BOX 1: Defenders of Aymhelin
DEEPWOOD ARCHER
Infantry, Archer, Ranged
Movement: 2
Combat Value: 2 (range 1-4)
Health: 3
Crack Shot:
If this unit did not move during your Move Step, it may commit
results to deal damage. [i'm not sure whether this should be if you did NOT move or if you DID move. But I think the latter is too powerful.]
[Heroic] Ignore all other dice rolled during this combat and deal 1 damage to the target unit.
Mobility 1
: If this unit was ordered, it may move up to 1 hex after your Attack step.
AYMHELIN SCOUT
Infantry, Melee
Movement:
2
3
Combat Value:
3
2
Health: 3
Arboreal Strike:
Add 1 die on combat rolls performed by this unit when attacking into and out of forest hexes.
Sure Footing:
This unit does not end its movement when entering forest hexes.
DARNATI WARRIOR
Elite, Melee
Movement: 2
Combat Value: 3
Health: 3
Overpower:
When attacking an undamaged unit, roll 1 additional die.
During your attack step, this unit rolls 1 additional die against undamaged targets.
Parry
Deflect:
[Heroic]
This unit cannot be countered after this attack.
During the target's counter attack, this unit suffers half of the damage dealt (rounded down).
PEGASUS RIDER
Cavalry, Melee
Movement:
4
3
Combat Value: 3
Health: 3
Flying:
Non-Flying melee units roll 1 fewer die when attacking this unit. This unit ignores combat and movement restrictions of hexes it moves into or occupies.
Rally:
[heroic]
Remove one condition token from a friendly unit in this unit’s section of the battlefield. If no friendly units have a condition token, draw 1 lore card.
Place 1 Inspired token on a friendly unit within 2 hexes of this unit. During combat as the attacker, a unit may discard an Inspired token in its hex to reroll any dice once each.
FOREST GUARDIAN
Legend, Melee
Movement: 1
Combat Value: 4
Health: 5
Camouflage:
Once per turn, at the end of a step of a player's main phase, this unit may move into or out of a forest hex. [Note: I may restrict this to “once per turn, on your turn,” but I want to try it this way and see how abusive it is.]
Massive:
This unit cannot move into or occupy building hexes.
Forest Defender:
You may resolve retreats caused by this unit as though they originated from a forest hex adjacent to the target. If this unit is forced to retreat into an unoccupied forest hex, it is considered supported.
BOX 2: Rout of Hyddenvale
DEEPWOOD ARCHER
Infantry, Archer, Ranged
Movement: 2
Combat Value: 2 (range 1-4)
Health: 3
Crack Shot:
If this unit did not move during your Move Step, it may commit
results to deal damage. [i'm not sure whether this should be if you did NOT move or if you DID move. But I think the latter is too powerful.]
[Heroic] Ignore all other dice rolled during this combat and deal 1 damage to the target unit.
Mobility 1
: If this unit was ordered, it may move up to 1 hex after your Attack step.
STORM SORCERESS
Caster, Infantry, Ranged
Movement: 2
Combat Value: 3 (range 1-3)
Health: 3
Word of Vaal:
When this unit causes retreats, you may choose to have enemy units move toward this unit instead of away from it.
Fearful Display:
[Lore] Cause 1 retreat.
WOODLAND LONGBOWMAN
Elite, Archer, Ranged
Movement: 2
Combat Value: 3 (range
1-5
2-5)
Health: 3
Eagle-Eye:
Forest hexes do not obstruct this unit’s attacks.
Forest hexes do not reduce the number of dice this unit rolls during combat.
Legend Hunter:
This unit gets +1 die when attacking a Legend unit.
LEONX PATROL
Cavalry, Melee
Movement: 3
Combat Value: 3
Health: 3
Corner:
If the target unit cannot retreat and is not supported, roll one additional attack die.
Pursue 1:
Instead of using Advance, this unit may move up to 1 hex and perform 1 additional attack.
VINE WEAVER
Legend, Melee
Movement: 3
Combat Value: 2
Health: 6
Ensnaring Web:
[Heroic] Ensnare the target unit. Ensnared units cannot move or resolve retreat effects. When a player orders an ensnared unit, he may spend 2 lore to remove the ensnare token from that unit’s hex.
Aerial Predator:
Flying unit cannot fly through this unit’s hex. This unit does not reduce the number of dice rolled when attacking flying units.
Hunting Instinct:
This unit rolls one extra die for each damage the target has suffered.
GROVE STALKER
[it’s basically a giant lizard I made up. The faction needed something new, similar to the Banshee and Doombringer.]
Legend, Melee
Movement: 3
Combat Value: 3
Health: 4
Forest’s Blessing:
This unit regains 1 health if it occupies a forest hex at the start of your turn.
Stunning Blow:
[Heroic] Stun the target unit. Stunned units cannot move, attack, counter, or retreat. When a player orders a stunned unit, he may spend 2 lore to remove the stun token from that unit’s hex.
Stomp:
If this unit was ordered, it deals 1 damage to an adjacent enemy unit that is weak at the end of your attack step.
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I really wish I had time to play test these. It would be so exciting! These are just first impressions, so they're definitely going to have problems. One thing I'm definitely missing is a new token type. Also, I'm not sure there is synergy here like you see in the Undead boxes. But at least there isn't anti-synergy like we have with the Blood Sister.
Many thanks to Phalgast for beating me to making a Latari faction and spurring me on to finally finish what I began!
EDIT: So for some reason, this is all strikethrough style, but I can't unstrike it. It seems that because I had strikthrough before the merger to the new system, this entire post is now locked into strikethrough. So please don't think that this is obsolete, because it isn't.
Edited by BudgernautTo clarify why all the words are crossed out.