Armageddon's Blade Manual Page 18: Difference between revisions
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[[Category:Armageddon's Blade Manual|Armageddon's Blade Manual 018]] | [[Category:Armageddon's Blade Manual|Armageddon's Blade Manual 018]] |
Latest revision as of 20:43, 7 December 2023
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Neutral Creatures
These creatures are not associated with any particular town type, but may be found wandering the lands.
Name
Cost
Damage
Shots
Attack
Defense
Health
Movement
Speed
Description
Name
Cost
Damage
Shots
Attack
Defense
Health
Movement
Speed
Description
Peasant
10 Gold
1
None
1
1
1
Ground
Very Slow (3 hexes/turn)
To know a peasant is to dread
knowing a peasant. It seems the
only hero eager to fight a peasant
or have a peasant in their army
ranks is the Necromancer.
Boar
150 Gold
2-3
None
6
5
15
Ground
Swift (6 hexes/turn)
Orcs who have been unable to
master the skill of throwing an ax,
yet are above the common hack
and slash antics of a grunt, are
given Boars as mounts to ride into
battle.
Halfling
40 Gold
1-3
24
4
2
4
Ground
Immobile (5 hexes/turn)
Armed with sling and stone,
Halflings have found a harsh existence in Antagarich. Driven from
their homes by the Kreegans,
Halflings have been scattered to the
winds. These noble fighters take
refuge in the earth and have an
uncanny sense of luck.
Mummy
300 Gold
3-5
None
7
7
30
Ground
Slow (5 hexes/turn)
Mummies roam the earth seeking
vengeance upon those who have
disturbed their eternal slumber.
Those suffering the attack of the
mummy often find themselves
'cursed' and unable to effectively
mount a strong attack.
Rogue
100 Gold
2-4
None
8
3
10
Ground
Swift (6 hexes/turn)
Rogues abound in Antagarich.
If you are able to employ them in
your ranks, you may find
your Thieves Guild possessing
additional information.
Nomad
200 Gold
2-6
None
9
8
30
Ground
Extra Swift (7 hexes/turn)
Native to the desert sands,
Nomads are fast riders able to
traverse sand with the ease most
travel over grass.