale 15 Stack Size 20 Cost: 35 silver plus 2 provisions Special: Honor the Faith (Acolytes, and all adjacent allies, can re-roll failed morale checks) Divine Fury (If an adjacent ally becomes injured, Acolytes get +3 attack on their turn)
Knight Errant Melee Attack 4 Ranged Attack - Range 1 Defense 4 Resist 1 Melee Damage 1d6 Ranged Damage - Speed 5(8) HP 25 Morale 14 Stack Size 12 Cost: 45 silver plus 4 provisions Special: Mounted (See increased speed above) Charge! (If Knight Errants charges an enemy, they gain +2 attack and +1d6 damage dice)
Goblin Scout Melee Attack 1 Ranged Attack 1 Range 15 Defense 0 Resist 0 Melee Damage 1d3 Ranged Damage 1d3 Speed 6 HP 6 Morale 11 Stack Size 80 Cost: 10 silver and 1 provision Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move) Scout (Does not need to be led by a hero, +1 vision radius. When not led by a hero, operates at -2 morale)
Goblin Skirmisher Melee Attack 1 Ranged Attack 2 Range 20 Defense 1 Resist 0 Melee Damage 1d3 Ranged Damage 1d3 Speed 6 HP 6 Morale 12 Stack Size 80 Cost: 15 silver and 1 provision Run Away!! (Can still make ranged attack after a full movement)
Hobgoblin Warrior Melee Attack 3 Ranged Attack - Range 1 Defense 2 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 5 HP 12 Morale 15 Stack Size 30 Cost: 20 silver and 2 provisions Special: Hobgoblin Resilience (Whenever a Hobgoblin fails a Resist check, he may re-roll it)
Hobgoblin Marksman Melee Attack 2 Ranged Attack 3 Range 20 Defense 2 Resist 1 Melee Damage 1d3 Ranged Damage 1d4 Speed 5 HP 12 Morale 15 Stack Size 30 Cost: 30 silver and 2 provisions Special: Hobgoblin Resilience (Whenever a Hobgoblin fails a Resist check, he may re-roll it)
Orc Savage Melee Attack 4 Ranged Attack - Range 1 Defense 1 Resist 0 Melee Damage 1d6 Ranged Damage - Speed 6 HP 12 Morale 12 Stack Size 30 Cost: 30 silver and 2 provisions Special: Blood Thirst (Gain +2 Attack and Speed on any turn in which no enemy begins adjacent to it)
Elven Scout Melee Attack 2 Ranged Attack 2 Range 20 Defense 0 Resist 1 Melee Damage 1d4 Ranged Damage 1d4 Speed 7 HP 8 Morale 14 Stack Size 30 Cost: 30 silver plus 1 provision Special: Pathfinding 4 (Ignore the first 4 squares of difficult terrain each move) Stealth 2 (Reduce all enemy ranges by 2 against this unit, and add 2 to unit's defense against ranged attacks) Scout (Does not need to be led by a hero, +1 vision radius. When not led by a hero, operates at -2 morale)
Elven Warrior Melee Attack 3 Ranged Attack - Range 1 Defense 2 Resist 2 Melee Damage 1d4 Ranged Damage - Speed 6 HP 9 Morale 15 Stack Size 30 Cost: 20 silver plus 2 provisions Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move)
Elven Militia Melee Attack 0 Ranged Attack 2 Range 20 Defense 0 Resist 1 Melee Damage 1d3 Ranged Damage 1d3 Speed 7 HP 8 Morale 14 Stack Size 40 Cost: 15 silver plus 1 provision Special: Pathfinding 2 (Ignore the first 7 squares of difficult terrain each move)
Elven Marksman Melee Attack 1 Ranged Attack 3 Range 25 Defense 1 Resist 1 Melee Damage 1d4 Ranged Damage 1d4 Speed 7 HP 8 Morale 14 Stack Size 30 Cost: 30 silver plus 2 provisions Special: Pathfinding 2 (Ignore the first 7 squares of difficult terrain each move) Stealth 2 (Reduce all enemy ranges by 2 against this unit, and add 2 to unit's defense against ranged attacks)
Wolf Hunter Melee Attack 3 Ranged Attack - Range 1 Defense 1 Resist 1 Melee Damage 1d4 Ranged Damage - Speed 8 HP 9 Morale 15 Stack Size 20 Cost: 20 silver plus 2 provisions Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move) Pack Hunter 1 (Gains a +1 bonus to attack against enemies for each stack of allies adjacent to it's target) Instinctive (If not within range 10 of any non-instinctive allies, will attempt to move as quickly as possible towards the nearest enemy and attack, and cannot defend, wait or retreat while out of range of allies.)
Drow Warrior Melee Attack 3 Ranged Attack - Range 1 Defense 1 Resist 3 Melee Damage 1d4 Ranged Damage - Speed 7 HP 9 Morale 14 Stack Size 30 Cost: 25 silver and 2 provisions Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move) Sinister (Gain a +2 on all rolls to advance upon retreating enemies)
Drow Slavemaster Melee Attack 4 Ranged Attack - Range 2 Defense 2 Resist 3 Melee Damage 1d4 Ranged Damage - Speed 7 HP 9 Morale 16 Stack Size 10 Cost: 35 silver and 3 provisions Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move) Body Shield (If the Drow Slavemaster is within 3 squares of a slave unit, when subject to a ranged attack, or adjacent to a slave unit when subject to a melee attack. The controlling player can redirect all attacks to the Slavemasters to those Slave units instead) Do or Die!! (Slave units are fearless while within 5 squares of a Slavemaster) Stealthy Enough (The Drow Slavemaster can scout, but only when accompanying other scouts)
Enslaved Goblin Scout Melee Attack 1 Ranged Attack 1 Range 15 Defense 0 Resist 0 Melee Damage 1d3 Ranged Damage 1d3 Speed 6 HP 5 Morale 9 Stack Size 80 Cost: 10 silver and 1 provision Special: Pathfinding 2 (Ignore the first 2 squares of difficult terrain each move) Scout (Does not need to be led by a hero, +1 vision radius. When not led by a hero, operates at -2 morale) Slave (Counts as a slave unit)
Enslaved Bugbear Warrior Melee Attack 4 Ranged Attack - Range 1 Defense 2 Resist 1 Melee Damage 1d6 Ranged Damage - Speed 6 HP 18 Morale 14 Stack Size 20 Cost: 35 silver and 3 provisions Special: Slave (Counts as a slave unit)
Enslaved Gnome Sharpshooter Melee Attack 1 Ranged Attack 3 Range 20 Defense 0 Resist 2 Melee Damage 1d3 Ranged Damage 1d4 Speed 6 HP 7 Morale 10 Stack Size 30 Cost: 20 silver and 2 provisions Special: Slave (Counts as a slave unit) Stealth 2 (Reduce all enemy ranges by 2 against this unit, and add 2 to unit's defense against ranged attacks)
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