Stickman Studios

September 15, 2009

Custom Battlelore Monster: Hydra

Filed under: Battlelore, Pencil — Josiah @ 6:00 am

Hydra image

Level: 1

Banner: green

Movement: 2 hexes

Retreat: 2 hexes/flag

Morale: Special: the hydra is not bold but receives support from adjacent enemy units.

Weapon: bite—melee only. Special: having three heads, the hydra may attack up to three enemy units in one turn. It cannot, however, attack any unit twice in one turn.

Damage: 2d

Bonus Strike: yes

Lair: N/A

Warriors of the Dragon’s Teeth: If the hydra has personally killed a banner bearer, it may deploy a foot unit of same race, banner color, and weapon type (long swords become short swords) on an adjacent hex at the cost of #figures + 1 lore (a single banner bearer = 2 lore; a fully healthy unit = 5 lore).

September 12, 2009

Blue Wolverine

Filed under: Group Topic — Josiah @ 6:00 am

Blue Wolverine

This month’s group topic was on movies from the Summer of 2009.

Visit Albino Kraken for Nathan’s entry and the links to everyone else’s.

September 10, 2009

Hill Bowling

Filed under: Battlelore, Pen Tablet — Josiah @ 6:00 am

Hill Bowling

Class: Mad Alchemist

Cost: 9

Phase: Command Phase (Play alongside your Command card)

Target: Any elevated terrain hex

Effect: Target may move up to 1 hex/level + 2 hexes in a straight line. Roll 3d against all units on the target or in its path. Banner color and lore rolled count as hits. Flags count as retreats. Target may not move through other terrain hexes. Target must stop in a countryside hex.

September 8, 2009

Greek Fire

Filed under: Battlelore, Pen Tablet — Josiah @ 6:00 am

Greek Fire

Class: Mad Alchemist

Cost: 8

Phase: Command Phase (Play in reaction to your opponent’s command card)

Target: All river hexes, bridges, and fords

Effect: Targets are impassable until the start of your next turn.

September 5, 2009

Meteor Shower

Filed under: Battlelore, Pen Tablet — Josiah @ 6:00 am

Meteor Shower

Class: Mad Alchemist

Cost: 7

Phase: Command Phase (Play alongside your Command card)

Target: Any hex (except for rivers, lairs, and landmarks)

Effect: Place a permanent crater* hex on targeted space. If a unit is on the targeted hex, roll 1d/level + 2d against unit.

*Crater:

-Does not block line of sight.

-Ranged weapons can not fire into nor out of crater except at point-blank.

-Unit moving in must stop for entire turn.

-Unit moving in may still battle.

-out > in = 3d max.

-in > out = 2d max.

September 3, 2009

Directional Growth

Filed under: Battlelore, Pen Tablet — Josiah @ 6:00 am

Directional Growth

Class: Mad Alchemist

Cost: 6

Phase: Command Phase (Play alongside your command card)

Target: 1 forest hex

Effect: For levels 1 and 2, place 1 forest hex/level in a strait line from the target. For level 3+ place 1 forest hex/level in an adjacent group with the target. Forest hexes must be placed on countryside hexes.

September 1, 2009

Water Poisoning

Filed under: Battlelore, Pen Tablet — Josiah @ 6:00 am

Water Poisoning

Class: Mad Alchemist

Cost: 6

Phase: Command Phase (Play in reaction to your opponent’s command card)

Target: All enemy units

Effect: Targets move one less hex for the entire turn.

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