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Old February 3rd, 2018, 12:42 AM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,449
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!
Question Re: Heroscaper 101's bestiary

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()HUNTER ATTACK ENHANCEMENT
All friendly Hunters adjacent to Arktos receive an additional attack die.

()HUNTER'S AIM SPIRIT
When Arktos is destroyed, place this figure on any Unique Army Card with a Range number of 4 or more. Arktos's Spirit adds 2 to the Range number of that card.

()EASY PREY
Small Squad figures attacked by Bahadur subtract 2 from their defense dice. Medium Squad figures attacked by Bahadur subtract 1 from their defense dice.

()WARRIOR'S MELEE ATTACK SPIRIT
When Bahadur is destroyed, place this figure on any Unique Army Card with a Range of 1. Bahadur’s Spirit adds 1 to the normal Attack number on that card.

()WOUNDED RAGE 13
When Kozil receives one or more wounds from a normal or special attack but is not destroyed, you must immediately roll the 20-sided die. If you roll a 13 or higher, inflict one wound on a figure adjacent to Kozil, if possible.

()CRUSHING GRASP 15
After attacking with Kozil, if Kozil attacked a small or medium figure and rolled at least one skull and Kozil is still adjacent to that figure, you may roll the 20-sided die. If you roll a 15 or higher, inflict 2 wounds on that figure.

()CHARGING ASSAULT
Manauvi may add 3 to his Move number as long as he is unengaged prior to moving. Manauvi must be able to move adjacent to an opponent's figure in order to use Charging Assault.

()BATTLE FRENZY
After attacking with Manauvi, roll the 20-sided die. If you roll a 16 or higher, you may attack again with Manauvi.

()WARRIOR'S CHARGING SPIRIT
When Manauvi is destroyed, place this figure on a Unique Army Card with a Range of 1. Manauvi's Spirit adds 2 to the Move number of that card.

()WOLF PACK
After revealing an Order Marker on the Varkaanan Darkclaws' card, before taking that turn with the Darkclaws, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Darkclaws on this card.

()DUAL STRIKE
When a Varkaanan Darkclaw attacks, he may attack one additional time. A Varkaanan Darkclaw cannot attack the same figure more than once per turn.

()SHADOW MASTERS
A Varkaanan Darkclaw rolls 1 additional defense die while on a shadow space and 1 additional attack die when attacking a figure that is not a destructible object on at least one shadow space.

()TRACKING
While moving, the Varkaanan Greyspears may add 2 to their Move number. If they do, the Varkaanan Greyspears cannot attack this turn.

()VAULT
After moving and before attacking, any or all unengaged Varkaanan Quickblades may Vault. Choose an opponent's figure within 2 clear sight spaces and place that Quickblade on any unoccupied space adjacent to the chosen figure. A Quickblade may not vault more than 7 levels up or down in a single vault.

()LIGHTNING SLASH SPECIAL ATTACK
Range 1. Attack 3.
A Varkaanan Quickblade that did not attack normally may use Lightning Slash Special Attack. Defending figures that were not adjacent to this Varkaanan Quickblade at the start of its turn subtract 1 from their defense dice for each skull rolled with Lightning Slash Special Attack.

()FIRST STRIKE
When Order Marker 1 is revealed on the Varkaanan Swiftfangs, add 2 to their Move number and 1 extra attack die for that turn.

()Talon Grab
While this Wyvern is flying, you may choose one opponent's small or medium figure that it passed over this turn. Place the chosen figure on an empty same-level space adjacent to this Wyvern at the end of its move. If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Talon Grab.

()Venomous Sting
When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure can not roll defense dice. Venomous Sting does not affect destructible objects.

()Flying
When counting spaces for this Wyvern's movement, ignore elevations. It may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When it starts to fly, if it is engaged it will take any leaving engagement attacks.


Last edited by Heroscaper 101; June 1st, 2019 at 06:24 PM.
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