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Post by Zxqueb on Mar 29, 2007 5:22:01 GMT -5
Infernal Bomber 8 4 5/8 Chaos Drive - At the beginning of your spawn phase, roll an initiative die. Move this creature one cell forward (on 1-2), right (3-4), or left (5-6). Tactics 1 - Whenever a creature you control makes a non-deathblow special attack, roll one extra die.
Malefic Steamroller 11 5 9/12 Blitz Drive - At the beginning of your spawn phase, move this creature one cell forward. Charge 5 - Whenever this creature enters an enemy-occupied cell, make a 5-power attack against target local enemy.
Blademiller ? 3 7/9 Locus Drive - At the beginning of your spawn phase, move this creature one cell closer to the center cell. 0: Spark 3 - Gain +3 spawn points. These spawn points can only be spent on spawn abilities.
Mobile Command 9 5 7/11 Pursuit Drive - At the beginning of your spawn phase, move this creature one cell closer to the enemy with the highest spawn cost. 0: Fluctuate - Roll an initiative die. If this cell is a scoring cell for a player, it is worth that many conquest points to that player instead this turn. __________________
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Post by Zxqueb on Mar 29, 2007 10:21:52 GMT -5
VALOR
Zunger Envoy 8VVV Uncommon 3 6/7
B: Glory 2 -- Score +2 conquest points this turn Ambition 2 -- if this creature claims a scoring cell this turn, score +2 conquest points.
War Eagle 10VVV Rare 2 10/11
CIP: Teleport ally -- you may put target ally into target non-portal cell.
P25 Elite Gladiator (Common) 11V 6/10/12
Bladestrike 6 - Whenever this creature attacks, you may roll 6 fewer dice. If you do, deal +6 damage and gain a "blade"
Flavor text - "You call it luck. I call it preparation"
Archangel Tommy 11VV Rare 4 8/8
Reinforce Valor Double MB: Mass wound 4 -- deal 4 damage to each local enemy.
MADNESS
Mr. Friend 4M Rare 3 4/9
Reinforce Madness Figment -- At the end of each turn, Banish this creature
Flummox 2 - Local enemies have "MB: Fumble 2 -- Deal -2 damage this combat"
Soul Slicer 5MM Common 3 4/7
(1) Suppress: Choose target miniature in your opponent's reserves. Your opponent cannot spawn creatures with that name this turn.
Chain Master 7M Rare 3 4/9
Shackle 2 -- Whenever this creature s disrupted and removed from its cell, choose up to two target enemies from that cell. Put those targets in the same cell as this creature. There can be no combat in this cell this phase.
Bladestrider 8MM ? ?/? Warpstrike
Gun Behemoth 10M ? ?/? Warpstrike
Warmonger 13MM Rare 7 4/10
Grand Melee -- Whenever this creature makes a regular attack, it gains all the blade abilities of allies in target adjacent cell and gets +X power where X is the total power of allies in that cell. Damage from this attack may be assigned to enemies in that cell.
FEAR
Omen Locust Hiveling 5F 3 3/7 Common
CIP: Clone 1 -- your omen locusts cost 1 less to spawn this turn. B: Flanking 2 Triplicate: Your second and third omen locust miniatures don't count against your warband's 16 miniature limit.
Unwishing well (location) 5FFF At the beginning of each player's spawn phase, that player sacrifices a local creature.
Plaguebrood larva Hiveling 6F 2 5/11 Uncommon B: Deathswarm Hiveling 9 - You may exchange this creature with target creatures in your graveyard with a combined cost of 9 or less.
Yazrael, Dreadfeind Hellbred 7F 2 5/7 Rare
Unique Soul harrow -- enemy miniatures can't be spawned in this column B: Scare
Writhing Sorcerer (Rare) 7FF 4 6/8 Unknow 5 Place any figure in your opponents reserves with spawn cost 5 or less into the graveyard. Mind Mulch Gain 1 spawn point the turn after an opposing creature goes from their reserve to the graveyard. I'm not sure if unknow is a comes into play ability, a blade ability,or a costed one...
Carrion Hulk 8F ? ?/? Corpsebuilt B: Grave Crit - Deal damage equal to the number of creatures in your graveyard.
Beastial Silhouette 9F 4 5/9 Common
Shadow -- this creature can't be the target of abilities. S: Mire -- Creatures can't move during spawn phases.
PASSION
Nosferatix (Hellbred lineage) (Common) Cost: 6, Aspect: 1 Passion 4/4/6
1st Blade : Battle Energize 1 - Gain +1 spawn point at the beginning of your next span phase.
2nd Blade : Hellbred Cirt 4 - If there is a local or adjacent Hellbred ally, deal + 4 damage this combat.
Bloodbound Skeever (Rare) 8P 4 3/5 Bloodtax:When this figure enters play conquest points from claimed cells are nullified for the turn.
Deathwind Priest 10P 7 7/9 Ragestrike - Whenever this creature attacks, you may choose to roll 10 fewer dice in exchange for dealing 12 additional damage in this combat.
ANVILBORN
Wicked Carriage (uncommon) 7 4 6/8
At the beginning of the spawn phase the Wicked Carriage switches places with an adjacent ally. ::blade:: Fracture 4 opponent may disrupt the Wicked Carriage, gain 4 blade results.
Infernal Bomber 8 4 5/8 Chaos Drive - At the beginning of your spawn phase, roll an initiative die. Move this creature one cell forward (on 1-2), right (3-4), or left (5-6). Tactics 1 - Whenever a creature you control makes a non-deathblow special attack, roll one extra die.
Mobile Command 9 5 7/11 Pursuit Drive - At the beginning of your spawn phase, move this creature one cell closer to the enemy with the highest spawn cost. 0: Fluctuate - Roll an initiative die. If this cell is a scoring cell for a player, it is worth that many conquest points to that player instead this turn.
Mantlet (Uncommon) Cost 10, Aspect : No Aspect (Black Base !!) 5/9/11
Intercept Drive -- At the beginning of your spawn phase, move this creature one cell closer to the ally with the lowest life.
Shadow Field -- Your local creatures can't be the target of ablilities.
Malefic Steamroller 11 5 9/12 Blitz Drive - At the beginning of your spawn phase, move this creature one cell forward. Charge 5 - Whenever this creature enters an enemy-occupied cell, make a 5-power attack against target local enemy.
Blademiller ? 3 7/9 Locus Drive - At the beginning of your spawn phase, move this creature one cell closer to the center cell. 0: Spark 3 - Gain +3 spawn points. These spawn points can only be spent on spawn abilities.
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Post by Zxqueb on Mar 29, 2007 10:22:23 GMT -5
As far as I know, all previewed pieces have been added -- if you find more, LMK.
Z
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Post by jahschwa on Apr 1, 2007 19:04:25 GMT -5
You guys are rock stars!!!
Thanks for pulling all of this together.
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Post by Zxqueb on Apr 2, 2007 10:23:45 GMT -5
No problem -- And now it looks prettier!
Z
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Post by Zxqueb on Apr 5, 2007 9:06:08 GMT -5
Ok -- Fear previews are added.
I really, really like the locust. being able to expand your warband to 18 pieces is great. Plus it gives you some corspebuild fodder. It also combos well with the queen, seriously bringing the cost down. you could play all 3 for 9 with a queen on the table.
The silhouette is interesting. There is so much movement... I don't know how that one will shape up. Seems like it might hurt you as much as it helps since movement is often key to getting out of a pickle.
In other old preview news -- I'm thinking the blade miller will combo well with the aviax cowboy. It might be cool to get a couple of those in play and "steal" opposing figures for free.
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