Wyrmknave

Narkotech Empire

Apr 28th, 2013
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  1. ==Units==
  2.  
  3. Narkotech Fiend (15)
  4.  
  5. STR 1 TRA 1 AGI 1 BOD 0
  6. HP: 1 Deflection: 1 Armour: 0 Move: 4
  7.  
  8. Equipment:
  9.  
  10. Sickle (d4+TRA damage, +1 to Attack)
  11.  
  12. Alchemist's Fire x3 (d6 fire damage, spreads to 3 random adjacent hexes, range 10)
  13.  
  14. Special Abilities:
  15.  
  16. Addict
  17.  
  18. Nightingale (15)
  19.  
  20. STR 0 TRA 1 AGI 2 BOD 0
  21. HP: 3 Deflection: 2 Armour: 0 Move: 3
  22.  
  23. Equipment:
  24.  
  25. Leather Armour (+1 Armour)
  26.  
  27. Talons (d3 damage, allows Dealer and Chemist)
  28. Narkotech (5 doses)
  29.  
  30. Strength Mutagen (5 doses)
  31. OR
  32. Speed Mutagen (5 doses)
  33.  
  34. Special Abilities:
  35.  
  36. Dealer
  37.  
  38. Chemist
  39.  
  40. Options:
  41.  
  42. Additional Equipment:
  43. Double-Dose Talons (Can deliver two doses of any substance at once) (+1 Cost)
  44. Nightingale Mask (Immunity to all airborne toxins) (+1 Cost)
  45. Medical Kit (5 doses of Elixir of Vitality) (+1 Cost)
  46. Vial Belt (5 extra doses of any substance) (+1 Cost)
  47.  
  48. ==Special Rules==
  49.  
  50. Addict
  51. A unit with this ability can be given Narkotech by a unit with the Dealer ability
  52.  
  53. Dealer
  54. A unit with this ability can administer Narkotech to a unit with the Addict ability
  55.  
  56. Chemist
  57. A unit with this ability can administer mutagens and elixirs to other units
  58.  
  59. ==Special Equipment==
  60.  
  61. =Substances=
  62.  
  63. Narkotech (Grants +2 TRA and +1 Move for d10 rounds, then -2 TRA for a further d10 rounds)
  64.  
  65. =Mutagens=
  66.  
  67. Strength Mutagen (Grants +2 STR for d10 rounds)
  68. Speed Mutagen (Grants +4 Move for d10 rounds)
  69.  
  70. =Elixirs=
  71.  
  72. Elixir of Vitality (+d6 Health)
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