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Lieutenant Brandis’ Forces Halfling Commandos Number of Units: 10 Bloodied: 5 Attack: +7 Defense: 15 Damage: 2 (1 when bloodied) Move: 2 Special (3 uses O O O): Second Chance – When hit by an attack, force the opponent to reroll Untrained Villagers Number of Units: 25 Bloodied: 12 Attack: +5 Defense: 12 Damage: 1 (1 when bloodied)

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Page 1: learningdm.files.wordpress.com file · Web viewPrimal Swarm – Up to 3 opponents take 3 damage each and cannot move or attack for 1 turn

Lieutenant Brandis’ Forces

Halfling CommandosNumber of Units: 10 Bloodied: 5Attack: +7Defense: 15Damage: 2 (1 when bloodied)Move: 2Special (3 uses O O O):Second Chance – When hit by an attack, force the opponent to reroll

Untrained VillagersNumber of Units: 25Bloodied: 12Attack: +5Defense: 12Damage: 1 (1 when bloodied)Move: 1Special: None

Page 2: learningdm.files.wordpress.com file · Web viewPrimal Swarm – Up to 3 opponents take 3 damage each and cannot move or attack for 1 turn

Lieutenant Eron’s Forces

Dar’s EliteNumber of Units: 10Bloodied: 5Attack: +10Defense: 18Damage: 2 (1 when bloodied)Move: 1Special:Battle Fury – Attack +2 if attacking the same opponent as the last round

Untrained VillagersNumber of Units: 25Bloodied: 12Attack: +5Defense: 12Damage: 1 (1 when bloodied)Move: 1Special: None

Page 3: learningdm.files.wordpress.com file · Web viewPrimal Swarm – Up to 3 opponents take 3 damage each and cannot move or attack for 1 turn

Lieutenant Brue’s Forces

Tor’s Hold VeteransNumber of Units: 20Bloodied: 10Attack: +8Defense: 14Damage: 2 (1 when bloodied)Move: 1Special:Stalwart Defenders – Add +1 Attack and +1 Defense when adjacent to Untrained Villagers

Untrained VillagersNumber of Units: 25Bloodied: 12Attack: +5Defense: 12Damage: 1 (1 when bloodied)Move: 1Special: None

Page 4: learningdm.files.wordpress.com file · Web viewPrimal Swarm – Up to 3 opponents take 3 damage each and cannot move or attack for 1 turn

Lieutenant Tormund’s Forces

Reithann’s DruidsNumber of Units: 5Bloodied: n/aAttack: +9Defense: 16Damage: 2 (range of 3)Move: 2Special (1 use):Primal Swarm – Up to 3 opponents take 3 damage each and cannot move or attack for 1 turn

Untrained Villagers / Vengeful WolvesNumber of Units: 25 (10 wolves)Bloodied: 12 (5 wolves)Attack: +5Defense: 12Damage: 1 (1 when bloodied)Move: 1Special: None

Page 5: learningdm.files.wordpress.com file · Web viewPrimal Swarm – Up to 3 opponents take 3 damage each and cannot move or attack for 1 turn

Lieutenant Tekel’s Forces

Elven BowmenNumber of Units: 25Bloodied: 12Attack: +8Defense: 14Damage: 2 (1 when bloodied, range of 2)Move: 1Special (3 uses O O O):Elven Accuracy – Reroll a missed attack

Elven BowmenNumber of Units: 25Bloodied: 12Attack: +8Defense: 14Damage: 2 (1 when bloodied, range of 2)Move: 1Special (3 uses O O O):Elven Accuracy – Reroll a missed attack

Page 6: learningdm.files.wordpress.com file · Web viewPrimal Swarm – Up to 3 opponents take 3 damage each and cannot move or attack for 1 turn

Character Abilities (each can be used once):Brandis

Blessing of Bahamut – Play when your force takes damage from an attack. Prevent that damage, and your force gains +2 to attack and +1 to damage on its next turn.

Barefoot Hit and Run – Halfling Commandos may both attack and move this turn.

Eron

Defender Aura – Play when an adjacent friendly force is dealt damage. Prevent that damage, and that force may move for free.

Cleaving Strike – Play when Dar’s Elite successfully hits an enemy force. An enemy force adjacent to that force loses the same number of units.

Brue

Sneak Attack – Play only when your force is flanking an enemy force. Your force hits automatically this turn, and deals double damage.

Dirty Tactics – Tor’s Hold Veterans get a free attack on any enemy force that moves adjacent to them.

Tormund

Spirit of the Healing Flood – Choose one friendly force within 2 range. That force heals 2 units, and one opponent adjacent to that force loses 2 units.

Vengeance of the Pack – Play when Reithann’s Druids lose their last unit. Summon a pack of 10 wolves, that otherwise has the same stats as Untrained Villagers, in their place.

Tekel

Conduit of Ice – Choose one enemy force within 2 range; that force loses 2 units, and any enemy forces adjacent to that force lose 1 unit. Each effected force cannot move or attack next turn.

Arcane Arrows – Elven Bowmen gain +2 to attack and +2 to damage this turn.

Page 7: learningdm.files.wordpress.com file · Web viewPrimal Swarm – Up to 3 opponents take 3 damage each and cannot move or attack for 1 turn

Iron Circle Forces

Dark AdeptsNumber of Units: 20Bloodied: 10Attack: +10Defense: 14Damage: 1 (1 when bloodied, range of 2)Move: 1Special (3 uses O O O):Tendrils of Flame – Up to two opponents take 1 damage each and cannot move for 1 turn

Drake RidersNumber of Units: 25Bloodied: 12Attack: +9Defense: 13Damage: 2 (1 when bloodied)Move: 2Special:Rampaging Charge – Add +2 to attack and +1 damage if Riders moved the previous turn

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Iron Circle PikemenNumber of Units: 25Bloodied: 12Attack: +6Defense: 14Damage: 1 (1 when bloodied)Move: 1Special : None

Iron Circle SwordsmenNumber of Units: 25Bloodied: 12Attack: +6Defense: 14Damage: 1 (1 when bloodied)Move: 1Special : None

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Iron Circle CrossbowmenNumber of Units: 25Bloodied: 12Attack: +7Defense: 15Damage: 1 (1 when bloodied, range of 2)Move: 1Special: None

Iron Circle ArchersNumber of Units: 25Bloodied: 12Attack: +7Defense: 15Damage: 1 (1 when bloodied, range of 2)Move: 1Special: None

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Tar DevilsNumber of Units: 20Bloodied: 10Attack: +8Defense: 16Damage: 2 (1 when bloodied)Move: 1Special:Sticky Tar – An opponent hit by Tar Devils cannot move on its next turn

Iron Circle ElitesNumber of Units: 35Bloodied: 17Attack: +10Defense: 17Damage: 2 (1 when bloodied)Move: 1Special: None