Stickman Studios

January 21, 2010

Custom Battlelore Monster: Wyrm

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

Level: 3

Banner: red

Movement: 2 hexes*. Movement is not effected by terrain except for that which is impassable.

Retreat: Special: only a lore card may cause the wyrm to retreat*.

Morale: Bold. The wyrm may neither support other units nor be supported by other units.

Weapon: Flame—melee only. Special: for each lore rolled, place a flame token on the defending unit. The wyrm also receives lore tokens when lore is rolled. Banner color rolled count as hits, flags rolled count as retreats. Flame is not effected by terrain.

Tale lash—battle back only. Special: for each hex above 1 distant from the tale, use -1d, minimum of 2d (unless specified otherwise, for example, by a lore card). Tale lash is affected by the terrain occupied by both the attacker and the tale.

Damage: 4d

Bonus Strike: Battle back only.

Lair: N/A

Special Characteristics: The wyrm is composed of 3 body parts and, as such, must always take up 3 hexes. These parts are the head, the belly, and the tale. The head and the tale, both, must always be adjacent to the belly.

Special Abilities: Extended flame: for each lore spent, extend the wyrm’s Flame attack +1 hex in an adjacent group from the head. Roll the appropriate number of dice for Flame against all units in the selected hexes. Defending units in adjacent hexes with any part of the wyrm’s body may possibly battle back.

Vapor: At the cost of 3 lore, until the start of your next turn, all units in the same section as the wyrm’s head, play with -1 hex in movement (minimum 1 hex) and -1d in combat (minimum 1d).

Flame token:at the beginning of your opponent’s turn before playing a command card, your opponent must roll 1d/flame token against each unit with one or more flame tokens on it. For each lore rolled, remove one figure from the unit. Flame tokens may be removed by ordering the “flamed” unit and moving it adjacent to a river hex. The unit may not battle in the same turn the tokens are removed.

* when the wyrm moves, the head moves first, the belly moves into the hex the head vacated, and the tale moves into the hex that the belly vacated. The head may not double back onto the belly. The head may, however, move into the same hex as the tale because the tale will move. Retreats work the same way.

Note: the head is the location of the wyrm (except in the case of Tale Lash). In other words, the wyrm can only be ordered from the section that the head is in. Also, when deploying the wyrm, the head is what is deployed and the rest of the body must trail off.

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 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.

August 29, 2009

Phosphoric War Paint

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

Phosphoric War Paint

Class: Mad Alchemist

Cost: 6

Phase: Command Phase (Play alongside your command card)

Target: All enemy units

Effect: Targets are frightened, for the entire turn.
They must retreat and check for panic losses on each flag rolled against them.
They cannot ignore flags for any reason.

August 27, 2009

Whirlwind

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

Whirlwind

Class: Mad Alchemist

Cost: 5

Phase: Command Phase (Play alongside your command card)

Target: 2 terrain hexes (except for rivers)

Effect: Targets switch places.

August 25, 2009

Liquid Nitrogen

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

Liquid Nitrogen

Class: Mad Alchemist

Cost: 5

Phase: Movement Phase (Play at the start of your opponent’s movement phase)

Target: 1 unit

Effect: Until the start of your next turn, target cannot move, battle, or take damage.

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