Welcome to the second act of Call of the North.
Overview and factions:
1. Thorbern and the Norse - Legomc
Thorbern, Champion of the North
Stats:
1d10 skill
7 inch movement
2d6 armor
3 hit points
1 action per turn
Special: Heroic Ego
Armed with: Heroic Axe (UR3,CC,2d6 damage), Shield (UR2,CC,+1d6AV when parrying), Armor (+2AV)
Norseman
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Special: Battle Rage: While Norsemen are in close combat, they gain +1 armor against melee attacks and ranged attacks.
Armed with: Bearded axes (UR2,CC,1d6+1 damage)
Norse Swordmaster
Stats:
1d6+1 skill
5 inch movement
5 armor
2 hit points
Special: Victory Rush: While damaged, this unit has a +1 modifier for each dice roll.
Armed with: Longswords (UR3,CC,1d6+2 damage), Shields (UR2,CC,+1d6AV when parrying)
Norse Shieldmaster
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Special: Parries are instant actions. Can redshirt for any friendly unit.
Armed with: Bearded axes (UR2,CC,1d6+1 damage), Large shields (UR2,CC,+1d10AV when parrying)
2. Wulfgar the Slayer - RedRover
Stats:
1d10 skill
7 inch movement
2d6 armor
3 hit points
1 action per turn
Special: Heroic Ego, Extra Action, Preferred Enemy: the controller of this unit can pick an enemy unit at the start of the battle. The hero gains +1 skill when fighting against such units.
Armed with: Dual Heavy Weapons (UR3,CC,1d6+2 damage)
These two teams are allied.
3. Rime Grizzlies - Sir Sporktimus
The Valkyr
Stats:
1d10 skill
10 inch movement
2d6 armor
3 hit points
1 action per turn
Special: Heroic Ego, Flyer, Rally of the Damned: this ability can only be used once per battle. It can raise 1d3 fallen units back to life (with 1 hp and distrupted on the turn they are revived).
Armed with: Heavy Halberd (UR4,CC,2d6 damage)
Rime Grizzly Warrior
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Armed with: Jagged swords (UR2,CC,1d6+1 damage), and glacial shields (UR2,CC,+1d6AV while parrying).
Rime Grizzly Bearzerker
Stats:
1d6+1 skill
6 inch movement
5 armor
2 hit points
Special:
•Frenzy: The minifig may choose to deliver a flurry of blows instead of a regular swing. Its controller may roll twice for damage after skill check, and deal the combined amount minus 1 of the rolls to the opponent. This wears out the minifig though, replacing its base armor value for 1d6 until the following turn.
Armed with: Frozen weapons (UR3, 1d6+1 damage, close range).
Rime Grizzly Basher
Stats:
1d6+1 skill
6 inch movement
5 armor
2 hit points
Armed with: Frost mace (UR3, cc, 1d6+3 damage), armor (+2 armor).
Frosthide Yeti
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Armed with: Jagged sword (UR2, 1d6+1 damage, close range).
Ice Belcher
Stats:
No individual skill
Movement equal to the unit pushing it (cannot gain extra mov. via sprinting)
1d10 armor
2 hit points
Armed with: Frost Blast (UR3, 6 inch range, 1d6+1 damage, 3 shots)
Gameplay:
-The battle will last 5 turns.
-At the end of turn 5, the player (or team) with most kills is declared victorious.