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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