Wild_Imagination
October 22nd, 2010, 05:02 AM
Ullar missed out on both a wyrmling and an elemental, so...
Wood Elemental (Ullar)
Elemental
Common Hero
Construct
Tricky
Medium 5
Life: 1
Movement: 6
Range: 1
Attack: 4
Defense: 3
Cost: 35
Abilities
Water / Ice Bonding
After revealing an order marker on a Wood Elemental's Army Card, before taking that Wood Elemental's turn, you may take a turn with any water or ice construct.
Wormwood Seeding
After moving and before attacking, you may roll a D20. Roll 1 - 10, nothing happens. Roll 11-20 and one adjacent common squad's card has been seeded. Seeds effects turns taken with common squad. When a order marker activates the seeded common squad's card, roll a D20. Roll 1-5 and the figure(s) associated with the affected card cannot move for this turn.
Cliff Roots
Two levels up count as one move. Adjacent figures with 1 level higher ground advantage do not get extra die to roll for attack.
Negative Element Weakness
If a Wood elemental ever lands on lava, the figure is destroyed. When rolling for Searing Intensity, add 2 to whatever is rolled. Roll one less dice against figures with Lava Resistant.
If WotC ever makes one, they should use the Wood Woad:
http://i69.photobucket.com/albums/i75/Wild_Imagination/WoodWoad.jpg
... although, I'll go with the Mage Knight Oak Warrior ...
http://i69.photobucket.com/albums/i75/Wild_Imagination/OakWarrior.jpg
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Green Wyrmling (Ullar)
Dragon
Common Hero
Wyrmling
Valiant
Small 3
Life: 1
Move: 6
Range: 1
Attack: 4
Defense: 4
Cost: 30
Abilities
Counter Strike
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Wyrmling Bonding
After revealing an order marker on a Green Wyrmling Army Card, before taking that Green Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Flying
When counting spaces for a Green Wyrmling's movement, ignore elevations. A Green Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Green Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Use the D&D Bronze Wyrmling:
http://i69.photobucket.com/albums/i75/Wild_Imagination/BronzeWyrming.jpg
Wood Elemental (Ullar)
Elemental
Common Hero
Construct
Tricky
Medium 5
Life: 1
Movement: 6
Range: 1
Attack: 4
Defense: 3
Cost: 35
Abilities
Water / Ice Bonding
After revealing an order marker on a Wood Elemental's Army Card, before taking that Wood Elemental's turn, you may take a turn with any water or ice construct.
Wormwood Seeding
After moving and before attacking, you may roll a D20. Roll 1 - 10, nothing happens. Roll 11-20 and one adjacent common squad's card has been seeded. Seeds effects turns taken with common squad. When a order marker activates the seeded common squad's card, roll a D20. Roll 1-5 and the figure(s) associated with the affected card cannot move for this turn.
Cliff Roots
Two levels up count as one move. Adjacent figures with 1 level higher ground advantage do not get extra die to roll for attack.
Negative Element Weakness
If a Wood elemental ever lands on lava, the figure is destroyed. When rolling for Searing Intensity, add 2 to whatever is rolled. Roll one less dice against figures with Lava Resistant.
If WotC ever makes one, they should use the Wood Woad:
http://i69.photobucket.com/albums/i75/Wild_Imagination/WoodWoad.jpg
... although, I'll go with the Mage Knight Oak Warrior ...
http://i69.photobucket.com/albums/i75/Wild_Imagination/OakWarrior.jpg
===============================
Green Wyrmling (Ullar)
Dragon
Common Hero
Wyrmling
Valiant
Small 3
Life: 1
Move: 6
Range: 1
Attack: 4
Defense: 4
Cost: 30
Abilities
Counter Strike
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Wyrmling Bonding
After revealing an order marker on a Green Wyrmling Army Card, before taking that Green Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Flying
When counting spaces for a Green Wyrmling's movement, ignore elevations. A Green Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Green Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Use the D&D Bronze Wyrmling:
http://i69.photobucket.com/albums/i75/Wild_Imagination/BronzeWyrming.jpg