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Gunfight at the O.Z. Corral (scenario)


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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.

 

 

 

 

 

 

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