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For 2019
#41
Falcon familiar searches 4 squares of pcs or encounters?
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#42
Wind in your sails happens after the crew eats beans!
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#43
(01-15-2019, 01:09 AM)Wookie Panz Wrote: Wind in your sails happens after the crew eats beans!

Sounds like a new reward from an unusual encounter. 8000 gold and a box of EnergyBeans. Use order#709 to order your ships to eat the beans and gain 5 extra movement points. Note, cannot be used by any Dragon Kingdom nor Swampmen. Swampmen should use Order #708 Creat Swampgas instead.
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#44
Gargoyle provides a constant level 1 (permanent) recon on any pop center it has been cast on. They sit high on buildings and observe the comings and goings of others. Or you can get a link to youtube to watch cheesy cartoon clip
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#45
Brief Descriptions of New Spells:

·        #342 Winged Horse.  A spell to increase range of characters relocating or agent missions by 2.   Spell caster range 3 from target emissary of caster or allied kingdom.  Often a P2 spell.

·        #364 Invisible Character.  Caster can turn any emissary of his kingdom in his area invisible at range 3.  Invisible characters can take no sole actions: their mission becomes “Became invisible”.  The spell becomes ineffective if the area of the PC is entered by a force with a wizard casting or with intrinsic True Seeing – the character’s mission returns to “Awaiting further orders” and then is subject to capture or assassination or kidnapping.   Character whose mission becomes through this spell “Became invisible” will not be located by spell or reconnaissance, or assassinated, kidnapped, or captured upon fall of PC by siege or combat.  If the PC falls, the character remains in the PC.  However, if the PC is completely destroyed, the character is killed.  Usually P3 or P4 spell.

·        #312 Charm:   Adds 10% to emissary power per wizard level over P1.  Range 3.  So an emissary with Power 10 (for example a Baron of a Ruler with Influence 20) Charmed by a P3 wizard would have 10*(1+20%) so power for turn is 12.0.  Typically a P2 spell but not available for all kingdoms.

·        #957 Blanket of Fog.  All reconnaissance below L7 of the area up to range 3 from the spellcaster will fail.  Generally a P3 or P4 spell.  Target can be any area in range (not just PC’s).

·        #707 Wind in our Sails.  Sea Movement is -2 points per sea area traveled, movement still limited to a 8 areas.
 
·        #789 Glorious Day. Regional spell.  All kingdom and allied brigades in the region of the caster increase morale 5%, to a maximum of 120.
  
·        #886 Falcon Familiar.  Base chance of failure -5%.  (So 10 points C.E. gives 5% chance of failure)  Range 10, gives L4 level recon of a single area.  Generally a P2 spell.  #886.

·        #344  Gargoyle.  Range 3, Prevents un-allied political emissaries (nobles) from relocating into the kingdom controlled PC, as if a force of 1 brigade was in the area of the PC.   Does not prevent Gaiting.
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#46
What's with all the Range 3 spells?
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#47
For Stormgate, have you considered making it the Human capital? Then it would have to be taken by assault. You could also have the Humans give it a standing order to increase it's defenses after, say, turn 5, to reflect the fact that their neighboring kingdoms are getting more powerful.
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#48
all the new stuff for Maelstrom looks amazing. The customization might have a little issue as you can get a kingdom named green brigade (nonflying) for 2 points or a kingdom names regular brigade for 2 points.
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#49
I noticed that, I bet it's a typo
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#50
Yeah, he typed a ton of info. I am betting it's a mistake as well. This looks exciting to play that's for sure
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