Introduction to Warpspawn Games



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WORKSHOP UNITS


5 Juggernaught BRM: +14, Construct, Wood

5 Crystal Ship BRM: +4, Construct, Ship, Flying, Very Swift, Transport=2

15 Clay Golem BRM: +4, Construct, Earth, Regenerate, Martyr, Guard

5 Colossus BRM: +10, Construct, Giant

5 Myrmidon BRM: +6, Hero, Warrior, Construct, Guard

10 Giant Catapult BRM: +0, Archer+6, Negates bonus from Site


REEF UNITS


10 Merfolk BRM: +3, Sea, Suprise+2, Scout, Demihumans

5 Hippocampus BRM: +2, Sea, Animal, Carry=1, Swift, Monster

5 Brain Coral BRM: +5, Site, Spellcaster

10 Crabmen BRM: +5, Sea, Guard


ABYSS UNITS


5 Sea Serpent BRM: +6, Sea, Dragon, Swift

5 Kraken BRM: +9, Sea, Monster

5 Giant Sea Turtle BRM: +8, Sea, Animal, Transport=3, Monster

5 Titan BRM: +10, Swimmer, Giant, Spellcaster


COASTAL UNITS


10 Pirate Fleet BRM: +3, Ships, Transport=1

5 War Galley BRM: +3, Ships, Transport=1, Slay Ships+4, Archer+2

10 Longboats BRM: +4, Ships, Transport=1, Swift

5 War Barge BRM: +2, Ships, Transport=3

10 Trireme BRM: +2, Ships, Transport=2

10 Dromond BRM: +1, Ships, Transport=1, Archer+4


ARCHMAGI NOTES


1 Wizard BRM: +6, Hero, ArchMagus, Law

Knowledge- Draw 4 Spells/Turn, Spell Reserve=9

1 Enchantress BRM: +5, Hero, ArchMagus, Fey, Female

Charm- Control Male Human Warrior met in Battle, 1/battle

Call Fey- Recruit Fey Units into same Hex in Recruit Phase

Vanish- Once per turn

1 Necromancer BRM: +6, Hero, ArchMagus, Undead, Evil

Control Undead- Control Undead Unit met in Battle, 1/battle.

Animate Dead- Recruit Undead Units into same Hex in Recruit Phase

1 Sorcerer BRM: +6, Hero, ArchMagus, Chaos

Transformation- Discard Unit from Reserve to Draw another in Recruit Phase

1 Warlock BRM: +6, Hero, ArchMagus, Flying, Very Swift

1 Priestess BRM: +6, Hero, ArchMagus, Slay Undead+4, Good, Female, Priest

Ressurrection- Regenerate a creature once per turn

1 Artificer BRM: +6, Hero, ArchMagus

Forge- In Recruit Phase discard one Unit for one Artifact

Construction- Recruit Construct Units into same Hex in Recruit Phase

1 Druid BRM: +6, Hero, ArchMagus, Priest

Call Animals- Recruit Animal Units into same Hex in Recruit Phase

Control Animals- Control Animal Unit met in Battle

1 Mentalist BRM: +6, Hero, ArchMagus, General

Command- Unit Reserve=8

Mind Control- Discard all spells to control any living unit met in battle

1 Illusionist BRM: +6, Hero, ArchMagus

Illusionary Forces- Add Unit from reserve to any stack, Discard at end of battle

1 Seer BRM: +6, Hero, ArchMagus, Scout

Visions- Look at any one stack or recruit pile in Scout Phase

Fortune- Draw an extra spell or unit and

discard a spell or unit in Spell Recruit Phase

NOTES ON ARCHMAGI


Archmagi are immune to Control & Paralyzation spells & effects

ARTIFACTS NOTES


Vorpal Blade Warrior: +4BRM, Slay Monsters+2

Eldritch Sword Warrior: +2BRM, Spellcaster

Rune Blade Warrior: +5BRM

Dragon Lance Cavalry or Mounted Warrior: +3BRM, Slay Dragons+6

Thunder Hammer Warrior: +4BRM(+6 if used by a Dwarf), Slay Giants+3

Orc Bane Warrior: +2BRM, Slay Humanoids+5

Gauntlets of Might Hero: +4BRM

Mithril Armor Warrior: +4BRM, Demihumans in Stack: +1BRM

Chaos Armor Warrior: +3BRM, Chaos units in Stack: +1BRM

Figurines of Wonder Hero: Scout

Spell Shield Warrior: +2BRM, Immune to enemy spell on roll of 1-2 on D6

Treasure Discard to draw 3 cards from the unit recruit pile

Flaming Sword Warrior: +2BRM, Slay cold/swarm/plant+3

Frost Brand Warrior: +2BRM, Slay Fire+5

Missle Shield Warrior: +2BRM, Negate Archer bonuses

Displacement Cloak Hero Rogue: +6BRM

Bearskin Hero Scout: +2BRM, Priest

Amulet of Spellturning Hero: Immune to enemy spell on roll of 1-3 on D6

Boots of Speed Hero: +2BRM & Swift

Coral Helm Hero: Swimmer & +2BRM

Crown of Command Hero: Unit Reserve+1

Arrows of Slaying Archer unit+7, One use

Entwood Bow Hero Warrior/Archer/Rogue: Archer+4

Ring of Invisibility Hero: Suprise+5 & Vanish(Once per turn)

Flying Carpet Hero: Flying, Very Swift, Carry=2, +2BRM

Ring of Regeneration Hero: Regenerate

Staff of Power Hero Mage: Archer+5

Potion of Giant Strength Hero: +7BRM this battle, One Use

Potions of War Humanoid units in Stack: +4BRM this battle, One Use

Ebon Skull Hero: Undead units in stack: +1BRM

Dragon Harness Dragon: Carry=1

Obsidian Club Giant: +4BRM

Horn of Blasting Hero: +4BRM, Slay Site+2

Bag of Holding Hero: +2BRM

Orb of Farseeing Hero Mage: Scout any hex

Holy Mace Warrior or Priest: +2BRM, Slay Evil+3, Slay Undead+3 (yes, it DOES stack)

Blessed Ankh Hero: +2BRM, Slay Evil+2

Holy Water Hero: Slay Undead+5, Slay Demon+5, One use

Potion of Healing Hero: Regenerate, One use

Pixie Dust Hero: Suprise+5 or Vanish, One use

Grimore of Forbidden Lore Hero Mage: Draw +1 Spell/Turn

Amulet of Planeswalking Hero: Move = 4, Move through enemy banners

Tome of Knowledge Hero Mage: Spell Reserve+1

Mirror of Life Trapping Hero Mage: +6BRM vs Living units

Wand of Illusions Hero Mage: Add Monster from reserve to stack, Discard at end of battle

Staff of Healing Hero Mage: Target Unit gets Regenerate. Use once per battle

Ancient Scrolls Contain 3 spells. Discard spells when cast by mage holding the scrolls.

The spells do not count against the players spell reserve

Banner of Valor Hero: All Living units in Stack: +1BRM

Old Mariners Sextant Ship: Move +1

Sandmans Pouch Hero: Target unit Paralyzed for one Battle Roll, One use

Brooch of Fire Resistance Hero: Units with the Fire descriptor are BRM: +0 against this Hero

Luck Talisman Hero: Sacrifice to cause any one dieroll to be rerolled



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