Crimson Tower:The Wizard Hermit Hermanphacles has long valued his isolation from the rest of the world, but now that war has come to his realm, Hermanphacles fight only to maintain his peace. And occasionally testing new incantation on living subjects in combat situations has its advantages.
Hermanphacles is a lvl 2 Empire wizard with Magic Resist(1). Hermanphacles doesn't produce dispel dice. He may be taken for free when defending this tile or any adjacent tile on a 4+.
The Siege Factory: The Siege Factory has long been know for its top quality weapons of destruction. Masters of many different styles, the Siege Factory can produce almost any war machine a commanders heart desires.
When defending this tile, or an adjacent tile on a 4+, the controller may add a war machine slot up to 150pts. The machines do take up a slot in the army list.
Ruins of Antarak: Once the seat of a great empire, Antarak fell during the Chaos invasion. Now a frozen tundra, Antarak was never rebuilt. Now its frozen, broken stones a monument to heroes lost and heroes conquered. The residual magic from its creation twisted by its destruction.
Any player controlling the Ruins of Antarak may place a terrain feature of their choice on this tile, or an adjacent tile on a 4+. This feature is placed after sides are chosen, but before deployment.
Sea Ports: Once gateways for knowledge and trade, now they are merely staging points for armies of war.
Any player controlling a river or sea tile may attack a river or sea tile two tiles away. Any player controlling a sea port can attack any sea or river tile. Any player attack along a river must roll a d6 for each tile crossed. On the roll of a 1 the attacker must attack that tile. For each tile beyond the first that a player controls there is a -1 penalty to this roll. The controlling player may allow passage, thus not requiring a roll or incurring the penalty.
Tuesday, May 12, 2009
Wednesday, May 6, 2009
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