Hello there, and welcome to my customs thread. I'm not serious about all of these, but some of them I am hoping to put through C3V or SoV at some point. I'll be sorting the units by faction or theme below.
I hope you enjoy! Please take a moment to give your thoughts and critiques or suggestions if you can!
I wish you high rolls, fair winds, and following seas.
I am a proud member of Platyfly!, a sketch comedy YouTube channel dedicated to giving Platypi the Flying Special Power!
LIFE --------4
MOVE -----5
RANGE --- 4
ATTACK ---2
DEFENSE--4
Points --125
PRAETORIAN GUARD
After taking a turn with Left Dias Praetor, you may move Right Dias Praetor up to 5 spaces. If Right Dias Praetor ends his movement adjacent to an opposing small or medium figure, you may roll the 20-sided die. If you roll a 13 or higher, that figure receives a wound.
ADJACENT STRENGTH 1
When rolling attack dice, Left Dias Praetor adds one automatic skull to whatever is rolled if there is at least one Einar figure adjacent to her.
AVITA’S ATTACK ENHANCEMENT AURA
All friendly Einar figures adjacent to Left Dias Praetor may roll one additional die when attacking.
RIGHT DIAS PRAETOR
Einar
Human
Unique Hero
Guard
Disciplined
Medium 4-5
LIFE -------4
MOVE -----5
RANGE --- 4
ATTACK ---4
DEFENSE--2
125
PRAETORIAN GUARD
After taking a turn with Right Dias Praetor, you may move Left Dias Praetor up to 5 spaces. If Left Dias Praetor ends her movement adjacent to an opposing small or medium figure, you may roll the 20-sided die. If you roll a 13 or higher, that figure receives a wound.
ADJACENT TOUGH 1
When rolling defense dice, Right Dias Praetor adds one automatic shield to whatever is rolled if there is at least one Einar figure adjacent to him.
FELIX’S DEFENSE ENHANCEMENT AURA
All friendly Einar figures adjacent to Right Dias Praetor may roll one additional die when defending.
Praetorian Guards' Bio:
Spoiler Alert!
The Praetors’ Bio: (Part One) The praetorian guards of Rome. The most adept warriors in the known world, a pair of armored legends which fight as one to protect Rome’s interests— which usually just meant protecting the emperor, and the emperor’s interests. They are the elite vanguard of the Empire, for the emperor is Rome. However, that all changed a week ago, when the praetors came to the decision that their emperor was no longer serving the interests of the people. It was their solemn duty to put an end to his rule, despite their old friendship with the once-kind man. Now that he was secure in prison, along with his more …devout allies, there were things to be done.
“Right Dias! We have an emergency!” It now fell to him and his partner to lead their nation.
“Felix! Snap out of it!” They still needed to inform the populace of the emperor’s treachery and replacement. A tricky matter—
A brief, blunt pain shattered the praetor’s reverie as he was slapped by his partner, the Left Dias Praetor, Avita. He was staggered and clutched the edge of the emperor’s desk, not ready for her heavy blow. He then saw her face and immediately leapt to his feet. This warrior, who faced battle with a smile, had panic written across her features.
“My apologies. I was—
“Distracted,” she interrupted quickly. “No matter. There’s been reports of a revolt in the colosseum. The gladiators have escaped and are cutting through our soldiers and taking citizens hostage! We need to —“
“Calm down,” Felix nearly shouted. “What do they want? Surely they know that we cannot let them leave this city alive after killing even one of our men.”
Avita took a deep breath and continued. “They said they wanted a duel between our leader and theirs, in the colosseum. If they win, they go free and with their lives, and ‘our emperor’ must never use human slaves in the arena again.”
“And if they lose?” Asked Felix.
“They say they will kneel and do as we say.”
Felix nodded thoughtfully. “I suppose this is the perfect time to inform the people that their praetors are in charge now. Perhaps if we apologize to them for his actions, we could work out a deal…”
Avita sighed. “I doubt it, after everything the emperor -no, what the Empire has put them through.”
“Then we’d best bring our blades, and our best men. I intend to do this revolutionary no disrespect.” Felix turned and took his spear and shield from the wall, his gladius already in its sheath, and held his helmet in the crook of his arm. “We will show him the new spirit of the empire.”
Part 2
Avita and Felix, the Left and Right Dias Praetors, were summoned to Valhalla by general Einar after he saw the passion they had for protecting their people. They were summoned just before being killed by the rebels, despite having turned the tide enough for their loyal legionnaires to avenge them, winning the chaotic fight. After their alleged demise the emperor was released from his cell, and he immediately executed every last gladiator. The onlookers at the colosseum were told not to speak a word about the event if they wanted lucrative rewards, and to speak if they wanted death. As such, the Dias Praetors were altogether forgotten by history.
Praetorians: Notes and scrap
Spoiler Alert!
Here are some additional abilities that Felix and Avita originally had.
WARLORD BONDING (Removed in favor of 'Praetorian Guard')
FELIX’S ATTACK ENHANCEMENT AURA
All friendly Disciplined figures adjacent to Right Dias Praetor may roll one additional die when attacking.
AVITA’S DEFENSE ENHANCEMENT AURA
All friendly Disciplined figures adjacent to Left Dias Praetor may roll one additional die when defending.
PRAETORIAN INVINCIBILITY
When rolling defense dice, Left Dias Praetor adds one automatic shield to whatever is rolled for each friendly Emperor, Warlord, Soldier, Archer, and Guard figure adjacent to her, up to a maximum of 1 automatic shield.
After taking a turn with Left Dias Praetor, you may move and attack with Right Dias Praetor if you control him.
•If Left Dias Praetor is not adjacent to any Warlord figure you control after moving with her, either on her turn or as a result of Right Dias Praetor’s Praetorian Guard special power, you may immediately move Left Dias Praetor three additional spaces if it would allow her to end her movement adjacent to at least one other Warlord or Emperor figure you control. If you do, she must end this extra movement adjacent to at least one other Warlord figure you control.
Meteoric Elite
Utgar
Moltarn
Unique Squad (2)
Soldiers
Ferocious
Medium 5
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---3
DEFENSE--4
Cost ----- 90
LAVA RESISTANT
This figure never has to stop its movement when entering Molten Lava and never rolls for lava field or molten lava damage.
METEORITIC IMPACT SPECIAL ATTACK
Range 1+Special, Attack 3
The Meteoritic Elite do not start the game on the battlefield. At the beginning of each round, before placing order markers, you may roll the D20. If the result is a 13 or higher, place all of the Meteoritic Elite, one at a time, on the battlefield in empty spaces of your choice. You may not place them adjacent to any glyph or to each other. Upon entering the battlefield, you must use this special attack. The Meteoritic Impact Special Attack effects all adjacent figures, including your own.
MOLTEN METEOR BLAST SPECIAL ATTACK
Range 1+Special, Attack 2
This special attack affects all figures adjacent to the attacking Meteoritic Elite figure.
If a Meteoritic Elite figure ended its normal movement in a molten lava space this turn, you may place that figure in any space within 4 clear sight spaces before using this special attack. This space may be up to 4 levels higher. If it was engaged before moving, it does not take any leaving engagement strikes.
Elite K-9 Sentry Unit 16:
Earth
Jandar
Dogs
Unique Squad (4)
Guards
Disciplined
Small 3
LIFE --------1
MOVE -----6
RANGE ----1
ATTACK ---4
DEFENSE--4
Cost ----- 65 - 80
ENGAGEMENT STRIKE 16 If an opponent’s small or medium figure moves adjacent to an Elite K-9 Sentry, roll the 20-sided die. If you roll a 16 or higher, the opponent’s figure receives a wound. Figures may only be targeted as they move into engagement with Elite K-9 Sentry.
STEALTH DODGE
When an Elite K-9 Sentry rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
INCAPACITATE AGGRESSORS SPECIAL POWER
Range 1
One at a time for each Elite K-9 Sentry you control, you may choose one adjacent opposing small or medium figure and roll the D20.
On a roll of 11 or higher, you may move the chosen figure one space away from an adjacent K-9 you control. It takes no leaving engagement strikes. If the figure is unique, you may remove up to one unrevealed order marker at random from the chosen figure’s army card.
On a roll of 18 or higher, the chosen figure receives one wound.
You may move each member of Elite K-9 Sentry Unit 16 up to 2 spaces each after using this special power.
Bio:
Spoiler Alert!
Bio:
The rain pounded endlessly against the stained glass windows of the cathedral as the members of the K-9 unit stood watch over the Governor of Star City. Mere moments ago their partners had barricaded the main door and taken up defensive positions at each entrance. Suddenly, a window shattered and an assailant in black and tan garb jumped through, raising his rifle at the governor briefly before dropping his weapon as a K-9 unit’s teeth sank into his hand, taking him down. Two more came in through the left door, another K-9 unit crashing through one of their legs, sending the terrorist reeling as the K-9’s partner fired at the other intruder. Another window was smashed, but this time a black ball-shaped object followed the shards of glass. The lead K-9’s partner gave off a scent of utter fear as he saw it, yelling something that the dogs didn’t understand. He lunged for the object, but as he picked it up and turned on his heel, throwing it back towards the window, it had scarcely left his hand when his K-9’s acute hearing picked up a soulless click.
Then, it stopped where it was. It stopped flying and falling. The dogs of the Elite K-9 sentry unit growled and looked at their charge, the governor, but he was frozen as well. The governor was being slowly pulled out of the building by a man in a red suit, trailed by lightning, and they were barely even moving. Their partners looked around in confusion.
Suddenly, a great man with wings just like a tasty pigeon’s came through a hole in the ceiling of the cathedral. He alighted on the ground, saying something to the K-9s’ partners. He seems nice…
The partners looked at each other uncertainly, frowning. He’s not a bad one… WAIT…
The partners stood silently, looking at each other. He smells like cinna-bones!!
The lead K-9, a border collie, came up to the pigeon-man, sitting down at his feet and nosing his pocket, searching for the treats she could smell there. He knelt and ran his hand down her back, sticking another hand into his pocket and producing nothing but crumbs. She started licking his fingers, and he let out a melodious chuckle.
And so, Jandar recruited the k-9 unit and their partners to serve as loyal defenders.
Phitocron
Jandar
Life 1
Move 5
Range 5
Attack 1
Defense 0
Points 15
Soulborg
Unique Hero
Scout
Dauntless
Small 3
MINI MINI GUN
After attacking normally with Phitocron, you may attack two additional times. You may only target the same figure, or a figure adjacent to the figure you targeted with the preceding attack, for each of the attacks.
TOUGH
When rolling defense dice against a normal or special attack, you add one automatic shield to whatever is rolled.
Maybe Someday Serious Units:
Spoiler Alert!
Bloodstained Hunter:
Spoiler Alert!
Valkrill/Utgar/Ullar?
Planet: Nightmare of Yarnham(TM) / Abyss of Thoughts / Arcturus
Human
Unique Hero
Hunter
Relentless
Medium 5
LIFE --------6
MOVE -----5
RANGE ----1
ATTACK ---2
DEFENSE--3
Cost --- 120?
BLOOD WRAITH
Bloodstained Hunter adds 1 to his attack and defense for each wound on his army card, adds 1 to his move for every 2 wounds on his army card, and adds 3 to his range if he has at least 3 wounds on his army card.
BEAST HUNTER
When attacking Lage or Huge figures and Beasts, Bloodstained Hunter adds 2 to his attack.
PHANTOM STRIDE
Bloodstained Hunter can choose to ignore wounds dealt to him by leaving engagement attacks from Common figures.
Ember Lich:
Spoiler Alert!
Valkrill
Undead
Unique Hero
Archmage
Devoid/Apathetic
Medium 4/5
LIFE -------6
MOVE -----4
RANGE ----3
ATTACK ---4
DEFENSE--2
Cost --- 190?
If mounted on some horrible undead monstrosity:
LIFE -------6
MOVE -----4
RANGE ----1
ATTACK ---5
DEFENSE--3
Cost --- 210?
Powers under consideration:
LORD OF UNDEATH
After revealing a numbered Order Marker on the Ember Lich and before taking that turn with him, you may reveal the X Order Marker on this army card. If you do, you may roll the 20-sided die. After seeing the result of the roll, you may place 1 wound on the Ember Lich's army card to increase the roll by 5. On a roll of 1-5, nothing happens. On a roll of 6-10, you may place up to one previously destroyed Small or Medium undead figure in an unoccupied space on the battlefield within 3 clear sight spaces of the Ember Lich. On a roll of 11-14, you may place up to two of your previously destroyed Small or Medium undead figures in unoccupied spaces on the battlefield within 3 clear sight spaces of the Ember Lich. On a roll of 15-17, you may place up to three of your previously destroyed Small or Medium undead figures, or up to one of your previously destroyed Large undead figures, in unoccupied spaces on the battlefield within 3 clear sight spaces of the Ember Lich. On a roll of 18-20, you may place up to four of your previously destroyed Small or Medium undead figures, or up to two of your previously destroyed Large undead figures, or one of your previously destroyed Huge undead figures, in unoccupied spaces on the battlefield within 3 clear sight spaces of the Ember Lich.
SOUL CONSUMPTION
Whenever a figure which is not an Undead is destroyed within 3 spaces of the Ember Lich, roll the 20-sided die. Add 4 to your roll if the figure was Unique, add a further 3 to your roll if the figure was a Wizard or Dragon, and add a further 10 to your roll if the figure was an Archmage. On a roll of 1-4, nothing happens. On a roll of 5-14, remove 1 wound marker from the Ember Lich's army card. On a roll of 15-20, remove 2 wound markers from the Ember Lich's army card. On a roll higher than 20, remove 4 wound markers from the Ember Lich's army card. If the Ember Lich removes any wounds in this way, the destroyed figure is removed from the game.
EMBER IGNITION SPECIAL ATTACK
Range special, attack 2
Choose up to three Undead figures within 6 clear sight spaces of the Ember Lich. You may move any of those figures which you control up to 7 spaces each. The chosen figures are affected by this special attack, as are up to 2 figures adjacent to one of those figures. Roll attack dice once for all affected figures. After using this special attack, you may destroy any of the chosen undead figures. When you use this special attack, you may place one wound on the Ember Lich's army card to choose to count each skull rolled as 2 incoming hits.
WALL OF FIRE (Replaces or changes LORD OF UNDEATH)
When revealing a numbered order marker on the Ember Lich, you may reveal the X order marker on his army card to activate his Wall of Fire. While active, if any nonadjacent opponent's figure moves into a space within two spaces of the Ember Lich and is not adjacent to the Ember Lich after doing so, it must stop moving. Roll the 20-sided die for that figure. On a roll of 13 or higher, the figure receives 1 wound. On a roll of 20 or higher, the figure receives 3 wounds.
Diviner Marion:
Spoiler Alert!
Jandar/Ullar/Einar
Eladrin/Human/Etc.
Unique Hero
Wizard
Valiant/Merciful
Medium 4
LIFE --------4
MOVE -----5
RANGE ----7
ATTACK ---2
DEFENSE--3
Cost -----140
DIVINATION
Diviner Marion can target the greyed-out, normally non-targetable zones of figures with her normal attack.
AUGURY
After revealing a numbered Order Marker on Diviner Marion, before taking a turn with her, you may reveal the X order marker on her army card. If you do, you may look at two Unrevealed Order Markers owned by another player. If there are more than two players, you may choose to instead look at one Unrevealed Order Marker owned by each other player.
FATE KNEELS 2
When you roll the 20-sided die for Initiative or a Special Power on the army card of a figure you control which is within 2 clear sight spaces of Diviner Marion, you may roll the 20-sided die two times, and use either result.
When a figure you control within 2 clear sight spaces of Diviner Marion makes a normal attack, you may roll the entire attack two times, using either result.
When a figure you control within 2 clear sight spaces of Diviner Marion rolls defense dice, you may roll two times, using either result.
LIFE --------6
MOVE -----6
RANGE ----5
ATTACK ---4
DEFENSE--4
Cost ----- 135
ANTIMAGIC AURA 4 / MAGIC SUPPRESSION AURA 4
Special powers on the army cards of other figures which target, choose or otherwise affect figures other than those belonging to that army card are ignored while all figures belonging to the army card are within 4 spaces of Mardrivell.
Mardrivell and Figures within 4 spaces of him roll 3 additional defense dice when defending against Special Attacks.
MAGE KILLER
When Mardrivell is adjacent to a Wizard, Archmage, Sorcerer or Construct, all of the Special Powers on the adjacent figure's army card are ignored.
ARCANE REJECTION / ARCANE ANATHEMA
When Mardrivell attacks a figure with a Special Attack on its army card and rolls all skulls, immediately remove all order markers from the defending figure's army card.
Old scraps for Mardirivell:
Spoiler Alert!
Alternative: ARCANE REJECTION
When defending against a Special Attack, any excess shields rolled by Mardrivell count as unblockable hits on the attacking figure. If a single figure receives 3 or more wounds in this way, that turn ends immediately and you may remove one unrevealed order marker at random from the attacking figure's army card. If a single figure receives 6 or more wounds in this way, you may remove all order markers from the attacking figure's army card.
REND IN THE WEAVE When a numbered order marker is revealed on the army card of a figure When a figure is activated within X spaces of Mardrivell, that figure's controller must roll the 20-sided die. On a roll of 12 or lower, all special powers on the figure's army card are ignored until the end of the current turn.
DEAD MAGIC ZONE/ANTIMAGIC FIELD
On the army cards of other figures within 2 spaces of this figure, Abilities are ignored and Special Powers and Special Attacks may not be used.
If at least one Order Marker is revealed on this figure’s card, the range of this ability is increased to 3 spaces. Or:
The range of this ability is equal to 1 plus the number of wounds on this figure’s army card.
ARCANE ORIGIN INCINERATION
When entering into engagement with a Wizard, Archmage, or Warrior who is not Human, Roll the twenty-sided die. If you roll at least a 17, the engaging figure receives one wound, and if it survives it must immediately make a normal melee attack against an adjacent figure other than Mardrivell, if possible. When making this roll, add a number to the roll equal to the number of Special Powers and abilities on the figure’s army card.
INADVERTENT MAGE SLAYER
Mardrivell also adds 2 to his attack against Wizards, Warriors, and large or huge figures, and adds 1 automatic skull to his attack against Archmages.
LIFE --------2
MOVE -----6
RANGE ----1
ATTACK ---2
DEFENSE--3
Cost ------55
AGILITY
When rolling defense dice, one shield will block all damage.
EUPHORIA BREATH SPECIAL ATTACK
Range 4, Attack 1
This special attack may also affect up to three figures adjacent to the target figure.
Roll a 20-sided die once for each affected figure. If you roll a 8 or higher, you may immediately move the figure up to four spaces in a direction of your choice. If you roll a 19 or higher, you may instead remove one unrevealed Order Marker from the figure’s army card.
FLYING
When counting spaces for this Faerie Dragon’s movement, ignore elevations. This Faerie Dragon may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If this Faerie Dragon is engaged when she starts to fly, she will take any leaving engagement attacks.
Faerie Dragon 2:
Spoiler Alert!
Faerie Dragon 2
Aquilla
Dragon
Common Hero
?????
Tricky , Wild, Playful
Tiny 1
LIFE --------1
MOVE -----6
RANGE ----1
ATTACK ---2
DEFENSE--3
Cost ------15
EUPHORIA BREATH SPECIAL POWER
Instead of attacking, you may select one adjacent figure. Roll a 20-sided die. If you roll a 8 or higher, you may immediately move the figure up to four spaces in a direction of your choice. The figure does not take any leaving engagement attacks. If you roll a 19 or higher, you may instead remove one unrevealed Order Marker from the figure’s army card.
FLYING
When counting spaces for this Faerie Dragon’s movement, ignore elevations. This Faerie Dragon may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If this Faerie Dragon is engaged when she starts to fly, she will take any leaving engagement attacks.
Jiyan:
Spoiler Alert!
Jiyan
Aquilla
Elf
Unique Hero
Enchantress
Tricky
Medium 5
LIFE --------4
MOVE -----6
RANGE ----1
ATTACK ---4
DEFENSE--4
Cost --- 120?
STONE OF ACCURSED FATE
This figure begins the game with a black Stone marker on her army card. The army card with the Stone marker on it subtracts one from its move, attack, and defense values, and subtracts 2 from all D20 rolls. If the figure with the black Stone marker on it dies, it’s controller must immediately place the marker on the army card of the nearest figure. A figure with the marker on its card may use the Accursed Stone Smite Special Attack.
ACCURSED STONE SMITE SPECIAL ATTACK
Range 5, Attack 2
Roll a D20. If you roll a 10 or higher, you may place the black Stone Marker on the targeted figure’s army card.
MADDENING RAGE AURA 1
Elf figures you control within one clear sight space of Jian add an amount to their attack equal to the number of wounds on Jian.
Gerainta Stormbolt:
Spoiler Alert!
GERAINTA STORMBOLT
(Miniature could be Kiova from MTG)
Ullar
Elf
Unique Hero
Sorceress
Wild
Medium 5
LIFE --------4
MOVE -----6
RANGE ----7
ATTACK ---4
DEFENSE--4
Cost --- 170
FORTUITOUS TIDES OF FATE!
Gerainta Stormbolt starts the game with 1 green Fortune counter on her army card. At any point before, during, or after the movement of a unique hero you control which has at least one green Fortune counter on their army card, you may choose an adjacent friendly Unique Hero figure and move the green Fortune counter to the chosen figure’s army card.
If a Unique Hero you control other than Gerainta Stormbolt with a green Fortune counter on its army card is destroyed, you may immediately make a D20 roll. On a roll of 10-20, you may immediately place the green Fortune counter on Gerainta Stormbolt’s army card again.
Before a D20 is rolled in one of the following ways, you may choose to remove the green Fortune counter from the army card of the Unique Hero in question to treat that roll as a 1 or a 20. (Your choice.)
•When a Unique Hero you control with a green Fortune counter on their army card rolls the D20 for any special power on their army card.
•When rolling for molten lava damage for a Unique Hero you control with a green Fortune counter on their army card.
•When rolling for extreme falling damage for a Unique Hero you control with a green Fortune counter on their army card.
•When rolling to pick up a Treasure Glyph with a Unique Hero you control with a green Fortune counter on their army card.
•When an opponent rolls the D20 for a special power that can affect a Unique Hero you control with a green Fortune counter on their army card.
STORM SUMMONING SPECIAL POWER
After moving and before attacking on your turn, you may roll the D20. If there is a green Fortune counter on Gerainta Stormbolt’s army card, you may add 3 to your die roll.
If you remove the green Fortune counter from Gerainta Stormbolt’s army card for this special attack’s D20 roll, you may choose to do so after rolling the D20, instead of before.
•If you roll a 4 or less, you may not attack this turn.
•If you roll 5-9, you may use the Storm Bolt special attack one time this turn.
•If you roll 10-14, you may use the Storm Bolt special attack up to two times this turn. You must subtract one from the attack of the second attack.
•If you roll 15-19, you may use the Storm Bolt special attack up to three times this turn. You must subtract one from the attack of the second attack. You must subtract two from the attack of the third attack.
•If you roll a 20, you may use the Storm Bolt special attack up to three times this turn. In addition, the following effects apply until the end of the current round:
>•Entering a space within 4 clear sight spaces of Gerainta Stormbolt costs 1 additional movement for figures besides Gerainta Stormbolt.
>•Figures may not ignore elevations when moving within 4 spaces of Gerainta Stormbolt.
STORM BOLT SPECIAL ATTACK
Range 6 + Special, Attack 3.
You may not target figures which are under overhangs with this special attack.
When you make a special attack as part of Storm Summoning Special Attack, the special attack affects up to three additional figures of your choice who are adjacent to the target figure. Roll attack dice once for all defending figures of the attack. Defending figures roll defense dice separately. Gerainta Stormbolt does not need clear sight on the additional affected figures.
If you are able to use this special attack multiple times on your turn, you must target a different figure with each attack.
Porosa:
Spoiler Alert!
Porosa
Aquilla? Einar?
Pheonixborn? Kyrie?
Unique Hero
Elementalist
Reckless
Medium 6
LIFE --------5
MOVE -----6
RANGE ----1
ATTACK ---4
DEFENSE--4
Cost --- 120?
FLAMING DASH SPECIAL ATTACK
Range 7 + Special, Attack 3
you may use this special attack instead of moving normally this turn. Porosa moves up to 7 spaces in a straight line, ignoring elevations. All figures in spaces adjacent to, but not within this line, are affected by this Special Attack. Roll attack dice once for all affected figures. Affected figures roll defense dice separately. If Porosa was engaged prior to using this Special Attack, she takes any leaving engagement attacks from those figures, but takes no leaving engagement attacks from figures she becomes adjacent to during the attack.
FLYING
When counting spaces for this figure’s movement, ignore elevations. This figure may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If this figure is engaged when they start to fly, they will take any leaving engagement attacks.
LAVA RESISTANT
This figure never has to stop its movement when entering Molten Lava and never rolls for lava field or molten lava damage.
Loyal Hound:
Spoiler Alert!
Loyal Hound
Einar
Dog
Uncommon Hero
Companion
Loyal /Disciplined
Small 3
LIFE --------3
MOVE -----7
RANGE ----1
ATTACK ---3
DEFENSE--3
Cost ----- 35
MAN’S BEST FRIEND
After taking a turn with any unique human hero you control, or any unique human squad you control with no more than two members remaining, you may immediately take a turn with up to one Loyal Hound of your choice which you control. A Loyal Hound you take a turn with in this way must be within 9 clear sight spaces of at least one of those unique human figures before moving with Loyal Hound.
EVASIVE 2
When rolling defense dice against an attack from a non-adjacent figure, you may roll 2 additional defense dice.
DISENGAGE
This figure never takes leaving engagement strikes.
Hunting Dogs:
Spoiler Alert!
Hunting Dogs
Ullar
Dogs
Common Squad (2)
Predators
Loyal /Disciplined
Small 3
LIFE --------1
MOVE -----5
RANGE ----1
ATTACK ---3
DEFENSE--2
Cost ----- 35
ON THE HUNT
After revealing an order marker on this army card, you may immediately take a turn with up to one unique human hero you control. If that human is a Hunter, you may first move all Hunting Dogs you control up to 2 spaces each.
EVASIVE 3
When rolling defense dice against an attack from a non-adjacent figure, you may roll 3 additional defense dice.
TACKLE 1
Each hunting dog you control which entered engagement this turn adds 1 to its attack this turn.
Miton, Shatterer of Realms:
Spoiler Alert!
MITON, SHATTERER OF REALMS.
Valkrill
Life 7
Move 5
Range 1
Attack 3
Defense 3
Points 180
Undead
Unique Hero
Paragon
Regretful
Medium 5
TRUE SOUL OF MITON
After moving and before attacking, you may choose to roll the 12 Valkyrie dice once. For every Valkrill symbol rolled, you must destroy one figure within 3 clear sight spaces of Miton, starting with the closest common figure to Miton; if there are no more common figures left within range and you still have Valkrill symbols remaining, then begin destroying unique figures within 3 clear sight spaces of Miton, destroying the closest figures first.
(1. Roll 12 dice, count the number of valkrills
Destroy one figure for every Valkrill symbol rolled;
First destroy commons adjacent to miton, then 2 spaces away, then 3 spaces away.
Then, destroy uniques adjacent to miton, then 2 spaces away, then 3 spaces away.
Never destroy Miton with this ability.)
MITONSOUL SUPREMACY
•Whenever another player rolls the D20 while Miton is on the field under your control, they must subtract a number from their die roll equal to 1 plus the number of wound markers on Miton.
Spawn of Kyuss:
Spoiler Alert!
Spawn of Kyuss
Valkrill
Undead
Uncommon Hero
Swarm
Horrifying
Medium 4
LIFE --------5
MOVE -----2
RANGE ----1
ATTACK ---4
DEFENSE--2
Cost ------90
LEGACY OF KYUSS
After revealing an order marker on this army card and before taking this Spawn of Kyuss’s turn, you may move all Horrifying Undead Swarm Heroes you control up to three spaces each, then immediately take turns with up to two other Horrifying Undead Swarm Heroes you control.
WORM BURROW
After moving and before attacking on this Spawn of Kyuss’s turn, you may choose one figure within 3 clear sight spaces of this Spawn of Kyuss and roll the D20, adding 2 to your roll for each Horrifying Undead Swarm Hero you control adjacent to the chosen figure. If you roll a 17 or higher, that figure receives one wound. If the figure is a Unique Hero, its controller must immediately remove all order markers from its army card and give it to you. You now control that figure. It loses all of its previous types, replacing them with the following:
•Undead,
•Swarm,
•Horrifying.
The figure also counts as following Valkrill, and loses all of its previous special attacks, powers and abilities, and gains the special abilities below, as described on this army card.
•Legacy of Kyuss,
•Worm Burrow,
•Regenerate.
REGENERATE
After taking a turn with this figure, you may remove up to one wound from this army card.
Lesser Spawn of Kyuss:
Spoiler Alert!
Lesser Spawn of Kyuss
Valkrill
Undead
Common Hero
Swarm
Horrifying
Medium 4
LIFE --------1
MOVE -----2
RANGE ----1
ATTACK ---4
DEFENSE--3
Cost ------20
LEGACY OF KYUSS
After revealing an order marker on this army card and before taking this Spawn of Kyuss’s turn, you may move all Horrifying Undead Swarm Heroes you control up to 3 spaces each, then immediately take turns with up to two other Horrifying Undead Swarm Heroes you control.
WORM BURROW
After moving and before attacking on this Lesser Spawn of Kyuss’s turn, you may choose one figure within 3 clear sight spaces of this Lesser Spawn of Kyuss and roll the D20. If you roll a 17 or higher, the figure receives one wound. You may add 2 to your roll for each Undead figure you control adjacent to the chosen figure.
>>>If the figure is a squad or common hero figure and is destroyed, you may immediately replace that figure with one of your previously destroyed Lesser Spawn of Kyuss figures.
>>> If the figure is a Unique Hero, its controller must immediately remove all order markers from its army card and give it to you. You now control that figure. It loses all of its previous types, replacing them with the following:
•Undead,
•Swarm,
•Horrifying.
The figure also counts as following Valkrill, and loses all of its previous special attacks, powers and abilities, and gains the special abilities below.
•Legacy of Kyuss,
•Worm Burrow,
•Regenerate.
Barry Allen:
Spoiler Alert!
BARRY ALLEN
JANDAR/AQUILLA
HUMAN
UNIQUE HERO
SPEEDSTER
VALIANT
MEDIUM 5
LIFE --------6
MOVE -----7
RANGE ----1
ATTACK ---6
DEFENSE--4
Cost ---- 220
THE FASTEST MAN ALIVE
When you reveal a numbered order marker on any army card, you may also choose to reveal the x order marker on this army card.
After an opponent takes a turn with any non-speedster army Card they control, if at least one order marker has been revealed on this army card, you may roll the D20. On a roll of 8 or higher, you may immediately take a turn with this figure. On a roll of 19-20, you may also remove up to one wound marker from this army card.
SPEEDSTER BLITZ SPECIAL ATTACK
Range 1, Attack 2
Before moving normally, you may choose to use this special attack. If you do, you subtract 2 from Barry Allen’s move this turn. You may make up to four special attacks this turn, split up as you choose before, during, or after your movement. Barry Allen must be on a space where he could end his movement in order to attack with this special attack.
PHASE WALK
>disengage.
>can walk through other figures, and terrain obstacles which do not take up a space but instead fit between them. (ruins, battlements, breakable walls)
>Never has to end his movement when entering a water space.
Wally West:
Spoiler Alert!
WALLY WEST
JANDAR/AQUILLA
HUMAN
UNIQUE HERO
SPEEDSTER CHAMPION
VALIANT
MEDIUM 5
LIFE --------6
MOVE -----6
RANGE ----1
ATTACK ---4
DEFENSE--4
Cost ---- 180
THE FASTEST MAN ALIVE
When you reveal a numbered order marker on this army card, you may also reveal the x order marker on this army card.
After an opponent takes a turn with any non-speedster army Card they control, if your X order marker is revealed on this army card, you may roll the D20. On a roll of 8 or higher, you may immediately take a turn with this figure. (You may only take a turn with one speedster.
THORIAN SPEED
This figure may not be attacked by normal attacks from non-adjacent figures.
PHANTOM WALK
>disengage.
>can walk through other figures.
Units from Helldivers(TM), a videogame on PlayStation and PC.
Spoiler Alert!
Units:
Spoiler Alert!
Helldiver Squad 1:
Spoiler Alert!
Helldiver Regiment
Einar
Human
Unique Squad (4)
Soldiers
Disciplined
Medium 4
LIFE --------1
MOVE -----6
RANGE ----7
ATTACK ---2
DEFENSE--2
Cost --- 175
Take Cover!
When a Helldiver figure becomes the target of a Special Attack or Special Power from a non-adjacent opponent's figure, roll the D20. On a roll of 11 or higher, move the Helldiver up to two spaces and ignore any damage or special effects. On a roll of 16 or higher, the Helldiver figure takes no leaving engagement attacks when doing so. Otherwise, roll defense dice normally. If the Helldiver figure cannot end this ability on a different space, they cannot use it.
Brothers and Sisters in Arms 5
When a Helldiver unit can see another friendly squad figure following Jandar or Einar when it becomes the target of a melee or ranged attack and at least one skull is rolled, and the source of the attack is within 5 clear sight spaces of the Helldiver, the Helldiver may immediately make a free normal attack against the source of the attack. This ability does not work if the opposing figure has this ability as well. If a Helldiver is attacked, that unit may not use this ability in response, however another Helldiver unit may use it as normal.
Stratagem Calldown - Range 3, Lob, special.
A Helldiver figure may forgo attacking or moving to call down a stratagem, which it may do at any time before, during or after its movement. When you call down a stratagem beacon, place a beacon token on the map within the range of this special power, then place a turn indicator on the 'Zero' space of the stratagem army card's turn tracker. It will arrive when you move the indicator on to the noted space. After a stratagem is requested, it begins to recharge as shown on the indicator, and can be used again by the squad after a predetermined number of turns. An equipment, Pack, or Weapon stratagem lends all of its benefits to all members of Helldiver Regiment, but equipped strategems are destroyed once all Helldiver figures are destroyed at the same time. At least one figure in the squad must be adjacent to these kinds of stratagems in order to equip them.
Helldiver Squad 2:
Spoiler Alert!
Helldiver Bug Ecologists
Jandar
Human
Uncommon Squad (4)
Soldiers
Wild
Medium 4
LIFE --------1
MOVE -----6
RANGE ----6
ATTACK ---3
DEFENSE -2
BUG ECOLOGISTS SPECIALIZATION
The Helldiver Bug Ecologists add one to their attack when attacking Beasts. They add one additional attack die when attacking small figures.
Take Cover!
When a Helldiver figure becomes the target of a Special Attack or Special Power from a non-adjacent opponent's figure, roll the D20. On a roll of 11 or higher, move the Helldiver up to two spaces and ignore any damage or special effects. On a roll of 16 or higher, the Helldiver figure takes no leaving engagement attacks when doing so. Otherwise, roll defense dice normally. If the Helldiver figure cannot end this ability on a different space, they cannot use it.
Stratagem Calldown - Range 3, Lob, special.
A Helldiver figure may forgo attacking or moving to call down a stratagem, which it may do at any time before, during or after its movement. When you call down a stratagem beacon, place a beacon token on the map within the range of this special power, then place a turn indicator on the 'Zero' space of the stratagem army card's turn tracker. It will arrive when you move the indicator on to the noted space. After a stratagem is requested, it begins to recharge as shown on the indicator, and can be used again by the squad after a predetermined number of turns. An equipment, Pack, or Weapon stratagem lends all of its benefits to all members of Helldiver Regiment, but equipped strategems are destroyed once all Helldiver figures are destroyed at the same time. At least one figure in the squad must be adjacent to these kinds of stratagems in order to equip them.
Helldiver Squad 3:
Spoiler Alert!
Helldiver Illuminate Negotiators
Jandar
Human
Common Squad
Soldiers
Methodical
Medium 4
LIFE --------1
MOVE -----6
RANGE ----6
ATTACK ---3
DEFENSE -2
ILLUMINATE NEGOTIATORS SPECIALIZATION
The Helldiver Illuminate Negotiators add one to their attack when attacking large figures and two to their attack when attacking Huge figures.
Take Cover!
When a Helldiver figure becomes the target of a Special Attack or Special Power from a non-adjacent opponent's figure, roll the D20. On a roll of 11 or higher, move the Helldiver up to two spaces and ignore any damage or special effects. On a roll of 16 or higher, the Helldiver figure takes no leaving engagement attacks when doing so. Otherwise, roll defense dice normally. If the Helldiver figure cannot end this ability on a different space, they cannot use it.
Stratagem Calldown - Range 3, Lob, special.
A Helldiver figure may forgo attacking or moving to call down a stratagem, which it may do at any time before, during or after its movement. When you call down a stratagem beacon, place a beacon token on the map within the range of this special power, then place a turn indicator on the 'Zero' space of the stratagem army card's turn tracker. It will arrive when you move the indicator on to the noted space. After a stratagem is requested, it begins to recharge as shown on the indicator, and can be used again by the squad after a predetermined number of turns. An equipment, Pack, or Weapon stratagem lends all of its benefits to all members of Helldiver Regiment, but equipped strategems are destroyed once all Helldiver figures are destroyed at the same time. At least one figure in the squad must be adjacent to these kinds of stratagems in order to equip them.
Helldiver Squad 4:
Spoiler Alert!
Helldiver Cyborg Peacekeepers
Jandar
Human
Common Squad
Soldiers
Tricky
Medium 4
LIFE --------1
MOVE -----5
RANGE ----6
ATTACK ---3
DEFENSE -3
CYBORG PEACEKEEPERS SPECIALIZATION
The Helldiver Cyborg Peacekeepers add one to their attack when attacking small or medium Soulborgs and two to their attack when attacking Large or Huge Soulborgs.
Take Cover!
When a Helldiver figure becomes the target of a Special Attack or Special Power from a non-adjacent opponent's figure, roll the D20. On a roll of 11 or higher, move the Helldiver up to two spaces and ignore any damage or special effects. On a roll of 16 or higher, the Helldiver figure takes no leaving engagement attacks when doing so. Otherwise, roll defense dice normally. If the Helldiver figure cannot end this ability on a different space, they cannot use it.
Stratagem Calldown - Range 3, Lob, special.
A Helldiver figure may forgo attacking or moving to call down a stratagem, which it may do at any time before, during or after its movement. When you call down a stratagem beacon, place a beacon token on the map within the range of this special power, then place a turn indicator on the 'Zero' space of the stratagem army card's turn tracker. It will arrive when you move the indicator on to the noted space. After a stratagem is requested, it begins to recharge as shown on the indicator, and can be used again by the squad after a predetermined number of turns. An equipment, Pack, or Weapon stratagem lends all of its benefits to all members of Helldiver Regiment, but equipped strategems are destroyed once all Helldiver figures are destroyed at the same time. At least one figure in the squad must be adjacent to these kinds of stratagems in order to equip them.
Admiral Lasota:
Spoiler Alert!
Admiral Lasota
Helldiver
Jandar
Human
Unique Hero
Soldier
Disciplined
Medium 5
LIFE --------5
MOVE -----6
RANGE ----5
ATTACK ---4
DEFENSE--4
Cost --- 100
ADMIRAL’S COMMAND
After moving and instead of attacking with Admiral Lasota, you may take a turn with one of the following:
•>One unique soldier squad you control.
•>Up to two other unique soldier heroes you control.
Figures you take turns with must be within 8 clear sight spaces of Admiral Lasota before moving with those figures.
Castaway Kahn:
Spoiler Alert!
Castaway Kahn
Helldiver
Jandar
Human
Unique Hero
Soldier
Disciplined
Medium 4
LIFE --------5
MOVE -----6
RANGE ----6
ATTACK ---3
DEFENSE--4
Cost --- 100
PLASMA PISTOL SPECIAL ATTACK
Range 4 Attack 2
Figures adjacent to the target figure are also affected by this special attack.
ICE PICKS SPECIAL ATTACK
Range 1 Attack 3
When you use this special attack for the first time on your turn, you may attack up to two additional times.
Matthew The Medic:
Spoiler Alert!
Matthew the Medic
Helldiver
Jandar
Human
Unique Hero
Soldier
Disciplined
Medium 5
LIFE --------4
MOVE -----6
RANGE ----7
ATTACK ---4
DEFENSE--4
Cost --- 100
REPAIR GUN SPECIAL POWER
Instead of attacking this turn, you may select one small or medium friendly figure within three clear sight spaces of Matthew the Medic. Roll the D20.
On a 1-4, nothing happens.
On a 2-10, you may remove one wound marker from that figure's army card.
On an 11-17, you may remove one wound marker from that figure's army card, and select up to two additional friendly figures within three clear sight spaces of that figure, rolling a D20 for each of those figures, and removing a wound from their army card on a 12 or higher.
On an 18-20, you may remove up to three wound markers from that figure's army card, and select up to three additional friendly figures within three clear sight spaces of that figure, removing one wound from each of their army cards.
Matthew the Medic cannot heal himself with this special power.
BAYONET SLASH
If Matthew the Medic is attacking an adjacent figure, add 2 to his attack.
EMERGENCY RESUSCITATION
When a friendly small or medium figure adjacent to Matthew the Medic would be destroyed, roll the D20. If you roll at least a 16, the figure remains on the battlefield with one life remaining. (i.e., with wounds sufficient to reduce the figure to one life.)
Longshot Louie:
Spoiler Alert!
Longshot Louie
Helldiver
Jandar
Human
Unique Hero
Soldier
Valiant
Medium 4
LIFE --------5
MOVE -----6
RANGE ----9
ATTACK ---2
DEFENSE--3
Cost --- 145
BOLT-ACTION RIFLE
When you attack with Longshot Louie, if he is not engaged, you may make up to one additional attack this turn.
SNIPER’S PERCH
If Longshot Louie’s base is at least two levels above the base of an opponent’s non-adjacent figure, you may roll one additional attack die when attacking that figure.
WAIT THEN FIRE
If Longshot Louie did not move this turn, you may add one to his attack this turn.
Strategems:
Spoiler Alert!
S.O.S. Beacon:
Spoiler Alert!
5 life.
0 Move
0 Range
0 Attack
2 defense.
Points 75
Unique Stratagem Structure
Essentials
---
Medium 4
Strategem Call-In
---
Arrival
Yellow Stratagem Arrival.
This figure does not start the game on the field. Instead, it must be summoned by a Helldiver you control. when called in, place a beacon on the field on the corner of three same level hexes, on the line between two same level hexes, or in the middle of one space. Refer to the summoning unit for range information. When it arrives, the controlling player must place it in its space or in an adjacent space. The controlling player may decide to place it on top of any one single-spaced or double-spaced figure in the area.
Dura-Steel Construction.
This figure has 1 automatic shield when defending.
Calling Reinforcements.
While this figure is on the field, Helldiver units gain the Reinforce Stratagem, as follows.
Reinforce Stratagem.
Call-in
Cancellation Check
Arrival, recharge if only one figure was regained.
Recharge if only two or three figures were regained.
Recharge if four figures were regained.
When you move the round marker to the 1 space, at least one member of Helldiver Regiment must be dead. If no members of Helldiver Regiment are dead, remove the beacon from the field and remove the turn counter from the track, and this stratagem becomes recharged. When it arrives, choose the reinforce beacon or the S.O.S. Beacon, and roll 12 Valkyrie dice once for each deceased unit of Helldiver Regiment as you place them back onto the board. You may place that figure on in any space within X spaces of the reinforce or SOS, where X is the number of Valkyrie general symbols rolled. You may place them on top of other figures which are close enough to the SOS or Reinforce, destroying the figure(s). Helldivers may not land upon living terrain features such as Marro Hive.
As long as S.O.S. Beacon is on the field, the Helldivers may return near it instead of near the reinforce Stratagem beacon. If it is destroyed after a reinforce is called-in but has not yet arrived, the Helldivers may still reinforce at the thrown beacon.
If, at the end of a round, you have no units remaining which you may take turns with on the field, you may place your order markers on SOS Beacon.
Angel:
Spoiler Alert!
Angel Stratagem
Unique Stratagem
Pack
Support
Cost- 25
Strategem Call-In
Arrival
AUTO-HEALING 13
When a friendly Helldiver figure belonging to the equipped squad receives damage, roll the D20. On a roll of 13 or higher, ignore all wounds received from that attack.
Friendly units adjacent to equipped squad members roll the D20 at the start of the controlling player's turn. On a roll of 16 or higher, the figure heals 1 wound.
Flamethrower:
Spoiler Alert!
Common Stratagem
Weapon
Offensive
30 or 40 points
Stratagem Call-In
Roll a D20, on a 12 or higher this arrives.
Arrival
Equipped squad gains the following special attack option.
Burn, baby, burn!
Special attack, Range 4+special, Attack 4.
Choose a space adjacent to the attacking Helldiver, then choose a space which is adjacent to the chosen space and 2 clear sight spaces from the attacking Helldiver, then choose a space which is adjacent to the chosen space and 3 clear sight spaces from the attacking Helldiver, then choose a space which is adjacent to the previous chosen space and 4 clear sight spaces from the attacking Helldiver.
This attack affects all figures in the chosen spaces.
Figures with lava resistance are not affected by this special Attack. Roll attack dice once for all defending figures of a single attack. Defending figures roll defense dice separately.
Incendiary Bombs:
Spoiler Alert!
100 points
Strategem Call-In
Roll the D20. On a 12-20 this arrives.
Arrival
Roll the D20. On a roll of 1-3, remove the lava rom field.
Recharge. On a 1-7, remove the lava from the field.
On a 1-12, remove the lava from the field.
On a 1-18, remove the lava from the field.
Remove the stratagem from the field.
When calling down this stratagem, place two beacons on the field instead of one, with either zero, one, or two spaces in a straight line between them.
When this stratagem arrives, place up to 4 Molten Lava tiles on the field in a straight line so that they would cover the beacons.
A Hero figure standing in one or more of the spaces may roll a D20. If the result is at least 16, they may choose to move 1 space immediately; into an adjacent space.
A squad figure standing in one or more of the targeted spaces may roll a D20. If the result is a 20, they may choose to move 1 space immediately; into an adjacent space.
If, at the end of round, this stratagem has recharged, roll the D20. If you roll a 1-3, remove the lava from the field.
If used again, remove the previously created Molten lava tiles from the field. (At any given time, there may only be as many incendiary Bombs deployed as you drafted.)
Static Field :
Spoiler Alert!
Version A:
40 points
Stratagem Call-In
Roll the D20. On a 12-20 this arrives.
Arrival
Roll the D20. On a roll of 1-3, remove the strategem from field.
Recharge. On a 1-7, remove the strategem from the field.
On a 1-12, remove the strategem from the field.
On a 1-18, remove the strategem from the field.
Remove the stratagem from the field.
Once this beacon arrives, all hexes within 2 spaces of the beacon, including its space and ignoring line of sight, require 1 additional movement to enter, and 1 additional movement to leave. This affects flying characters as well. Figures in the area of more than one Static Field Conductor only suffer the effects of one.
Only one instance of this stratagem for each instance drafted may be active at a time. The older instance is removed when a new one enters the field.
Version B:
40 points
Stratagem Call-In
Roll the D20. On a 12-20 this arrives.
Arrival, Recharge.
Once this beacon arrives, all hexes within 1 space of the beacon, including its space and ignoring line of sight, require 2 additional movement to enter. This affects flying characters as well. Figures Large or larger, and all Soulborgs, are unaffected.
More than one instance of this stratagem may be active at a time.
At the end of each round, Roll a D20. If you roll a 1, remove all static field conductors.
SH-20 Shield Generator Pack:
Spoiler Alert!
Unique Stratagem
Equipment
Defensive
Cost 50
Strategem Call-In
---
Arrival
Equipped Helldiver units add 1 automatic shield when defending.
This Strategem is single use, does not recharge, and you may only draft one.
:
Spoiler Alert!
:
Spoiler Alert!
Perks:
Spoiler Alert!
At the start of the game, you may select one Perk to equip to each Helldiver Squad and Hero in your army.
Laser Aim Module:
Normal attacks gain +2 range.
When rolling damage for a normal or special attack, a Helldiver may count up to 1 rolled blank as a skull instead.
MD-99 Autoinjector:
When a Helldiver would be destroyed by an attack, roll the d20. If 8 or higher it takes one less damage. If 16 or higher it takes 2 less damage instead.
Cardio Accelerator:
Equipped figures' move increases by 2.
While at least one equipped figure is on the field, you may add 2 to your initiative rolls.
Heavy Armor:
This perk reduces Move by 1 for all equipped Helldivers and gives them 1 automatic shield when defending.
Incendiary Grenades:
Special Attack
Range 5 Lob 10 Attack special.
You may target empty spaces with this attack. Roll 2 dice. If at least one skull is rolled, place a Molten Lava tile on the targeted space.
A Hero figure standing in the targeted space may roll a D20. If the result is at least 5, they may choose to move 1 space immediately; into an adjacent space.
A squad figure standing in one or more of the targeted spaces may roll a D20. If the result is at least 16, they may choose to move 1 space immediately; into an adjacent space.
At the end of the round, roll a D20. On a roll of 8 or less, remove all incendiary grenades from the field.
Stun Grenades:
Special Attack
Range 5 Lob 15 Attack 3.
You may target empty spaces with this attack.
If at least one skull is rolled, all figures adjacent to or within the chosen space must remove one order marker from their army card. This attack affects and damages all figures adjacent to the targeted space.
If this attack would deal lethal damage to a figure, that figure survives with 1 life.
Smoke Grenades:
Special Power
Range 5 Lob 15.
Before moving, you may choose up to 3 spaces within range and roll the D20 for each. If at least 6, figures in or adjacent to at least one of the chosen spaces have no visible hit zones, cease to be engaged and cannot be engaged until the start of your next turn or until they leave the area, and do not give or take leaving engagement attacks. Figures you control starting their move inside the area gain 1 movement until the end of the turn.
Stratagem Priority:
Recharge for all Stratagems is reduced by 1 round. If a stratagem does not recharge after a set number of rounds, you may instead add 5 to each of its recharge rolls with the D20.
Animata:
Spoiler Alert!
Shieldwalkers:
Spoiler Alert!
Shieldwalker 1000's:
Vydar
Life 1
Move 4
Range 1
Attack 1
Defense 1
Points 80
Constructs
Common Squad X3
Guards
Disciplined
Durasteel Construction
When this figure rolls dice for defense, add one automatic shield to whatever is rolled. Abilities on army cards cannot reduce the defense dice of this card or prevent it from rolling defense dice.
Energy Shield 1
Figures, both hostile and friendly, adjacent to this Shieldwalker roll 1 additional defense die when defending against an attack from a figure which is not adjacent to this Shieldwalker. Shieldwalker 1000 figures are not affected by their own Energy Shield, but can be affected by Energy Shields from other Shieldwalkers, including other Shieldwalker 1000 figures.
Flying Figures require one additional space of movement to land adjacent to Shieldwalker 1000.
Remote Control
At the start of the game, place up to one RC Marker on one unique army card for each set of lesser shield generators which you drafted. When you take a turn with a unique army card which has an RC Marker on it, you may move up to 3 Lesser Shield Generators up to one space each, or one Shieldwalker 1000 up to three spaces.
Shieldwalker 2000:
Vydar
Life 2
Move 5
Range 2
Attack 2
Defense 2
Points 100
Construct
Unique Hero
Guard
Disciplined
Durasteel Construction
When this figure rolls dice for defense, add one automatic shield to whatever is rolled. Abilities on army cards cannot reduce the defense dice of this card or prevent it from rolling defense dice.
Counterstrike
Reasoning: Electrocution when you try to hit it.
Energy Shield 2
Figures, both hostile and friendly, within 2 spaces of this Shieldwalker roll 2 additional defense dice when defending against an attack from a figure which is not within 2 spaces of this Shieldwalker. Shieldwalker 2000 is not affected by its own Energy Shield, but can be affected by Energy Shields from other Shieldwalkers.
Flying figures require 2 additional spaces of movement to land within 2 spaces of Shieldwalker 2000.
Shieldwalker 3000:
Vydar
Life 6
Move 6
Range 3
Attack 3
Defense 3
Points 220
Construct
Unique Hero
Guard
Disciplined
Improved Durasteel Construction
When this figure rolls dice for defense, add one automatic shield to whatever is rolled. Abilities on army cards cannot reduce the defense dice of this card or prevent it from rolling defense dice.
Counterstrike
Energy Shield 3
Figures, both hostile and friendly, within 3 spaces of this Shieldwalker roll 3 additional defense dice when defending against an attack from a figure which is not within 3 spaces of this Shieldwalker. Shieldwalker 3000 is not affected by its own Energy Shield, but can be affected by Energy Shields from other Shieldwalkers.
Flying figures require 3 additional spaces of movement to land within 3 spaces of Shieldwalker 3000.
Slivers from Magic The Gathering:
Spoiler Alert!
Sliver Hatchlings:
Sliv
Slivers
Common Squad (4)
Hatchlings
Dauntless
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---0
DEFENSE--0
Cost ----- 90
SLIVER HERO BONDING
When you reveal an order marker on this army card, before taking this army card’s turn, you may take a turn with up to one sliver hero you control.
STAT-BOOSTING SLIVERS:
Spoiler Alert!
Blur Sliver:
Sliv
Sliver
Common Hero
Drone
Relentless
Medium 4
LIFE --------1
MOVE -----5
RANGE ----1
ATTACK ---1
DEFENSE--1
Cost ----- 35
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
SLIVER MOVEMENT ENHANCEMENT 1
All other types of Slivers you control add 1 to their move values for each blur sliver you control.
This figure receives 1 additional move for each other blur sliver you control.
Fareye Sliver:
Sliv
Sliver
Common Hero
Drone
Loyal
Medium 4
LIFE --------1
MOVE -----4
RANGE ----3
ATTACK ---1
DEFENSE--1
Cost ----- 60
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
SLIVER RANGE ENHANCEMENT 2
All other Slivers you control add 2 to their range for each Fareye sliver you control, to a maximum of +6 range from Fareye slivers you control.
This figure can receive up to +4 range from other Fareye slivers you control.
Predatory Sliver:
Sliv
Sliver
Common Hero
Drone
Dauntless
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---2
DEFENSE--2
Cost ----- 90
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this card’s turn, you may take turns with up to two other sliver heroes you control.
SLIVER PREDATORY ENHANCEMENT
All other Slivers you control add 1 to their attack and 1 to their defense, to a maximum of +4 attack and +4 defense from predatory slivers you control.
This figure can receive up to +3 attack and +3 defense from other predatory slivers you control.
Battle Sliver:
Sliv
Sliver
Common Hero
Drone
Relentless
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---2
DEFENSE--1
Cost ----- 55
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
SLIVER BATTLE ENHANCEMENT
All other Slivers you control add 1 to their attack, to a maximum of +4 attack from battle slivers you control.
This figure can receive up to +3 attack from other battle slivers you control.
Steelform Sliver:
Sliv
Sliver
Common Hero
Drone
Loyal
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---1
DEFENSE--2
Cost ----- 45
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
SLIVER STEELFORM ENHANCEMENT
All other Slivers you control add 1 to their defense, to a maximum of +4 defense from steelform slivers you control.
This figure can receive up to +3 defense from other steelform slivers you control.
Evasive Sliver:
Sliv
Sliver
Common Hero
Drone
Loyal
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---0
DEFENSE--0
Cost ----- 30
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
SLIVER EVASION ENHANCEMENT
All Slivers you control add 1 to their defense for every evasive sliver you control when defending against an attack from a non-adjacent figure.
Shieldback Sliver:
Sliv
Sliver
Common Hero
Drone
Loyal
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---0
DEFENSE--0
Cost ----- 30
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
SLIVER SHIELDBACK ENHANCEMENT
All Slivers you control add 1 to their defense for every shieldback sliver you control when defending against an attack from an adjacent figure.
SPECIAL ATTACK SLIVERS:
Spoiler Alert!
Thorncaster Sliver:
Sliv
Sliver
Common Hero
Drone
Relentless
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---1
DEFENSE--1
Cost ----- 65
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
Thorncaster Sliver, and all other Slivers you control have the following Special Attack option:
THORN FIRE SPECIAL ATTACK
Range 4-7, Attack 1-4.
The range of this special attack is equal to the number of Thorncaster Slivers you control plus 3, up to a maximum of 7 range. <4>
The attack of this special attack is equal to the number of Thorncaster Slivers you control, up to a maximum of 4 total attack dice. <4>
Bolt Sliver:
Sliv
Sliver
Common Hero
Drone
Relentless
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---0
DEFENSE--0
Cost ----- 50
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
Bolt Sliver, and all other Slivers you control have the following Special Attack option:
DOUBLE BOLT SPECIAL ATTACK
Range 1-4, Attack 1-3.
The attack of this special attack is equal to the number of Bolt Slivers you control, up to a maximum of 3 total attack dice. <3>
The range of this special attack is equal to the number of Bolt Slivers you control, up to a maximum of 4 range. <4>
When you attack with this special attack on your turn, if you control 4 or more Bolt Slivers, you may attack with it one additional time. You must select a new target for the second attack. <4>
Electric Sliver:
Sliv
Sliver
Common Hero
Drone
Loyal
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---0
DEFENSE--0
Cost ----- 65
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
All Slivers you control have the following special attack option:
LIGHTNING BLAST SPECIAL ATTACK
Range 3-6 + Special, Attack 2.
The range of this special attack is equal to the number of Electric Slivers you control plus 2, up to a maximum of 6 range. <4>
When you attack with this special attack, you may affect one additional figure of your choice for each Electric Sliver you control after the first, to a maximum of 3 additional figures. Roll attack dice once for all defending figures, and defending figures roll defense dice individually. Additional affected figures must be within 4 clear sight spaces of the target figure. You do not need line of sight from the attacking figure to the additional figures.
Berserk Sliver:
Sliv
Sliver
Common Hero
Drone
Relentless
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---0
DEFENSE--0
Cost ----- 30
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
Berserk Sliver, and all other Slivers you control have the following Special Attack option:
SLASHING FURY SPECIAL ATTACK
Range 1, Attack 1-4.
The attack of this special attack is equal to the number of Berserk Slivers you control, up to a maximum of 4 total attack dice. <4>
This attack affects all opposing figures adjacent to the attacking figure.
Draconian Sliver:
Sliv
Sliver
Common Hero
Drone
Loyal
Medium 4
LIFE --------1
MOVE -----4
RANGE ----1
ATTACK ---0
DEFENSE--0
Cost ----- 65
SLIVER HIVE MENTALITY
When you reveal an order marker on this army card, before taking this army card’s turn, you may take turns with up to two other sliver heroes you control.
All Slivers you control have the following special attack option:
FLAMING BREATH SPECIAL ATTACK
Range 2-5 + Special, Attack 1-4.
The range of this special attack is equal to the number of Draconian Slivers you control plus 1, up to a maximum of 5 range. <4>
The attack of this special attack is equal to the number of Draconian Slivers you control, up to a maximum of 4 attack.
This special attack affects all figures adjacent to the target figure.
UNIQUE HERO/LEADER SLIVERS:
Spoiler Alert!
Sliver Overlord:
Sliv
Sliver
Unique Hero
Hivelord
Militaristic
Huge 9
LIFE --------6
MOVE -----6
RANGE ----1
ATTACK ---1
DEFENSE--6
Cost --- 190
SLIVER HIVE LEADERSHIP
You may not take turns with this sliver hero using the Sliver Hive Mentality special ability.
When you reveal an order marker on this army card, before taking this army card’s turn, you may take a turn with up to one other sliver hero you control.
Alternatively, after revealing an order marker on this Sliver Hivelord, instead of taking that turn with this Sliver Hivelord, you may take turns with up to four sliver heroes you control which are within clear sight of this Sliver Hivelord.
FORCED EVOLUTION
After moving and before attacking with this Sliver Hivelord, you may choose one of your small or medium previously destroyed sliver heroes, then choose one of your sliver heroes which is within 6 clear sight spaces of Sliver Overlord. Roll the D20. On a roll of 13-20, you may destroy the chosen figure and replace it with up to one of your previously destroyed sliver figures.
If the chosen figure is a Sliver Hatchling or Juvenile Sliver, you may do this on a roll of 8-20.
SLIVER EFFECTIVENESS ENHANCEMENT
After revealing an order marker on this army card and before taking turns with sliver heroes you control, you may choose to also reveal the X order marker on this army card. If you do, you must immediately choose one, two, or three of your previously destroyed sliver hero figures which is not currently on any army card and place them on this army card. If you have no available figures to use in this way, you cannot reveal the X order marker. While the X order marker is revealed on this army card, other slivers you control add one each to their Move, Range, Attack, and Defense values for each sliver hero figure on this army card.
At the end of each round, all sliver hero figures on this army card are removed from the game.
Sliver Deathmaster:
Sliv
Sliver
Unique Hero
Hivelord
Militaristic
Huge 9
LIFE --------6
MOVE -----6
RANGE ----1
ATTACK ---1
DEFENSE--5
Cost --- 190
SLIVER HIVE LEADERSHIP
You may not take turns with this sliver hero using the Sliver Hive Mentality special ability.
When you reveal an order marker on this army card, before taking this army card’s turn, you may take a turn with up to one other sliver hero you control.
Alternatively, after revealing an order marker on this Sliver Hivelord, instead of taking that turn with this Sliver Hivelord, you may take turns with up to four sliver heroes you control which are within clear sight of this Sliver Hivelord.
SLIVER SUPREMACY
You may add 1 to any D20 rolls you make for other slivers you control.
SLIVER LETHALITY ENHANCEMENT
Before Sliver Deathmaster or another sliver hero you control within 6 clear sight spaces of sliver Deathmaster rolls dice for a normal attack, it may choose to roll 2 less attack dice and add one automatic skull to whatever is rolled. The figure must be able to roll at least two attack dice for the attack in order to do so.
Sliver Lifemaster:
Sliv
Sliver
Unique Hero
Hivelord
Militaristic
Huge 9
LIFE --------6
MOVE -----6
RANGE ----1
ATTACK ---1
DEFENSE--5
Cost --- 190
SLIVER HIVE LEADERSHIP
You may not take turns with this sliver hero using the Sliver Hive Mentality special ability.
When you reveal an order marker on this army card, before taking this army card’s turn, you may take a turn with up to one other sliver hero you control.
Alternatively, after revealing an order marker on this Sliver Hivelord, instead of taking that turn with this Sliver Hivelord, you may take turns with up to four sliver heroes you control which are within clear sight of this Sliver Hivelord.
SLIVER SUPREMACY
You may add 1 to any D20 rolls you make for other slivers you control.
SLIVER TOUGHNESS ENHANCEMENT
Before Sliver Lifemaster or another sliver hero you control within 6 clear sight spaces of sliver Lifemaster rolls dice for defense, it may choose to roll 2 less defense dice and add one automatic shield to whatever is rolled. The figure must be able to roll at least two defense dice in order to do so.
Sliver Death Archivist:
Sliv
Sliver
Unique Hero
Hivelord
Militaristic
Large
LIFE --------6
MOVE -----6
RANGE ----1
ATTACK ---6
DEFENSE--1
Cost --- 190
SLIVER HIVE LEADERSHIP
You may not take turns with this sliver hero using the Sliver Hive Mentality special ability.
When you reveal an order marker on this army card, before taking this army card’s turn, you may take a turn with up to one other sliver hero you control.
Alternatively, after revealing an order marker on this Sliver Hivelord, instead of taking that turn with this Sliver Hivelord, you may take turns with up to four sliver heroes you control which are within clear sight of this Sliver Hivelord.
ARCANE SLIVER CANNON
Range special, attack special.
The attack and range of this special attack are both equal to the number of non-Hatchling slivers you control, or the number of sliver figures on this army card. (Your choice.)
For every space between the defending figure and Sliver Death Archivist, you must subtract one from the attack of this special attack.
SLIVER PERSISTENCE ENHANCEMENT
When a sliver you control is destroyed, you may place its figure on this army card. While that figure remains on this army card and Sliver Death Archivist remains on the battlefield, the destroyed figure still counts as being controlled by you for the purposes of benefits conferred by you controlling it.
At the end of each round, if there is at least one sliver hero on this army card, you must roll the D20. On a 1-2, you must choose three sliver heroes on this army card and remove it from the game, if possible. On a 3-7, you must choose two sliver heroes on this army card and remove them from the game if possible. On an 8-19, you must choose one sliver hero on this army card and remove it from the game.
Sliver Queen:
Sliv
Sliver
Unique Hero
Queen
Motherly
Huge 13
LIFE --------6
MOVE -----4
RANGE ----1
ATTACK ---1
DEFENSE--3
Cost ---- 200
SLIVER HIVE LEADERSHIP
You may not take turns with this sliver hero using the Sliver Hive Mentality special ability.
When you reveal an order marker on this army card, before taking this army card’s turn, you may take a turn with up to one other sliver hero you control.
Alternatively, after revealing an order marker on Sliver Queen, instead of taking that turn with Sliver Queen, you may take turns with up to four sliver heroes you control which are within clear sight of Sliver Queen.
HIVE STIRRINGS
After moving and before attacking with Sliver Queen, you may roll the D20. If you roll an 11 or higher, you may return up to one of your previously destroyed sliver hatchlings to the field in a space adjacent to Sliver Queen. If you roll a 16 or higher, you may instead choose to return up to one of your previously destroyed sliver hatchlings to the field in a space adjacent to Sliver Queen. If you roll a 20, you may return up to one of your previously destroyed sliver hivelords to the field in a space adjacent to Sliver Queen.
ACID SPRAY SPECIAL ATTACK
Range 4 + Special, Attack 2 + Special.
Instead of attacking normally, you may choose up to 3 different figures of your choice within 4 spaces of at least one sliver figure you control and attack each with this special attack, one at a time. You may add one to the attack of this special attack for each sliver figure you control within 2 clear sight spaces of the defending figure.
LIFE --------5
MOVE -----1
RANGE ----1
ATTACK ---2
DEFENSE--4
Cost --- 240
THE SLIVER HIVE
You may not take turns with this sliver hero using the Sliver Hive Mentality or Sliver Hive Leadership special abilities, and this figure may not be revived by Sliver Queen or the Forced Evolution special power.
When you reveal an order marker on this army card, before taking this army card’s turn, you may take a turn with up to two other sliver heroes you control.
SLIVER LEGION
After taking a turn with a sliver hero you control, you may place that figure on this army card. There is no set maximum of figures which can be on this army card.
Other Slivers you control add one each to their Move, Range, Attack, and Defense values for each sliver hero figure on this army card as long as you control Sliver Hive.
When you roll the D20 for a power on the army card of a sliver hero you control, you may add one to your roll for each sliver hero figure on this army card, to a maximum of +5. If there are 10 or more sliver hero figures on this army card, you may also roll up to one additional time. You must take the new roll.
HIVE CASUALTIES
When one or more wounds would be placed on this army card, you may choose one sliver hero figure on this army card and remove it to ignore those wounds.
MOBILE SWARM
Despite being a terrain feature, this figure may move.
I wish you high rolls, fair winds, and following seas.
I am a proud member of Platyfly!, a sketch comedy YouTube channel dedicated to giving Platypi the Flying Special Power!
Last edited by Leo Ultra; June 20th, 2020 at 01:02 PM.
Reason: Added Bloodstained Hunter, Ember Lich, Diviner Marion; made the Dogs a Serious unit; edited Phitocron's S.A. Also grammar.
The Praetorians' Bio isn't badly written, but I have to say... the historical inaccuracies jumped out and slapped me in the face. The most glaring ones:
1) I quite like that you had the Praetorians depose their Emperor - this is definitely a thing that happened, though generally more for political reasons than benevolent ones. Still, I don't begrudge you for trying to represent good people in a rotten system.
2) The presence of a woman in the Praetorian guard.... yeah, wouldn't have happened. Historically, no. I suppose you could claim it as an alternative universe for the sake of representation, but, as a woman myself, it still feels off.
3) The last bit.... no. The Gladiator Revolt (which Crixus and Spartacus come from) pre-dates Rome having Emperors (and therefore the Praetorian Guard as well... Rome was still a Republic then) as well as the Colosseum.
The Praetorians' Bio isn't badly written, but I have to say... the historical inaccuracies jumped out and slapped me in the face. The most glaring ones:
1) I quite like that you had the Praetorians depose their Emperor - this is definitely a thing that happened, though generally more for political reasons than benevolent ones. Still, I don't begrudge you for trying to represent good people in a rotten system.
2) The presence of a woman in the Praetorian guard.... yeah, wouldn't have happened. Historically, no. I suppose you could claim it as an alternative universe for the sake of representation, but, as a woman myself, it still feels off.
3) The last bit.... no. The Gladiator Revolt (which Crixus and Spartacus come from) pre-dates Rome having Emperors (and therefore the Praetorian Guard as well... Rome was still a Republic then) as well as the Colosseum.
Thank you very much for stopping by! You seem to have an impressive knowledge of history, and thank you for commenting on the rebellion. I will correct the Bio when I get a chance.
On the topic of Avita being a member, while I do admit that it would be exceedingly unlikely in our history, I recalled a legend/procedure about two praetors leading Rome in times of political unrest, one male and one female, and I thought it would add to the unit(and potentially increase sculpt availability). Perhaps I'm just remembering something from Rick Riordan's works, then, but is there any fringe case where that could have happened?
I wish you high rolls, fair winds, and following seas.
I am a proud member of Platyfly!, a sketch comedy YouTube channel dedicated to giving Platypi the Flying Special Power!
Ah, okay... I was confused by who they were meant to be, a lot of what you were saying seemed to paint them as Praetorians, so I assumed you meant Praetor as a shortened form of that, when a Praetor is actually some form of Magistrate (I'm not sure about the specifics... I can't remember too much about the minutiae of the Roman political system). I'd be surprised if what you remember were actual political procedure (Rome was deeply patriarchal, unsurprisingly), but I've been surprised before. Not quite sure how I'd search for it either.
Hey
@Lazy Orang
and
@Astroking112
, the Praetors’ abilities and stats have been updated! Care to comment?
Oh, and I’ve begun adding other factions to the ranks! The Slivers of Magic The Gathering make their appearance!
I wish you high rolls, fair winds, and following seas.
I am a proud member of Platyfly!, a sketch comedy YouTube channel dedicated to giving Platypi the Flying Special Power!
I've already talked with you about them in person and on the Discord server, so there isn't too much more that I have left to add. I still like the sound of "Adjacent Strength 1" more than Adjacent Intensity 1, though, and I think that it fits Adjacent Tough 1 more.
It looks like both cards in your Google Doc have Avita's Attack Enhancement Aura right now, by the way. I know that one is supposed to be Felix's Defense Enhancement Aura, which does the same concept but for defense, so you might want to update that when you get a chance. Did you mean to change it from Disciplined figures to all Einar figures for the aura as well?
I don't have enough time to go through everything else right now and still pass my exams, but feel free to prod me again after our playtesting event at the end of this month, and I'll take another look at the rest.
Are they Praetors or Praetorian Guards? Those are two different things.
Otherwise, looking solid.
So if I understand you correctly, the Praetors were government officials, while Praetorian Guards were supposed to protect(/depose) the emperor? Would Praetors do actual fighting and depose their emperor themselves, or were they basically old dudes sitting in chairs in the senate? If the latter is the case, then Felix and Avita are definitely Praetorian Guards.
I wish you high rolls, fair winds, and following seas.
I am a proud member of Platyfly!, a sketch comedy YouTube channel dedicated to giving Platypi the Flying Special Power!
Ok, so a Praetor would probably be 100% a Warlord, while Praetorian Guards would be Guards. Yeah, I'm reasonably sure they should be Praetorian Guards. Thanks for the info!
So on a mechanical note, do you like the offense/defense dichotomy?
And on the subject of names, should they just be called Felix and Avita or Praetor Felix and Praetor Avita? I was originally going with the idea that it would be a great sign of disrespect to refer to them so informally as by their first name, maybe even rude enough to get you stabbed or thrown in jail overnight, but I also think that "Left Dias Praetor" and such isn't the best of names.
I wish you high rolls, fair winds, and following seas.
I am a proud member of Platyfly!, a sketch comedy YouTube channel dedicated to giving Platypi the Flying Special Power!