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Old March 5th, 2018, 07:00 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: Heroscaper 101's bestiary

Medium

()REJECTED BY DEATH
At the start of each of your turns after Azazel the Kyrie Warrior has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place Azazel on a space adjacent to any figure you control and remove all Wound Markers on Azazel's card.

()WHIRLWIND ASSAULT
Azazel the Kyrie Warrior may attack any or all figures adjacent to him. Roll each attack separately.

()FLYING
When counting spaces for Azazel the Kyrie Warrior's movement, ignore elevations. Azazel may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Azazel starts to fly, if he is engaged he will take any leaving engagement attacks.

()Piercing Scream
After taking a turn with the Banshees of Durgeth Swamp, you may destroyone Common figure within 3 clear sight spaces of at least two Banshees of Durgeth Swamp you control.

()Stealth Flying
When counting spaces for a Banshees of Durgeth Swamp's movement, ignore elevations. A Banshee may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Banshee is engaged when it starts to fly, it will not take any leaving engagement attacks.

()Mindless Pack
After revealing an order marker on this card, roll the 20-sided die.
- If you roll a 1-5, you may take a turn with 1 Thrall you control.
- If you roll a 6-15, you may take a turn with up to 2 Thralls you control.
- If you roll a 16 or higher, you may take a turn with up to 3 Thralls you control.

()Engorge
When a Bloodburst Thrall attacks, you may add 1 to its Attack number. If you do, and the defending figure is destroyed, you must roll the 20-sided die. If you roll a 13 or lower, destroy that Bloodburst Thrall.

()Rupture
When a Bloodburst Thrall you control receives one or more wounds from a normal attack by an opponent’s figure, you may choose an opponent’s figure adjacent to that Bloodburst Thrall and roll the 20-sided die before removing that figure. If you roll a 14 or higher, the chosen figure receives 1 wound.

()Taskmaster Bonding:
Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control.

()Orc Battle Rush:
At the start of the first round of a game, after all order markers have been placed, you may move all Death Chasers of Thesk you control up to 5 spaces each. They must end their Orc Battle Rush movement on an empty space.

()Soul Weapons:
Figures attacked by a Death Knight of Valkrill subtract two from their defense dice. Destructible Objects are not affected by Soul Weapons.

()Unholy Bonding:
Before taking a turn with the Death Knights of Valkrill, you may first take a turn with any small, medium or large relentless Hero you control.

()RETURN TO THE GRAVE SPECIAL ATTACK
Range 1. Attack 6.
After attacking with Return to the Grave Special Attack, destroy the attacking Deathstrike Thrall.

()SAVAGE CRY
After revealing an Order Marker on the Durgeth Ravagers' Army Card and taking a turn with the Durgeth Ravagers, if the Durgeth Ravagers destroyed at least one opponent's figure this turn, you may immediately take a turn with one Savage Hero you control.

()HIDE IN SWAMP
If a Durgeth Ravager is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Durgeth Ravager is on a swamp space, add 3 to your die roll. If he is on a swamp water space, add 6 to your die roll. If you roll 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

()Orb of Vengeance Aura
When a figure you control within 4 clear sight spaces of Emperor Andask attacks an adjacent figure with a normal attack, before defense dice are rolled, you may re-roll all attack dice that did not show skulls. Orb of Vengeance Aura does not affect Emperor Andask. Orb of Vengeance Aura may only be used once per turn.

()Kyrie Supremacy
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your roll.

()PLASMA SURGE
After attacking a non-adjacent figure with a Havech Eradicator you control, you must roll the 20-sided die. If you roll a 1-6, destroy that Havech Eradicator. If you roll a 7-17, that Havech Eradicator is safe. If you roll an 18-20, you may attack again with that Havech Eradicator.

()MECHANICAL COMPONENTS
Marro Hive cannot rebirth Havech Eradicators with its Marro Rebirth special power.

()Expendable Rabble
If a Horned Skull Brute that you control is attacked with a normal attack against an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure that you control that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull Brute just received.
(Works only with the Goblin Cutters.)

()Barge Into Battle
After moving and before attacking, if a Horned Skull Brute you control ends its movement unengaged, you may choose an engaged small or medium friendly squad figure within 3 clear sight spaces of that Horned Skull Brute whose base is no more than 2 levels higher or lower than the base of the Horned Skull Brute. You may switch that Horned Skull Brute with the chosen squad figure. Figures moved by Barge Into Battle never take any leaving engagement attacks.

()Poison Cloud
When a Mezzodemon Warmonger attacks a Common figure, add 1 to its attack value.

()Exoskeleton
At the start of the game, place 1 copper Exoskeleton marker on a Mezzodemon Warmongers Army Card for each Mezzodemon Warmonger figure in your Army. After a Mezzodemon Warmonger rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack.

()FANATICAL ADVANCE
A Nhah Scirh Cultist is never attacked when leaving an engagement with a Squad figure.

()DRAGONKIND ENMITY
A Nhah Scirh Cultist rolls an additional attack die when attacking a Dragon.

()IRON RESOLVE
When rolling defense dice against a special attack, a Nhah Scirh Cultist always adds 1 automatic shield to whatever is rolled.

()Bloodborn Rising
Each time Nicholas Esenwein destroys a figure, you may remove a wound marker from this Army Card. If the destroyed figure was small or medium, and not undead, replace that figure immediately, if possible, with one of your own previously destroyed Thralls. Nicholas Esenwein may not use Bloodborn rising on destructible object.

()Overextend Attack
After taking a turn with Nicholas Esenwein, you may place a wound marker on Nicholas Esenwein and take another turn with him. You may only use this power once per round.

()BLOOD HUNGER
Before moving a Preyblood Thrall, you may choose an opponent's figure. Add 1 to the Preyblood Thrall's Move and Attack values for each wound marker on the chosen figure's Army Card to a maximum of +3 for each. To use Blood Hunger, the Preyblood Thrall must end its move adjacent to the chosen figure and must attack that figure if possible. If the Preyblood Thrall does not inflict at least one wound on the chosen figure, destroy the Preyblood Thrall.

()QUICK STAB SPECIAL ATTACK
Range 1. Attack 2.
Small and medium figures may not roll defense dice when attacked by Quick Stab Special Attack.

()DISENGAGE
Siiv is never attacked when leaving an engagement.


()FLANKING
When attacking with a Tomb Skeleton you control, if the defending figure is engaged with at least 1 other figure you control, it subtracts 1 from it's defense.

()SKELETAL FORM
When rolling defense dice against an attack from a figure with a Range number of 4 or more that is not a Cleric or a Wizard, a Tomb Skeleton adds 1 die.


()SHAMBLING HORDE
You may move up to 4 Tomb Skeleton Archers you control each turn. If more than 2 of the Tomb Skeleton Archers move this turn, no Tomb Skeleton Archers may attack. If none of the Tomb Skeleton Archers move this turn, you may attack with up to 4 Tomb Skeleton Archers you control.

()CLEAR SHOT
When attacking a figure that is not engaged, a Tomb Skeleton Archer rolls 1 additional attack die.


Last edited by Heroscaper 101; June 1st, 2019 at 07:57 PM.
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