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Legions Spoiler

~ Spoiler listed per 2-Player box set ~

Note: Somebody, please check my math for disk and point totals...


Dark Wings Over Nochaim

Dragon Army Stack (21 disks @ 151 pts.)
Set # Name (U) Algn Cst Mv (F) AT D T (W) Disk Text
M 4 Darkdrakes N 5 4 4 3 3 First Blow.
D 4 Dragonflight E 5 6 (F) 3 3 4 n/a
L 2 Drallus Elders E 10 2 3 6 5 (2) Swashbuckler. SA: A to Ambush any Disk within 6" Elder may then move normally.
M 4 Fire-Wyvern E 10 6 (F) 6 3 5 Missile: Fireball (2). Immune to fireballs.
L 3 Tykarus Wings E 7 6 1 1 4 If in a combined attack, the defender must apply its D to Tykarus Wing.
M 1 V'orkass Sorcerer E 10 3 3 2 3 Level II Spellcaster.
L 1 Zollyx King (U) E 12 4 4 3 7 (2) Missile: Fireball (3). Zollyx may fire one Fireball at 18" range, two Fireballs at 12" range, or three Fireballs at 6" range.
D 1 Feet of Clay n/a 3 - - - - Target one Disk within 12" of Spellcaster. The target Disk is Flying for the rest of the round. [Place Spell Disk on target Disk to remember effect.]
D 1 Fireball n/a 5 - - - - Drag the Spell Disk, flat on the table, to any distance, in a straight line from the Spellcaster. The first Disk that the Spell Disk touches receives an immediate "6" attack. Remove a dead Disk immediately. [Leave Spell Disk on damaged Disk to remember effects].

Mahkim Army Stack (24 disks @ 150 pts.)
Set # Name (U) Algn Cst Mv (F) AT D T (W) Disk Text
M 1 Duphraim Healer N 10 3 2 2 2 SA: A to remove one wound counter from one UA and unpinned friendly Disk within 6".
L 3 Lephara Stalkers N 6 2 1 1 4 SA: A to place a Bolt on an A flying Disk within 6."
M 4 Mahkim Warriors N 6 3 4 4 3 n/a
M 2 Miasmen N 4 4 3 5 4 Will not A to Attack an UA Disk.
M 3 Muck-lobbers N 7 3 2 2 2 Missile: Bolt (3).
W 2 Net-master N 5 3 3 1 3 SA: Target one Disk within 6". A to immediately drop 3 A Markers (like Missiles) from 12" above that target. Disks touched by A Markers are A.
L 2 Nochaim Guardians N 11 2 6 3 6 (2) Berserk. Immune to Spells and Missiles. Guardian immediately becomes berserking if attacking an enemy disk.
L 2 Roth Mist-children N 6 3 2 2 3 If UA and not attacking Child cannot be attacked. Enemy disks within 6" of UA Child receive -2M.
L 1 Warrior of the Mist N 8 3 2 5 5 (2) Level I Spellcaster
M 1 Liquid Shield Spell n/a 4 - - - - Target one Disk. The target Disk, and all Disks within 12" of the target Disk, are immune to damage from Fireballs [Missiles and Spells] for the rest of the round.
W 1 Mirage Spell n/a 5 - - - - Target one friendly Disk within 12" of Spellcaster. If the target is hit by Missiles this round, the Missiles inflict no damage to the target, but you may them on another Disk within 6" of the target instead.
D 2 Sure Aim Spell n/a 4 - - - - Target Archer Disk within 6" will automatically hit a single Disk with all of its Missile attacks this turn. During the Missile Segment the owner of the enchanted Disk may simply place his Missile Counters on the chosen target within range. [Leave this Spell Disk on target Disk to remember effect].


Last Stand at Dunwarr

Dwarf Army Stack (21 Disks @ 150 pts.)
Set # Name (U) Algn Cst Mv (F) AT D T (W) Disk Text
D 6 Crossbows of Tuggarth N 6 3 2 2 4 Missiles: Bolts (3).
L 1 Danhyld Ironback (U) N 12 3 3 6 5 (2) SA: If pinning an enemy Disk, A to give that Disk an Instant Blow (5), then move normally.
L 3 Dunwar Defenders G 8 3 4 5 3 If A and not attacking, receives +4T.
L 1 Marak Skullpounder (U) G 12 3 7 3 4 (3) Immune to Missiles. SA: A to give an Instant Blow (3) to all other Disks in Marak's battle stack.
D 2 Regiment of the Anvil N 3 3 3 3 4 n/a
L/D 4 Stalwarts Champ 7 3 2 6 6 (2) n/a
L 2 Tuggarth Bowmen N 6 3 1 2 2 Missile: Fireball (2)
L 2 Urth Regiments N 10 2 5 2 6 First Blow. Swashbuckler.

Orc Army Stack (25 disks @ 143 pts.)
Set # Name (U) Algn Cst Mv (F) AT D T (W) Disk Text
D 2 Beastrider E 10 5 5 4 5 If Beastrider moves onto any Disk with a T of 2 or less, the trampled Disk is instantly destroyed (causing no defensive damage), and Beastrider may keep moving.
D 1 Blood Spider N 8 4 4 2 2 Any Disk attacked by Blood Spider that is already wounded, is always killed after combat.
D 3 Goblin Marauders E 7 5 2 2 3 If two or more Marauders attack the same Disk, they may divide any Defensive Damage among them.
W 2 Goblin Raiders E 6 4 2 3 5 Good and Neutral Disks touching Goblin Raiders receive -2 D.
M 2 Torch Throwers Champ 4 3 4 2 3 Missile: Fireball (1).
D 4 Tribesmen from Ulc E 7 4 5 3 4 Berserk.
L 3 Lowland Twisters E 4 5 5 0 2 Rage. First Blow. If pinning a friendly Disk at any time, both that Disk and Twister are instantly destroyed.
L 5 Urkan Hord E 3 5 3 2 1 First Blow
L 2 Urotok Warriors E 6 4 2 4 6 SA: A to force one or two unpinned, A Urkan Horde Disks to move up to their M.
L 1 Zhalla Bakahl (U) Champ 7 3 7 4 4 (3) First Blow. SA: A to Ambush a pinned enemy Disk within 12"


Massacre at Godstone Keep

Knight Army Stack (22 disks @ 158 pts.)
Set # Name (U) Algn Cst Mv (F) AT D T (W) Disk Text
D 2 Fairy Swarms G 5 7 1 1 2 Fairy Swarms can only take one Wound per game round. Can never be healed.
L 2 Fenryn Guards G 10 3 2 5 5 Immune to Missiles. If attacked by a Disk with T of 5 or less, that Disk instantly receives a Wound.
L 2 Gorman Juggernauts G 14 4 6 3 6 First Blow. If pinning an enemy A Disk with T of 5 or less, that Disk is instantly destroyed.
W 2 Knights of Valor G 6 3 4 2 4 If attacking an Evil Disk, Knights of Valor receive +2 AT.
D 4 Men at Arms G 4 3 3 3 2 n/a
D 4 Royal Bowmen G 5 3 2 2 2 Missiles: Arrows (3).
L 1 Royal Jester G 10 6 1 1 5 Enemy Disks within 6" may not A to Attack except to Attack Jester. May A while pinned. SA: A to place Jester on your staging area.
D 1 Royal Falconeer G 7 4 1 1 2 SA: A to place an A marker on any UA Disk within 6". Target must have T of 4 or less.
D 1 Scout G 6 5 1 1 3 Friendly Archers may fire +2 missiles at ONE target within 6" of an UA and unpinned Scout.
M 2 Sergeant At Arms G 8 3 4 3 4 If UA, Sergeant gives all Men-At-Arms within 6" +1 in AT and T (provided these units are not receiving a bonus from another Sergeant).
M 1 Siege Catapult G 13 1 - - 6 (2) Missile: Boulder (2). Catapult has a range of 18". May fire at two separate targets within range (in two drops). Catapult may never enter a Terrain. Catapult missiles may ignore all Barriers. If Catapult has sustained a wound, it may only fire 1 Boulder.

Uthuk Army Stack (24 disks @ 150 pts.)
Set # Name (U) Algn Cst Mv (F) AT D T (W) Disk Text
L 2 Dhall Uthuk E 6 3 4 2 5 (2) Berserk. If pinning an enemy Disk, Dhall Uthuk has its M reduced to zero.
D 2 Don'ra Stingers E 5 3 2 2 2 Missile: Arrows (3).
L 1 Don'ra Master E 8 3 4 1 5 Missile: Arrow (3). Arrows that hit friendly Disks do no damage and are immediately removed.
D 4 Ru Airglider E 6 5 (F) 5 3 4 Airglider is instantly destroyed if it touches an enemy flying Disk.
L 2 Ru Clansmen Champ 4 4 3 2 3 Berserk. SA: If berserking, A to move berserk counter from Clansmen to any other unpinned Clansmen in play. That Clansmen Disk is now berserking instead.
W 1 Ru Launcher E 8 2 1 1 7 Ru Airgliders that begin their movement touching Launcher receive +5 M and First Blow this round.
D 1 Shura Assassin E 10 4 6 6 2 Cannot take any Damage while Attacking.
M 1 T'ann Assassin E 10 5 6 2 4 Immune to all Spells. First Blow. SA: A to Ambush any enemy Spellcaster within 12".
M 3 Twisted Yll'rath E 6 7 3 2 2 First Blow.
D 1 Unclean Ones E 10 3 2 7 3 Level I Spellcaster.
D 4 Warriors of Yllan E 5 3 4 2 3 n/a
M 2 Incite Spells n/a 6 - - - - All disks within 6" of the Spellcaster that have the Berserk skill are now "Berserking." [i.e., receive +2 bonuses]. Place Berserk Counters on these Disks. Disks affected by this Spell may loose and regain their Berserking status normally.


Nightmare in Nharwood

Undead Army Stack (27 disks @ 152 pts.)
Set # Name (U) Algn Cst Mv (F) AT D T (W) Disk Text
W 2 Banada Zombie E 4 2 4 1 1 Reanimate. May not A to attack Spellcasters.
D 2 Crawling Limbs E 5 3 - 6 8 May never attack.
D 2 Dark Sucker E 8 5 (F) 2 2 3 During combat, any Disk being attacked by Dark Sucker has its D reduced to zero.
D 2 Ghastly Bowmen E 4 4 2 2 2 Missile: Arrows (3).
M 2 Lampeyes E 8 4 2 3 3 No enemy Archers within 12" of Lampeyes may fire missiles.
L 2 Masters of Bones Champ 4 5 1 1 3 During the Reinforcement Segment, you may place reinforcement Disks with the Reanimate skill on an unpinned Master.
D 4 Undead Horde E 4 3 2 4 3 n/a
M 4 Vampire E 9 4 (F) 4 3 5 Any Disk touching Vampire has -2 T (minimum of 1).
L 2 Vampire Lords Champ 4 4 2 2 3 If any Vampire-type Disk receives a Wound within 6" of Lord, the Would may be placed on Lord instead. SA: A to remove one Wound Counter from Lord.
M 3 Walking Dead E 6 2 2 2 4 Reanimate.
L 1 Werx Lycanthrope Champ 8 3 2 2 3 (2) SA: If wounded, A to Transform into Werx Werewolf.
L 1 Werx Werewolf Champ 0 5 7 3 5 (3) Swashbuckler. If attacking a wounded Disk, that Disk's D is zero.

Elf Army Stack (21 disks @ 150 pts.)
Set # Name (U) Algn Cst Mv (F) AT D T (W) Disk Text
D 4 Deepwood Archers G 5 3 2 2 2 Missile: Arrows (4).
D 2 Deepwood Warriors G 4 3 3 3 3 n/a
L 2 Eastwood Bowmen G 6 4 1 1 3 Missile: Arrow (2). May fire even if A during Activation Segment.
D 1 Elven Bard G 5 4 1 1 2 SA: A to give any UA unit within 6" +3 in M this turn.
L 1 Lathari Monster-hunter G 10 4 6 2 5 If pinning an enemy Disk with the Reanimate skill, that Disk is instantly destroyed and removed from play.
L 1 Poison Neveka G 16 6 4 6 4 (3) May A twice during A Segment. SA: A to place a Wound counter on Naveka and an enemy wounded Disk within 6."
M 1 Tree Ent G 15 2 8 1 8 (4) Immune to damage from all missiles but fireballs. Takes double damage from fireballs. Ent is a Barrier to Missiles.
L 1 Takari Lotaar (U) G 12 4 5 3 5 (2) Level I Spellcaster. SA: A to replace a Wound Counter with an A marker on one UA Disk within 6".
D 4 Windrider G 9 6 5 3 3 n/a
M 1 Liquid Shield Spell n/a 4 - - - - Target one Disk. The target Disk, and all Disks within 12" of the target Disk, are immune to damage from Fireballs [Missiles and Spells] for the rest of the round.
D 2 Sure Aim Spell n/a 4 - - - - Target Archer Disk within 6" will automatically hit a single Disk with all of its Missile attacks this turn. During the Missile Segment the owner of the enchanted Disk may simply place his Missile Counters on the chosen target within range. [Leave this Spell Disk on target Disk to remember effect].
D 1 Zip Spell n/a 4 - - - - Adds +2 in movement to ALL Disks within 12" of Spellcaster this Activation Segment. [Leave Spell Disk on Spellcaster to remember effect].

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