Post by Zxqueb on Apr 8, 2007 22:44:50 GMT -5
VALOR
Dreamwatch Sphinx
6VV
2 5/6
DB: Teleport Ally
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.
Soul Warden
6M
5 3/8
Eternity - When a creature you control is destroyed, banish it instead.
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.
Droning Damselfly
10F
4 8/11
Ambush 5
B: Expel
PASSION
Bloodtusk throne
4PP
Rare
S: At the beginning of eac player's spawn phase, if that player controls the local creature with the highest power, then that creature makes a 6 power attack against target engaged enemy.
Saberfang Warrior
5P
3 3/4
0: Assault 4
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.
Demonic Dandy
Hellbred
8P
5 5/7
Hellthirsty -- When this creature attacks and no enemy is destroyed by the end of combat, if there are no local or adjacent hellbred, sacrifice this creature.
Reckless hunger 2*4 -- Whenever this creature attacks, you make have your opponent score +2 conquest points. If you do, roll 4 extra attack dice this combat.
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.
Princess of thorns
10PP
5 5/7
B: Crit 3
Bloody glory 12*3 -- Whenever this creature attacks, if your creatures deal 12 or more damage that combat, score +3 conquest points that turn.
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.
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
8
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.
Hunter-Killer
9
6 5/7
Uncommon
Swap Drive - At the beginning of your spawn phase, exchange this creatures position with target adjacent ally.
6: Missile 10 -- make a 10 power attack against target creature two cells away.
Mantlet
10
5 9/11
Uncommon
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 abilites
Bonecarved Idol
10
6 6/11
Rare
Locus Drive - At the beginning of your spawn phase, move this creature one cell closer to the center cell.
S: Nitro 7 -- Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes.
Dreamwatch Sphinx
6VV
2 5/6
DB: Teleport Ally
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.
Soul Warden
6M
5 3/8
Eternity - When a creature you control is destroyed, banish it instead.
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.
Droning Damselfly
10F
4 8/11
Ambush 5
B: Expel
PASSION
Bloodtusk throne
4PP
Rare
S: At the beginning of eac player's spawn phase, if that player controls the local creature with the highest power, then that creature makes a 6 power attack against target engaged enemy.
Saberfang Warrior
5P
3 3/4
0: Assault 4
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.
Demonic Dandy
Hellbred
8P
5 5/7
Hellthirsty -- When this creature attacks and no enemy is destroyed by the end of combat, if there are no local or adjacent hellbred, sacrifice this creature.
Reckless hunger 2*4 -- Whenever this creature attacks, you make have your opponent score +2 conquest points. If you do, roll 4 extra attack dice this combat.
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.
Princess of thorns
10PP
5 5/7
B: Crit 3
Bloody glory 12*3 -- Whenever this creature attacks, if your creatures deal 12 or more damage that combat, score +3 conquest points that turn.
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.
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
8
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.
Hunter-Killer
9
6 5/7
Uncommon
Swap Drive - At the beginning of your spawn phase, exchange this creatures position with target adjacent ally.
6: Missile 10 -- make a 10 power attack against target creature two cells away.
Mantlet
10
5 9/11
Uncommon
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 abilites
Bonecarved Idol
10
6 6/11
Rare
Locus Drive - At the beginning of your spawn phase, move this creature one cell closer to the center cell.
S: Nitro 7 -- Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes.