Spell Notes:
Blood Rage Self or adjacent unit gets Berserk Ability for 4 turns
Fire Ball Attack with range = 4
Reattach Self or adjacent unit gets Regenerate Ability for 4 turns
Curse Range = 3. Target cannot use SA’s and is –1 to Move stat for 8 turns
Poison Self or adjacent unit gets Slay Ability for 4 turns
Cost Unit Name Move Hits Range Str Special Ability
8 Raiders 3 1 1 2 Attack
9 Grenadiers 2 1 2 3 Explode
6 Irregulars 2 1 1 1 Martyr
9 Witchdoctor 2 1 1 1 Spell (3)
9 Alchemist 2 1 2 1 Spell (2)
7 Spearchuckers 2 1 1 2 Throw
8 Fanatics 2 1 2 2 Berserk
9 Shortbows 3 1 3 1 Indirect
10 Gob Lobber 1 1 5 2 Indirect
12 Wolf Riders 4 2 3 2 Ride
10 Hero 3 2 1 3 Attack
11 King 2 2 1 2 Leadership
7 Cut Throat 3 1 1 1 Slay
11 Rocket Launcher 1 1 5 3 Explode
11 Bugbears 3 3 1 3 Attack
6 Net Casters 2 1 1 1 Net
7 Infantry 2 1 1 2 Attack
7 Scouts 3 1 1 1 Scout
GOBLIN SPELL BOOK
Spell Notes:
Summon Goblin Put an irregular into play adjacent to caster
Poisons Self or adjacent unit gets Slay Ability for 4 turns
Instability Self or adjacent unit gets Explode Ability for 3 turns
Evil Eye Attack with range of exactly = 3
Hex No unit may enter target empty square for 5 turns
Amulets Self or adjacent unit gets Shield Ability for 4 turns
Warflame Self or adjacent unit gets Leadership Ability for 3 turns
ELF ARMY LIST
Cost Unit Name Move Hits Range Str Special Ability
13 Rangers 3 2 4 3 Slay
10 Warriors 3 2 1 3 Attack
10 Unicorn 4 1 1 3 Ride
13 Elf Lord 4 2 1 2 Leadership
10 Arch Mage 2 1 1 1 Spell (4)
7 Mage 2 1 1 1 Spell (2)
12 Arch Druid 3 2 1 2 Spell (3)
6 Druid 2 1 1 1 Spell (1)
9 Riders 4 1 1 2 Ride
9 Guardians 2 2 1 3 Shield & Martyr
11 Hunters 3 1 3 2 Indirect & Scout
11 Archers 2 1 4 3 Indirect
7 Spears 2 1 1 2 Throw
9 Scout 3 1 3 1 Scout
7 Swords 2 1 1 2 Attack
10 Ballista 1 1 5 3 None
11 Warrior Maiden 3 1 1 2 Leadership
13 Treant 2 4 1 5 Shield
11 Great Eagle 4 1 1 2 Fly, Ride, & Scout
ELF SPELL BOOK
Spell Notes:
Tangle Roots Range = 4. Target immobilized for 4 turns
Healing Ways Restore one lost hit to self or adjacent unit
Energize Self or adjacent unit gets Berserk Ability for 4 turns
Tree Meld Self or adjacent unit gets Shield Ability for 4 turns
True Aim Self or adjacent unit gets Attack Ability for 4 turns
Wild Winds Negate Attack made against self or adjacent unit
Vision Pool Look at next 7 cards in deck
FEUDAL ARMY LIST
Cost Unit Name Move Hits Range Str Special Ability
7 Footmen 3 1 1 1 Martyr
6 Squire 3 1 1 1 None
14 Knights 4 3 1 4 Ride & Shield
10 Longbowmen 2 1 4 2 Indirect
8 Archers 2 1 3 1 Indirect
9 Crossbowmen 2 1 3 2 None
11 Trebuchet 1 1 5 3 Indirect
10 Catapult 1 1 5 2 Indirect
13 King 4 2 1 2 Leadership
15 Nobles 4 2 1 4 Leadership
9 Wizard 2 1 1 1 Spells (4)
7 Magician 2 1 1 1 Spells (2)
8 Priest 2 1 1 1 Spells (3)
8 Halberdiers 2 1 1 3 Attack
7 Swordsmen 2 1 1 2 Attack
8 Shieldmen 2 2 1 1 Shield & Martyr
8 Pikemen 1 1 1 4 None
8 Rogue 3 1 1 1 Scout & Slay
FEUDAL SPELL BOOK
Spell Notes:
Crystal Ball Look at opponents hand
Blessing Self or adjacent unit gets Attack Ability for 4 turns
Holy Armor Self or adjacent unit gets Shield Ability for 4 turns
Smite Self or adjacent unit gets Slay Ability for 4 turns
Teleport Self or adjacent unit transported to any empty Square
Lightning Bolt Attack with range of exactly = 4
Haste Self or adjacent unit gets Move +1 & Berserk Ability for 3 turns
Sanctuary Negate Attack made against self or adjacent unit
Dispell Negate Spell cast by opposing unit
FABULOUS THUNDERBIRDS INTRODUCTION
Supermarionation.
Card & board game for 2-4 players.
DISCLAIMER
"Thunderbirds" is a licensed, copyrighted property.
This merely a fan site.
THE BOARD
12 X 12 Square Grid.
Each space should be big enough to hold one card.
DICE
Twelve and six sided dice are needed.
CARDS
There are two decks:
The Emergency deck and the Responder deck.
All players share both decks.
Also needed is a set of Time counters.
PAWNS
Each player gets a set of pawns.
Each set should be of a different color.
One player has the red set, the other has a blue set, etc.
Each set has 6 different pawns. See the Pawn Set Table.
Pawns must be numbered or marked to differentiate them.
Each pawn represents a vehicle and its pilot (driver).
Vehicle: Description: Pilot:
Thunderbird 1 Silver Scout Plane Scott Tracy
Thunderbird 2 Green Freighter Virgil Tracy
Thunderbird 3 Orange Space Rocket Alan Tracy
Thunderbird 4 Yellow Submersible Gordon Tracy
Thunderbird 5 Orbital Space Station John Tracy
FAB 1 Pink Rolls Royce Lady Penelope
BASES
Each player has his own secret island base located in a corner of the Map.
SETUP
Each player starts with all six of his pawns located on his Secret Base.
STACKING
Pawns may not stack or move through (jump) other pawns.
There are two exceptions:
You may stack all of your pawns on your Secret Base.
Move cards that allow:
Instant automatic transport, swapping pawn locations and Knight type moves.
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