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  #13  
Old September 20th, 2007, 05:40 PM
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Quote:
Originally Posted by DarkSpade
Hey rev, I have an organizing suggestion. Why not list the terrain type, then list what units have effects involving it? That way, if someone is going to be playing on a map with terrain type "X", they can just skip right to that part of the list.


TERRAIN TYPE

unit name - special name - what it does
unit name - special name - what it does
unit name - special name - what it does

TERRAIN TYPE 2

unit name -special name - what it does
etc.....
That's a good idea. As soon as someone does it, I'll add it to the index. It could be titled "Terrain Influencing Special Abilities."
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  #14  
Old June 16th, 2008, 09:12 AM
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Re: Terrain Influenced Special Abilities - Definitive List

Updated 6/16/08 through Waves 8/8.5.
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  #15  
Old February 23rd, 2010, 12:39 AM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by Revdyer View Post
Quote:
Originally Posted by DarkSpade
Hey rev, I have an organizing suggestion. Why not list the terrain type, then list what units have effects involving it? That way, if someone is going to be playing on a map with terrain type "X", they can just skip right to that part of the list.


TERRAIN TYPE

unit name - special name - what it does
unit name - special name - what it does
unit name - special name - what it does

TERRAIN TYPE 2

unit name -special name - what it does
etc.....
That's a good idea. As soon as someone does it, I'll add it to the index. It could be titled "Terrain Influencing Special Abilities."
I got this.

ROAD
DUMUTEF GUARD – Road Strength – Add 1 to Dumutef Guard’s attack and defense while on a road space.

WATER AND SWAMP WATER
MARRO WARRIORS – Water Clone – Instead of attacking with all of the Marro Warriors, one at a time, roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same-level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.

OBSIDIAN GUARDS – Water Weakness – An Obsidian Guard on a water space rolls 2 fewer defense dice.

VENOC VIPERS – Slither – Venoc Vipers do not have to stop their movement when entering water spaces.

ARMOC VIPERS – Slither –
Armoc Vipers do not have to stop their movement when entering water spaces.

ELITE ONYX VIPERS – Slither –
Elite Onyx Vipers do not have to stop their movement when entering water spaces.

VENOC WARLORD – Slither –
Venoc Warlord does not have to stop his movement when entering water spaces.

MICROCORP AGENTS – Water Suits –
Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent’s defense while he is on a water space.

WO-SA-GA - Slither -
Wo-Sa-Ga does not have to stop her movement when entering water spaces.

ONLY SWAMP WATER
MARRO DRUDGE – Swamp Water Strength – When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.

MARRO DRUDGE - Swamp Water Tunnel - If a Marro Drudge ends its normal movement in a swamp water space, you may immediately place it on any empty same-level swamp water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.
Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.


LAVA
OBSIDIAN GUARDS – Lava Resistant – Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

OBSIDIAN GUARDS – Lava Throw – When an Obsidian Guard is on a molten lava space it may add 2 to its range.

BRUNAK – Lava Resistant – Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.
SNOW
NERAK THE GLACIAN SWOG RIDER – Snow Strength – Add 1 to Nerak’s attack and defense while on a snow space.

DZU-TEH – Snow and Ice Enhanced Movement – Slippery Ice and Heavy Snow only count as 1 space when moving.

Glacier
DZU-TEH – Glacier Traverse – If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.

DZU-TEH – Glacier Camouflage –
If a Dzu-Teh is adjacent to a Glacier Mountain, opponents’ figures must be adjacent to that Dzu-Teh to attack it with a normal attack.

Woah that took like forever.
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  #16  
Old February 23rd, 2010, 12:57 AM
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Re: Terrain Influenced Special Abilities - Definitive List

You forgot Dungeon
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  #17  
Old February 23rd, 2010, 12:58 AM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by Warlord Alpha View Post
You forgot Dungeon
I just updated the rev's list to show the different terrain which did not include dungeon.
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  #18  
Old February 23rd, 2010, 01:02 AM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by Warlord Alpha View Post
You forgot Dungeon
There is also a whole group with the elementals...along with Quasech hunters and trees.
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  #19  
Old February 23rd, 2010, 01:08 AM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by Commander GD View Post
Quote:
Originally Posted by Warlord Alpha View Post
You forgot Dungeon
There is also a whole group with the elementals...along with Quasech hunters and trees.
see directly above your post.
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  #20  
Old February 23rd, 2010, 01:18 AM
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Re: Terrain Influenced Special Abilities - Definitive List

The elementals.
Greater Ice Elemental - Ice Cold and Cold Healing.
Fire Elemental - Lava Resistant, Negative Element
Water Elemental - Water Mastery, Water Tunnel
Earth Elemental - Underground Movement (an odd entry, since it's anything but water)
Quasatch Hunters - Jungle Tracking

As for the Granite Guardians, that is iffy, since it's an elevation thing. If you included them you might as well include Jotun for Throw, Drow Chain Fighter for Chain Pull, and the Wolves of Badru for Pounce. And that's not happening.

Edit: 'd.

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  #21  
Old July 29th, 2010, 01:45 PM
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Re: Terrain Influenced Special Abilities - Definitive List

ROAD

DUMUTEF GUARD – Road Strength – Add 1 to Dumutef Guard’s attack and defense while on a road space.

WATER AND SWAMP WATER

MARRO WARRIORS – Water Clone – Instead of attacking with all of the Marro Warriors, one at a time, roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same-level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.

OBSIDIAN GUARDS – Water Weakness – An Obsidian Guard on a water space rolls 2 fewer defense dice.

VENOC VIPERS – Slither – Venoc Vipers do not have to stop their movement when entering water spaces.

FEN HYDRA- Slither The Fen Hydra does not have to stop its movement when entering water spaces.

ARMOC VIPERS – Slither – Armoc Vipers do not have to stop their movement when entering water spaces.

ELITE ONYX VIPERS – Slither – Elite Onyx Vipers do not have to stop their movement when entering water spaces.

VENOC WARLORD – Slither – Venoc Warlord does not have to stop his movement when entering water spaces.

MICROCORP AGENTS – Water Suits – Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent’s defense while he is on a water space.

WATER ELEMENTAL-Water Mastery- When a Water Elemental is on a water space add one to its attack and defense

WATER ELEMENTAL-Water Tunnel- If a Water Elemental ends its Normal movement on a water space you may immeditately place it on any empty same level water space within 5 spaces if a water elemental is engaged when it starts to water tunnel it will not take any leaving engagement attacks.

WO-SA-GA - Slither - Wo-Sa-Ga does not have to stop her movement when entering water spaces.

FIRE ELEMENTAL-Negitive Element- A fire Elemental can never roll defense dice when it is on a water space.

ONLY SWAMP WATER

MARRO DRUDGE – Swamp Water Strength – When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.

MARRO DRUDGE - Swamp Water Tunnel - If a Marro Drudge ends its normal movement in a swamp water space, you may immediately place it on any empty same-level swamp water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.
Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.

LAVA

OBSIDIAN GUARDS – Lava Resistant – Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

OBSIDIAN GUARDS – Lava Throw – When an Obsidian Guard is on a molten lava space it may add 2 to its range.

BRUNAK – Lava Resistant – Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.

FIRE ELEMENTAL- Lava Resistant- a Fire Elemental never rolls for molten lava damage or lava field damage and it does not have to stop in molten lava spaces.

SHURRACK-Lava ResistantShurrak never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.

IRON GOLEM-Lava ResistantThis Iron Golem never rolls for molten lava damage or lava field damage and it does not have to stop in molten lava spaces.

SNOW AND/OR ICE

NERAK THE GLACIAN SWOG RIDER – Snow Strength – Add 1 to Nerak’s attack and defense while on a snow space.

DZU-TEH – Snow and Ice Enhanced Movement – Slippery Ice and Heavy Snow only count as 1 space when moving.
Glacier
DZU-TEH – Glacier Traverse – If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.
DZU-TEH – Glacier Camouflage – If a Dzu-Teh is adjacent to a Glacier Mountain, opponents’ figures must be adjacent to that Dzu-Teh to attack it with a normal attack.

JUNGLE AND EVERGREEN

Quasatch Hunters- Jungle Tracking
If a Quasatch Hunter begins its turn adjacent to an Evergreen Tree or Jungle Piece. it may move 2 additional spaces.

ICE AND WATER

GREATER ICE ELEMENTAL- Ice Cold
while a Greater Ice Elemental is on a water or ice space, that space and all same level water spaces adjacent to that Greater Ice Elemental are Considered normal ice elementals. Figures do not have to stop thier movement on normal ice spaces.

SHADOW

DARRACK AMBERSHARD-Hide In Darkness
if Darrack Ambershard is attacked with a normal attack and at least 1 skull is rolled roll the 20 sided die. if Darrack Ambershard is on a dungeon space add 3 to your die roll. if he is on a shadow space, add 6 to your die roll. if you rolla 1-15, roll defense dice normally. if you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

DEEPWYRM DROW- Hide in Darkness
if a Deepwyrm Drow is attacked with a normal attack and at least 1 skull is rolled roll the 20 sided die. if that Deepwyrn Drow is on a dungeon space add 3 to your die roll. if it is on a shadow space, add 6 to your die roll. if you rolla 1-15, roll defense dice normally. if you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

Drow Chainfighter-Hide in Darkness
if a Drow Chainfighter is attacked with a normal attack and at least 1 skull is rolled roll the 20 sided die. if that Drow Chainfighter is on a dungeon space add 3 to your die roll. if it is on a shadow space, add 6 to your die roll. if you rolla 1-15, roll defense dice normally. if you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

PELLOTH- Lurk in Shadows
If Pelloth is on a shadow space opponents' figures must be adjacent to attack him with a normal attack.

MIKA CONNOUR-Shadow Ambush-If Mika Connour starts her turn unengaged and on a shadow space, add 3 dice to her attack this turn.

MIKA CONNOUR-Shadow Dance-If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks.

SWAMP WATER AND SHADOW

OTHKURICK THE BLACK DRAGON- Lurking Ambush
if Othkurick starts his turn unengaged and on a at least one shadow or swamp water space, for this turn add 1 to Othkuricks Movement and add 3 to his Attack value.

LAND SPACES ONLY
MIKA CONNOUR-Blend Into Shadow
Mika Connour starts each game with up to 2 shadow tiles on her Army Card. If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.

Let me know what I missed.

Last edited by killergoat72; September 5th, 2010 at 08:28 PM.
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  #22  
Old July 29th, 2010, 04:29 PM
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Re: Terrain Influenced Special Abilities - Definitive List

This is good stuff. ("Swamp" is the way it's spelled, though.)
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  #23  
Old July 30th, 2010, 12:20 AM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by Revdyer View Post
This is good stuff. ("Swamp" is the way it's spelled, though.)
fixed
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  #24  
Old July 30th, 2010, 07:31 AM
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Re: Terrain Influenced Special Abilities - Definitive List

You forgot the Ice Elemental's "Cold Healing" and "Ice Spikes" (You get a +2 bonus to Ice Spikes' roll while on ice or snow, if you didn't know)

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