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ironregime

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About ironregime

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  1. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    Oh yeah! And there was a ruined temple in Bones 4, too, right? Sadly I had dropped out of Bones 4 early on, so I had no idea the Scenics set was even a thing until recently.
  2. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    Good ideas! Also bedouin warriors, pack camels, tents, a couple obelisks and ruins, and some generic middle eastern buildings. Maybe toss in a squad of Afrika Korps soldiers and a German command car for good measure.
  3. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    Regarding price comparisons of sailing ships, I have a feeling the final price Reaper sets will have more to do with economy of scale than amount of plastic. I have no idea how many ships WizKids produced in their production run, but if Reaper's production run exceeds that number by some multiple, the cost per ship goes way down. And Reaper has the advantage of having the immediate attention of 15,000 customers who will all be placing their orders in a short window of time.
  4. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    I respectfully disagree. The barge was far too specific to generate mass appeal. A "generic" sailing ship, on the other hand, would have much broader utiilty for roleplayers, wargamers, diorama modellers, etc. Furthermore, the requirement for multiple molds can actually work in their favor, since they can design the ship to be modular, e.g. remove the center section for a small ship, for example. Dragons Don't Share was a perfect example of a multiple mold set that allowed for modular construction. My only real worry is that they make sure to use the type of bonesium that is rigid/non-warping.
  5. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    I'd just paint a black "doorway" on the part of the wall that is normally hidden by the statue's wall segment.
  6. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    Rather than wishing for this or that figure, what I'd REALLY wish is that Reaper's kickstarter was organized in such a way that all the roleplayers could still get the usual wide variety of stuff, but us army-builders could buy "Wargamer Bundles" that simply included multiples of selected figures from the other sets, without all the kooky monsters and such. Examples: SHOGUNATE BUNDLE: 12 Japanese spearmen (6 each in 2 poses), 2 ashigaru gunners, 3 assorted ronin, 2 samurai on foot, 2 mounted samurai, 1 daimyo, 1 ninja, 6 unarmed peasants (pack bearer, scribe, priest/monk, farmer, geisha, and fisherman), bamboo bridge with lanterns CASTLE SEIGE BUNDLE: 12 assorted siege operators, 1 ballista, 1 catapult, 1 trebuchet, 4 pack horses, supply wagon, barrel of ballista bolts, pile of catapult stones, 1 commander, 1 spy CASTLE DEFENDERS BUNDLE: 12 archers (6 each in 2 poses), 12 soldiers (6 each in 2 poses), 3 mounted knights, 1 lord, 6 unarmed servants (stablehand, scullery maid, lady in waiting, cook, chaplain, and herald), gatehouse with drawbridge, 2 castle walls (with removable section that you flip over to become rubble pile) PHALANX BUNDLE: 12 Greek hoplites (6 each in 2 poses), 6 skirmishers with missile weapons, 3 companion cavalry, 3 heroes/leaders, 1 king, 4 unarmed citizens (orator, oracle, philosopher, and priestess), Greek temple with statues
  7. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    ...along with living, human Asian-themed peasants, nobles, spearmen/guards, geisha...
  8. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    I realize I'm in the minority here, but is anyone else getting tired of fantasy? I'm looking forward to the rumoured Greek expansion, but I have a feeling it'll mostly be D&D monsters. I guess that's where the money is? Meanwhile, there's a whole world of historical time periods and cultures I'd rather see. Aztec warriors, priests, kings, jungle rope-bridge Native American villagers, hunters, chiefs, teepees Late Renaissance mercenaries, fops, courtiers, baggage train African tribesmen, chief, clay huts and walls Ancient Chinese soldiers, villagers, merchant, emperor, litter/palanquin Pacific Islanders, palm-frond huts, divers, canoes, whale Ancient Egyptian soldiers, workers, pharoah, queen, nile barge, cat, obelisk Inuit hunters, sod-and-whalebone huts, igloos, polar bears Roman citizens, senators, servants, gladiators, Caesar Roman fort, footmen, cavalry, centurion, chariots Wild-haired celts, half-clothed picts, germanic tribes Age of Discovery sailors, conquistadors, arquebusers, pack animals Ancient Greek hoplites, citizens, scholars, statues, free-standing columns Anyone? No? Am I the only one who already has too many dragons and "adventurers"?
  9. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    Hmm. I'm a sucker for more terrain, but I'm always a little leery of bridges that are too steep at the edges for a figure to rest on. (I hate when figs can't stand properly.) I kinda wish the sculpt was a little shallower or longer to counteract that.
  10. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    Hmm, I already have that stone golem. Is that a repeat from a previous KS? I wonder how many figures are repeats?
  11. ironregime

    Reaper Bones 5 : Enthusiasm and Commentary Thread

    I clicked the Back This Project button as soon as I hit the page, and finally got in after about 30 minutes of trying... I had to skip down to Wave 4 to get it to work properly. Then I could settle back and look at the offerings, and now I'm not sure I'm going to keep the $120 pledge... :/ I appreciate a few of the more unusual figures, but I have generic fantasy minis coming out of my ears from all the previous Bones KS. I guess I'll cross my fingers that they'll add some larger sets of unusual and/or non-fantasy stuff.
  12. GUNFIGHT AT THE O.Z. CORRAL A Warlord scenario It's high Noon in Emerald City. Dorothy and the gang face off to find out who's the fastest gun in Oz. SETUP 1. Build the map according to the description provided under Terrain. In addition to the terrain features, you also will need 9 item tokens, 10 emeralds, and 10 kegs. The item tokens are shuffled and placed face-down at each of the locations as described under Terrain. The emeralds begin in the Emerald City Bank. The kegs begin in the Rainbow Saloon. 2. Each player selects one faction listed under Factions. There must be an equal number of Good and Evil factions in play. 3. Build an Initiative Deck consisting of one card per faction in play, along with one card for "End of Round". Each time the End of Round card is revealed, re-shuffle the deck and start over. TERRAIN The centre of the playing area represents the fictional western town of Emerald City, which consists of the yellow brick trail running East to West and seven main buildings. To the north lies Dry Gulch, a rocky ravine where the "Straw" tribe warriors lurk. To the southwest lies Boot Hill, and to the southeast is the Fightin' Forest. Boot Hill: Tombstones are scattered across the top of this low hill. Walking up hill is -1 MOV. · Treasure: One item is hidden among the graves. A figure ending its move beside the Item marker can search for this treasure as a Special Action by making a DIS check. If successful, the figure may take the item. · Rise of the Dead: Each non-flying figure that ends its activation on the top level of Boot Hill is targeted by a +6 CP spell (vs MD). If the spell succeeds, a skeleton crawls from the grave to attack the figure immediately. · Advance of the Dead: Each time the End of Round initiative card is revealed, all skeletons on Boot Hill move toward the nearest figure and attack if possible. Dry Gulch: Dark sandstone ridges mark the edges of this bone-dry valley. Climbing from the bottom to the top of the ridge, or vice versa, requires all of a figure's MOV (unless flying). · Treasure: Two items are hidden among the rocks at either end of the gulch. A figure ending its move beside an Item marker can search for the treasure as a Special Action by making a DIS check. If successful, the figure may take the item. Emerald City Bank: This building stores a cache of the finest Emeralds in the kingdom. There are twice as many Emeralds as there are players. Any figure ending its movement next to the Bank may perform either of the Special Actions listed below. (Figures cannot actually enter the building.) · Steal an Emerald: A non-animal figure may make a DIS check to steal one Emerald from the Bank. · Replace an Emerald: The figure returns an Emerald it is holding to the Bank. No roll is required. Fightin' Forest: This dark wood is full of angry trees. Each 1" of movement within the wood costs 2 MOV (unless flying). · Treasure: One item is hidden among the trees. A figure ending its move beside the Item marker can search for this treasure as a Special Action by making a DIS check. If successful, the figure may take the item. · Angering the Trees: Each non-flying figure that ends its activation within the Forest is targeted by a +4 CP spell (vs MD). If the spell succeeds, one of the Fightin' Trees attacks the figure immediately. Rainbow Saloon: This building stores a number of Kegs full of excellent food and drink. There are a number of Kegs equal to twice the number of players. Any figure ending its movement next to the Saloon may perform either of the Special Actions listed below. (Figures cannot actually enter the building.) · Steal a Keg: A non-animal figure may make a DIS check to steal one Keg from the Saloon. · Replace a Keg: The figure returns a Keg it is carrying to the Saloon. No roll is required. Sheriff: This is the Sheriff's office as well as the local jailhouse. (Figures cannot actually enter the building.) · Treasure: One item is locked up in Sheriff's office. A figure ending its move beside the Item marker can search for this treasure as a Special Action by making a DIS check. If successful, the figure may take the item. Stagecoach Station and O.Z. Corral: Stable your horse here, or wait for the next coach. Climbing over the fence costs -1 MOV. (Figures cannot actually enter the building.) · Treasure: One item is packed away in the Stagecoach Station. A figure ending its move beside the Item marker can search for this treasure as a Special Action by making a DIS check. If successful, the figure may take the item. Yellow Brick Hotel: Travelers can get a room for the night if they have the money. (Figures cannot actually enter the building.) · Treasure: One item is hidden in the Hotel. A figure ending its move beside the Item marker can search for this treasure as a Special Action by making a DIS check. If successful, the figure may take the item. General Store: Be sure to purchase supplies before heading out of town. (Figures cannot actually enter the building.) · Treasure: One item is available in the General Store. A figure ending its move beside the Item marker can search for this treasure as a Special Action by making a DIS check. If successful, the figure may take the item. ITEM TOKENS The following items should be randomly distributed among the locations as listed in the Terrain section above. Brain in a Jar: A non-Animal figure equipped with this item gains +1 DV and Tactician (+1 initiative card in draw deck) while in play. Enchanted Bullets: A non-Animal figure wielding this item and equipped with a gun gains +1 RAV. Golden Cowboy Hat: A non-Animal figure wearing this item gains Mob Leader (Winged Monkeys). All Winged Monkeys currently in play immediately join this figure's troop. If fewer than three Winged Monkeys are in play, the wearer of this item may Summon a monkey with a successful DIS check as a full-round action, who appears within 2" and may take 1 immediate action. Heart of Gold: A non-Animal figure with this item is Fearless (never Shaken, immune to Fearsome) and may reroll a failed discipline check once per activation. Liquid Courage: A non-Animal figure with this item is Fearless (never Shaken, immune to Fearsome) and may reroll a failed discipline check once per activation. Lucky Stone: A non-Animal figure with this item may add +1 to any roll in the game (after die is rolled). This item is discarded after use. Medicine Bag: A non-Animal figure with this item gains Mob Leader (Skeletons). All Skeletons in play are considered to be in this figure's troop. Silver-Tipped Boots: A non-Animal figure wearing this item gains a Special Action (Teleport). When this action is taken, roll a die: 1, figure takes 1 damage; 2-4, nothing happens; 5-10, figure (and members of its troop within 6") may teleport up to 18", no LOS needed, no DIS roll to leave melee. Spirit Tomahawk: A non-Animal figure wielding this weapon gains +1 MAV. OBJECTIVE Each faction listed below scores points differently. The game ends after 2 hours of play and the End of Round card is revealed. Points are tallied and the winner(s) is declared. FACTIONS Eight available factions are listed below. Each faction consists of a single troop of 1-3 figures and is aligned with good, neutral, or evil. Marshall Lyon and the Deputy (good): These two figures are tasked with defeating evil and protecting Emerald City. They begin play in front of the Sheriff's office. Score full pts for each Evil figure killed by your figures. Score 10 pts if Marshall Lyon holds the Liquid Courage at the end of the game. Score 5 pts if Marshall Lyon holds the Enchanted Bullets at the end of the game. Score 1 pt for each other magic item carried by your figures at the end of the game. Score 1 pt per Emerald that is safely within the Emerald City Bank at the end of the game. Score 1 pt per Keg that is safely within the Rainbow Saloon at the end of the game. Marshall Lyon Affiliation: Lawmen/Good Points: 9 Rank: Captain (1-6/2) Base: Std Race: Beast 50312 DT 0 1 2 3 save vs death 7+ MOV 5 5 4 4 DIS 9 8 8 7 DV 9 9 8 7 MD 13 12 11 10 S.A.: Fearsome, Roar, Tough/3 MAV 4 4 3 2 #MA 2d S.A.: Provoke RAV 4 4 3 3 #RA 2d Range (4) S.A.: Ammo/6, Reload/2, Unhindered, Warshooter Ammo/6: May use ranged attack 6 times before a Reload action is required. Fearsome: Foes must roll DIS 10+ to charge. Charged foes roll DIS 10+ or be Shaken. Provoke: Foes you hit in melee must use all Def Strikes against you. Range: -1 RAV per 4" range. Reload/2: Gain 2 Ammo per Reload action. Roar: As action, force enemies within 6” to roll DIS 10+ or be Shaken. Tough/3: Save vs death on roll of 7-10. Unhindered: Can shoot in melee without provoking Def Strikes. Warshooter: Can fight and shoot on same turn. Deputy Affiliation: Lawmen/Good Points: 2 Rank: Soldier Base: Std Race: Human DT 0 1 MOV 6 5 DIS 5 4 DV 8 7 MD 12 11 S.A.: MAV 1 1 #MA 1d S.A.: RAV 3 3 #RA 1d Range (4) S.A.: Ammo/6 Reload/2, Unhindered Ammo/6: May use ranged attack 12 times before a Reload action is required. Range: -1 RAV per 4" range increment. Reload/2: Gain 2 Ammo per Reload action. Unhindered: Can shoot in melee without provoking Def Strikes. Duelin' Dorothy and Toto (good): Dorothy and her wolf are out to defeat evil while ensuring that the local saloon retains its stock of refreshing beverages. They begin play in front of the General Store. Score full pts for each Evil figure killed by your figures. Score 10 pts if Duelin' Dorothy holds the Silver-Tipped Boots at the end of the game. Score 5 pts if Duelin' Dorothy holds the Heart of Gold at the end of the game. Score 1 pt for each other magic item carried by your figures at the end of the game. Score 2 pts per Keg that is safely within the Rainbow Saloon at the end of the game. Duelin' Dorothy Affiliation: Cowboys/Good Points: 8 Rank: Sergeant (1-4/1) Base: Std Race: Human 50314 DT 0 1 2 3 save vs death 9+ MOV 6 6 5 4 DIS 6 6 5 4 DV 9 9 8 7 +1 vs melee atks MD 13 13 12 12 S.A.: Dodge/1, Tough/1 MAV 3 2 2 1 #MA 2d S.A.: Disable RAV 5 4 4 3 #RA 1d Range (4) S.A.: Ammo/6, Fan, Reload/2, Unhindered, Warshooter Ammo/6: May use ranged attack 6 times before a Reload action is required. Disable: Foes you hit in melee are immediately Disabled (-1 #MA, -1 #RA) for 1 turn. Dodge/1: +1 DV vs melee attacks. Fan: Gain +1 #RA, ‑1 RAV per extra ammo spent before a ranged attack. Range: -1 RAV per 4" range. Reload/2: Gain 2 Ammo per Reload action. Tough/1: Save vs death on roll of 9-10. Unhindered: Can shoot in melee without provoking Def Strikes. Warshooter: Can fight and shoot on same turn. Toto the Wolf Affiliation: Cowboys/Good Points: 3 Rank: Soldier Base: Std Race: Animal 14219 DT 0 1 MOV 8 8 DIS 4 4 DV 8 8 9 vs larger foes MD 10 8 S.A.: Short MAV 3 3 4 vs Skeletons #MA 1d S.A.: Disable, Rush Attack, Smite (Skeleton) Disable: Foes you hit are immediately Disabled (-1 #MA, -1 #RA) for 1 turn. Rush Attack: Move, then charge and attack (only 1 Def Strike allowed). Short: +1 DV vs melee from larger foes. Do not block LOS or provide cover for tall figures. Smite (Skeleton): +1 MAV vs Skeletons. Glenda the Good (good): This lone figure is out to defeat evil and protect the wealth of Oz Territory by ensuring the bank doesn't get robbed. She begins play beside the Stagecoach Station. Score full pts for each Evil figure killed by your figures. Score 10 pts if Glenda the Good holds the Enchanted Bullets at the end of the game. Score 5 pts if Glenda the Good holds the Golden Cowboy Hat at the end of the game. Score 1 pt per other magic item carried by your figures at the end of the game. Score 2 pts per Emerald that is safely within the Emerald City Bank at the end of the game. Glenda the Good Affiliation: Lawmen/Good Points: 13 Rank: Hero Base: Std Race: Human 50003 DT 0 1 2 3 4 5 MOV 5 5 4 4 3 3 DIS 6 6 5 4 4 3 DV 9 8 8 7 7 6 MD 13 13 12 11 11 10 MAV 3 3 2 2 1 1 #MA 2d S.A.: RAV 4 4 3 2 2 1 #RA 2d Range (4) S.A.: Ammo/12, Rapid Shot, Reload/2, Unhindered CP 7 6 5 4 3 2 SP: 3/9 S.A.: Restore, Warcaster Ammo/12: May use ranged attack 12 times before a Reload action is required. Range: -1 RAV per 4" range increment. Reload/2: Gain 2 Ammo per Reload action. Unhindered: Can shoot in melee without provoking Def Strikes. Warcaster: Can fight and cast on same turn, cast in melee at no penalty. Professor Oz, Snake Oil Salesman (neutral): This shady figure is looking to unload Emerald City of its gems and drinks. He begins play in a wagon just outside of town. Score half pts (round up) for each Evil figure killed by your figures. Score half pts (round up) for each Neutral figure (except your own) killed by your figures. Score 10 pts if Professor Oz holds the Spirit Tomahawk at the end of the game. Score 5 pts if Professor Oz holds the Medicine Bag at the end of the game. Score 2 pts per Emerald carried by your figures (or in your wagon) at the end of the game. Score 2 pts per Keg carried by your figures (or in your wagon) at the end of the game. Score 1 pt per magic item carried by your figures at the end of the game. Professor Oz, Snake Oil Salesman Affiliation: Townfolk/Neutral Points: 11 Rank: Hero Base: Std Race: Human DT 0 1 2 3 MOV 6 5 5 4 DIS 6 5 5 4 DV 8 8 7 7 MD 13 12 11 10 S.A.: MAV 3 3 2 2 #MA 1d S.A.: Poison CP 8 7 7 6 -2 in melee SP: 7/12 S.A.: Affliction, Restore, Warcaster Poison: Foes you hit are Poisoned (Roll 10+, add Tough and +1 per remaining DT, at end of Game Turn or take 1 damage). Warcaster: Can fight and cast on same turn, cast in melee at no penalty. The Mayor and the Munch kin (neutral): The diminutive Mayor and his kinfolk seek to protect Emerald City and its gems and drinks. They begin play outside the Yellow Brick Hotel. Score half pts (round up) for each Evil figure killed by your figures. Score half pts (round up) for each Neutral figure (except your own) killed by your figures. Score 10 pts if The Mayor holds the Medicine Bag at the end of the game. Score 5 pts if The Mayor holds the Liquid Courage at the end of the game. Score 2 pts per Emerald that is safely within the Emerald City Bank at the end of the game. Score 2 pts per Keg that is safely within the Rainbow Saloon at the end of the game. Score 1 pt per magic item carried by your figures at the end of the game. The Mayor of Emerald City Affiliation: Townfolk/Neutral Points: 6 Rank: Captain (4-8/1) Base: Std Race: Halfling DT 0 1 2 MOV 6 5 5 DIS 6 5 5 DV 10 9 9 +1 vs larger foes MD 13 12 11 S.A.: Short, Stealth MAV 2 2 1 #MA 1d S.A.: RAV 3 3 2 #RA 2d Range (4) S.A.: Ammo/6, Reload/1, Sharpshooter Ammo/6: May use ranged attack 6 times before a Reload action is required. Range: -1 RAV per 4" range increment. Reload/1: Gain 1 Ammo per Reload action. Sharpshooter: Ignore foes’ Deflect and Stealth. Short: +1 DV vs melee from larger foes. Do not block LOS or provide cover for tall figures. Stealth: Cannot be targeted by ranged attacks over 12” (except Def Shots). Never block LOS for those over 12” away. Munch Kin Affiliation: Townfolk/Neutral Points: 3 Rank: Soldier Base: Std Race: Halfling DT 0 1 MOV 6 5 DIS 5 4 DV 9 8 +1 vs larger foes MD 12 11 S.A.: Band, Short MAV 3 2 +1 damage if roll DV+3 #MA 1d S.A.: Cleave, Swift Attack Band: 3-6 of these may form a leaderless troop. Cleave: +1 damage in melee if you roll 3+ above foe’s DV. Short: +1 DV vs melee from larger foes. Do not block LOS or provide cover for tall figures. Swift Attack: Charge and attack (only 1 Def Strike allowed), then move at least half MOV. Wicked Miss West and Nikko (evil): Miss West and her winged monkey sidekick are out to wreck the lives of the good folk and steal emeralds while their at it. They begin near Boot Hill. Score full pts for each Good figure killed by your figures. Score half pts (round up) for each Neutral figure killed by your figures. Score 10 pts if Wicked Miss West holds the Golden Cowboy Hat at the end of the game. Score 5 pts if Wicked Miss West holds the Silver-Tipped Boots at the end of the game. Score 1 pt per other magic item carried by your figures at the end of the game. Score 2 pts per Emerald carried by your figures at the end of the game. Score 1 pt per Keg carried by your figures at the end of the game. Wicked Miss West Affiliation: Outlaws/Evil Points: 9 Rank: Captain (1-6/2) Base: Std Race: Human 50315 DT 0 1 2 MOV 6 5 4 or fly 10 DIS 6 5 4 DV 9 8 7 MD 13 13 12 S.A.: Flyer MAV 4 3 3 #MA 2d S.A.: CP 7 6 6 -2 in melee SP: 7/12 S.A.: Affliction, Arcane Flyer: Can fly (1/2 MOV 1st turn). Nikko, Chief Monkey Affiliation: Outlaws/Evil Points: 3 Rank: Elite Base: Std Race: Golem 50316 DT 0 1 MOV 4 4 or fly 10 DIS 5 5 construct DV 9 8 MD 11 10 S.A.: Construct, Flyer MAV 4 3 #MA 2d S.A.: Provoke Construct: Never Shaken. Immune to Fearsome, Nauseating, Poison, Shock, and Vampire feeding. Flyer: Can fly (1/2 MOV 1st turn). Provoke: Foes you hit in melee must use all Def Strikes against you. Scary Crow and an Straw indian warrior (evil): These strawmen warriors have come to Emerald City to get some drinks and defeat any good people who try to stop them. They begin in Dry Gulch. Score full pts for each Good figure killed by your figures. Score half pts (round up) for each Neutral figure killed by your figures. Score 10 pts if Scary Crow holds the Brain in a Jar at the end of the game. Score 5 pts if Scary Crow holds the Spirit Tomahawk at the end of the game. Score 1 pt per other magic item carried by your figures at the end of the game. Score 2 pts per Keg carried by your figures at the end of the game. Score 1 pt per Emerald carried by your figures at the end of the game. Scary Crow, Straw War Chief Affiliation: Indians/Evil Points: 7 Rank: Sergeant (1-4/1) Base: Std Race: Golem 50311 DT 0 1 2 3 MOV 6 5 5 4 DIS 7 6 6 5 construct DV 12 11 11 10 +1 vs ranged atks MD 14 13 13 12 S.A.: Construct, Deflect/1, Mindless MAV 7 6 6 5 +1 dmg if roll DV+3 #MA 1d S.A.: Cleave, Frenzy, Swing-Thru Cleave: +1 damage in melee if you roll 3+ above foe’s DV. Construct: Never Shaken. Immune to Fearsome, Nauseating, Poison, Shock, and Vampire feeding. Deflect/1: +1 DV vs ranged attacks. Frenzy: Can add +1 #MA or Def Strike per -1 MAV accepted, up to twice #MA. Mindless: Never Shaken. Immune to Fearsome, Nauseating, and Shock. Cannot Focus. Gain no benefits from Inspire or Support. Swing-Through: Can attack all melee targets in 90° arc until miss. Straw Tribe Indian Affiliation: Indians/Evil Points: 5 Rank: Soldier Base: Std Race: Golem 77211 DT 0 1 MOV 6 5 DIS 5 4 construct DV 9 8 +1 vs ranged attacks MD 11 10 S.A.: Construct, Deflect/1, Mindless MAV 4 3 +1 damage if roll DV+3 #MA 1d S.A.: Cleave, Frenzy, Swing-Thru Cleave: +1 damage in melee if you roll 3+ above foe’s DV. Construct: Never Shaken. Immune to Fearsome, Nauseating, Poison, Shock, and Vampire feeding. Deflect/1: +1 DV vs ranged attacks. Frenzy: Can add +1 #MA or Def Strike per -1 MAV accepted, up to twice #MA. Mindless: Never Shaken. Immune to Fearsome, Nauseating, and Shock. Cannot Focus. Gain no benefits from Inspire or Support. Swing-Through: Can attack all melee targets in 90° arc until miss. The Tin Headsman (evil): This lone figure is out to end the lives of just about everyone, for no real reason other than he's a heartless killer. He begins play near Fightin' Forest. Score full pts for each Good figure killed by your figures. Score full pts for each Neutral figure killed by your figures. Score half pts (round up) for each Evil figure (except your own) killed by your figures. Score 10 pts if the Tin Headsman holds the Heart of Gold at the end of the game. Score 5 pts if the Tin Headsman holds the Brain in a Jar at the end of the game. Score 1 pt per other magic item carried by your figures at the end of the game. The Tin Headsman Affiliation: Outlaws/Evil Points: 14 Rank: Hero Base: Std Race: Golem 50313 DT 0 1 2 3 4 5 save vs death on 8+ MOV 6 6 6 6 6 6 DIS 6 6 6 6 6 6 construct DV 11 11 11 11 11 11 +1 vs ranged atks MD 15 15 15 15 15 15 S.A.: Construct, Deflect/1, Tough/2 MAV 6 6 6 +1 damage if roll DV+3 #MA 2d S.A.: Cleave, Disable, Vengeful Cleave: +1 damage in melee if you roll 3+ above foe’s DV. Construct: Never Shaken. Immune to Fearsome, Nauseating, Poison, Shock, and Vampire feeding. Deflect/1: +1 DV vs ranged attacks. Disable: Foes you hit are immediately Disabled (-1 #MA, -1 #RA) for 1 turn. Tough/2: Save vs death on roll of 8-10. Vengeful: Gain +1 MAV for Def Strikes if hit in melee. OTHER FIGURES The following other figures may enter play during the game: 3 Winged Monkeys, up to 12 Skeletons, up to 6 Fighting Trees. They do not begin in play. Fighting Tree Affiliation: Plants/Neutral Points: 7 Rank: Monster Base: Gnt Race: Tree DT 0 1 2 3 ignore 2 damage MOV 2 2 1 1 DIS 9 9 8 7 never shaken DV 11 11 10 10 +2 vs ranged atks MD 15 14 13 12 S.A.: Construct, Damage Reduction/2, Deflect/2 MAV 7 7 7 6 deal 2 dmg/hit #MA 2d S.A.: Bludgeon, Mighty RAV 2 2 1 1 #RA 1d S.A.: Bludgeon: Foes struck in melee get penalty to Def Strikes (-1 MAV if same size, -2 if smaller). Construct: Never Shaken. Immune to Fearsome, Nauseating, Poison, Shock, and Vampire feeding. Damage Reduction/2: Ignore 2 damage each troop activation. Deflect/2: +2 DV vs ranged attacks. Mighty: Deal 2 damage per hit. Skeleton Affiliation: None/Neutral Points: 2 Rank: Soldier Base: Std Race: Skeleton DT 0 MOV 6 DIS 5 mindless, undead DV 9 11 vs ranged attacks MD 10 S.A.: Deflect/2, Mindless, Undead MAV 3 #MA 2d S.A.: Deflect/2: +2 DV vs ranged attacks. Mindless: Never Shaken. Immune to Fearsome, Nauseating, and Shock. Cannot Focus. Gain no benefits from Inspire or Support. Undead: Never Poisoned. Immune to Vampire feeding. Winged Monkeys Affiliation: None/Neutral Points: 2 Rank: Soldier Base: Std Race: Golem DT 0 MOV 4 or fly 10 DIS 4 construct DV 9 MD 11 S.A.: Construct, Flyer MAV 3 #MA 2d S.A.: Provoke Construct: Never Shaken. Immune to Fearsome, Nauseating, Poison, Shock, and Vampire feeding. Flyer: Can fly (1/2 MOV 1st turn). Provoke: Foes you hit in melee must use all Def Strikes against you. Summoned (Spellcaster): Can start off board, be summoned within 2” as an action by allied spellcaster, and take 1 immediate action.
  13. ironregime

    Origins 2016

    Hey, anyone know if Ken and the other BL guys are showing up to run Warlord events? I didn't see them listed in the latest event schedule.
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