Skeleton
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Re-Rolls: |
80.000 each |
Apothecary: |
not allowed |
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Team List |
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Qty |
Position |
MA |
ST |
AG |
AV |
Skills |
Cost |
Categories |
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0 - 15 |
Skeleton |
5 |
3 |
2 |
7 |
Regenerate |
30.000 |
Gen |
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1 |
Skeleton King |
6 |
3 |
2 |
8 |
Regenerate, Spellcaster Level 1, Necromancy |
100.000 |
Gen, Magic |
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No Special Players |
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Special rules |
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Skeleton teams ignore the effects of Sweltering Heat |
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There must be a Skeleton King on your team. If he dies and is not regenerated, the next purchase must be a new Skeleton King |
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Skeleton teams can hire a NecroTech for 100k. Once after a game, the NecroTech can influence the skill roll of a skeleton. Announce his influence before the actual |
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roll, on normal skill, roll on the Upgrade table below, on doubles, choose an upgrade from the table. If a stat increase is rolled that is not doubles, the skeleton is |
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destroyed and cannot be regenerated. Each successful upgrade costs 20,000 gold pieces. You have to pay for it immediately, and add the 20k to the player value to |
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make sure the TR is affected as well. The skeleton is also destroyed if you roll an upgrade it already has. |
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D12 |
Upgrade |
works like... |
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1 |
Big Hand |
the mutation |
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2 |
Big Feet |
Stand Firm |
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3 |
Claw |
the mutation |
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4 |
Extra Arms |
the mutation |
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5 |
Extra Legs |
Sure Feet |
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6 |
Horns |
the mutation |
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7 |
Prehensile Tail |
the mutation |
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8 |
Razor Sharp Fangs |
the mutation |
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9 |
Spikes |
the mutation |
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10 |
Thick Skull |
the mutation |
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11 |
Two Heads |
the mutation |
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12 |
Very Long Legs |
the mutation |
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On pitch Spellcasters:
The starting spell for a Skeleton Spellcaster is Necromancy.
When: immediately after a failed regeneration roll
The spellcaster regenerates a player whose regeneration roll just failed.
Failure: no effect
Succeeds on: 4+