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Ok, the Demonic Sect is up, but I must warn people that these factions have not been tested in 4 player games. 
If anybody spots any issues, you can post and tell me and I'll fix it.
Thanks!
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And now for some reinforcements. Bios will be posted when I have the time to write them.
The Forgotten Reinforcements
Quantus
Champion of the Forgotten
Cost:* 6
AV: 3 (Melee)
Life: 5
Summoning Siphon
When Quantus is adjacent to an enemy Wall, each time a Unit is summoned from that Wall you may move 1 card from your opponent’s Discard Pile to your Magic Pile.
Murus
Champion of the Forgotten
Cost:* 5
AV: 2 (Ranged)
Life: 4
Sabotage
At the end of your Movement Phase, you may choose a Wall that is adjacent to Murus. Spend 2 Magic. If you do so, your opponent may not summon from that Wall until the start of your next turn.
Junus
Champion of the Forgotten
Cost:* 6
AV: 3 (Ranged)
Life: 6
Backlash
When Junus is within 3 spaces of your Summoner, all Wound Markers that would be placed on Junus are instead placed on your Summoned.
Defender
Common of the Forgotten
Cost:* 2
AV: 1 (Melee)
Life: 2
Counter-Attack
When this Defender receives 1 or more Wound Markers from an attack, you may add 1 Wound Marker to the attacking Unit if it is adjacent to this Defender.
*
Sentinel
Common of the Forgotten
Cost:* 3
AV: 2 (Melee)
Life: 3
Unflinching Defense
If you did not move this Sentinel during your turn, it may only be hit on die results of 5+ until the start of your next turn.
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Mermish Reinforcements
Mukrin
Champion of the Mermish
Cost: 6
AV: 2 (Ranged)
Life: 5
Out of Synch
Mukrin does not attack during your Attack Phase. Instead, once per Movement Phase, at any time during your Movement Phase, you may attack once with Marlin.
Rilar
Champion of the Mermish
Cost:5
AV: 2 (ranged)
Life: 5
Tide
After attacking with Rilar, you may choose up to 2 Lake cards that are within 2 spaces of Rilar and move them up to 2 spaces.
Guardian
Common of the Mermish
Cost:2
AV: 1 (melee)
Life: 3
Regenerate
After moving this Guardian, you may spend 1 Magic to remove 1 Wound Marker from it.
Water Sprite
Common of the Mermish
Cost: 1
AV: 2 (melee)
Life: 1
Dive
Instead of moving normally, if this Water Sprite begins your Movement Phase on a Lake Card, you may place it on any other Lake Card that you control.
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Zephyr Reinforcements
Kripta
Champion of the Zephyr
Cost:3
AV: 2 (ranged)
Life: 3
Gatherer
Instead of attacking, you may place a Zephyr Event card from your Discard Pile underneath a Unit that you control. Add 1 AV to a Unit if it has 1 or more Event cards underneath it.
Niamar
Champion of the Zephyr
Cost: 7
AV: 4 (melee)
Life: 5
Relentless
Niamar does not attack during your Attack Phase. Instead, you may attack once with Niamar at the end of your Attack Phase.
Guard
Common of the Zephyr
Cost: 2
AV: 1 (ranged)
Life: 2
Watcher
Once per turn, you may choose a 0-cost Zephyr Unit that you control that is adjacent to this Guard. This Guard and that Unit may swap places.
Wanderer
Common of the Zephyr
Cost:1
AV: 2 (melee)
Life: 1
Rally
Add 1 to this Unit’s AV if one or more Event cards were played this turn.
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The Demonic Sect Reinforcements
Diane
Champion of the Demonic Sect
Cost: 5
AV: 2 (ranged)
Life: 4
Mercy
When Diane would destroy an enemy Unit, you may remove all Wound Markers caused by the attack. For each Wound Marker removed in this way, remove 1 card from your opponent’s Magic Pile and place it on your Magic Pile.
Ru’Ain
Greater Demon of the Demonic Sect
Cost: 6
AV: 3 (melee)
Life: 6
Retribution
Every time an enemy Common or Champion Unit rolls 1 or more miss results against Ru’Ain, you may immediately move and attack with Ru’Ain.
Victim
Common of the Demonic Sect
Cost: 2
AV: 1 (melee)
Life: 2
Sacrifice
Instead of attacking, you may remove up to 2 Wound Markers from a Champion or Greater Demon Unit that you control that is adjacent to this Victim, and place them on this Victim.
Poltergeist
Demon of the Demonic Sect
Cost:2
AV: 2 (ranged)
Life: 2
Mischief
Instead of attacking, you may choose a Unit that is adjacent to this Poltergeist. Remove up to 2 Wound Markers from a card adjacent to this Poltergeist, and place them on that Unit
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And the one thing I never had the time to post... The second summoner of the Forgotten.
The Forgotten Second Summoner: Holly
Holly
Summoner of the Forgotten
AV: 4 (Melee)
Life: 8
Souls of the Dead
When Holly would destroy a Unit, you may place it underneath her. Holly gains that Unit’s name and
ability. At the end of your turn add 1 Wound Marker to Holly if she is on your side of the battlefield.
Daraer
Champion of the Forgotten
Cost: 6
AV: 2 (melee)
Life: 5
Haunt
When attacking a Common or Champion Unit with Daraer, count the number of Wound Markers on
the Unit being attacked. Add that number to Daraer‘s AV until the end of your turn.
Secutus
Champion of the Forgotten
Cost: 6
AV: 2 (Ranged)
Life: 6
Torment
If Secutus attacks an enemy Unit, that Unit may not attack a Unit other than Secutus on your
opponent’s next turn.
Saniriren
Champion of the Forgotten
Cost: 7
AV: 2 (Melee)
Life: 6
Master Swordsman
When attacking with Sanirien, if any of the die results are 3+, all of the die results are counted as hits.
Warrior x 5
Common of the Forgotten
Cost: 1
AV: 1 (Melee)
Life: 2
Assisted Advance
Instead of moving normally, you may move this Warrior and 1 other Unit that you control that is
within 2 spaces of this Warrior up to 1 space each.
Berserker x 8
Common of the Forgotten
Cost: 2
AV: 2 (Melee)
Life: 2
Headlong Charge
After attacking with this Berserker, you may immediately move it 1 space. If you do so, it may be hit
on die results of 2+ until the end of your opponent’s next turn.
Warden x 5
Common of the Forgotten
Cost: 3
AV: 2 (Melee)
Life: 3
Death Charm
When attacking with this Warden, if all die results are the same number, you may discard the Unit
being attacked.
EVENTS
Greater Souls x2
You may choose a Unit that is underneath Holly and discard it. All Units that you control gain that
Unit’s ability and name until the end of your turn.
Soul Magic x2
You may search your Magic Pile for an enemy Unit and place it underneath your Summoner.
Death Barrier x2
You may only play this Event card when there are 5 or more Wound Markers on Holly. Holly gains
this ability until the start of your next turn:
Tainted Immortality
Each time Holly would receive 1 or more Wound Markers, you may discard cards from underneath
her. For each card discarded in this way, prevent 1 Wound Marker.
Dark Portal x2
Add 1 Wound Marker to Holly. You may summon during this Event Phase. When you summon Units
you may summon them adjacent to Holly until the end of this Event Phase.
Doom Bell x1
You may only play this Event card when there are 5 or more Wound Markers on Holly. Add 1 Wound Marker to Holly. Discard all Common Units within 4 spaces of Holly.
Summoner Setup :
[_][_][_][B][_][_]
[_][_][A][S][A][_]
[_][_][_][W][_][_]
[_][_][_][_][_][_]
S= Holly
W= Wall
A= Warrior
B=Berserker
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