Swampstalker

Though Nature had returned to Esfah, and she had created the beast-folk to help defend the land, Death’s minions still held the upper hand. Esfah lay torn and scarred from warfare, and the Selumari and Vagha 
had dwindled in numbers and hope. The Amazons were murmuring secession, wanting only to be left alone. Only the war-happy Firewalkers and the savage Feral felt any desire for war.
The horrors of war ate at the hearts of the soldiers, and many abandoned the cause. They fled, seeking cover in dense, impenetrable swamps, hoping that none would find them and punish them for their cowardice.
But someone did find them, someone who saw what an opportunity these soldiers presented. It was Death, and he unleashed his powerful sorcery at the refugees, seeking to enslave them.
Now Aguarehl, the youngest child of Nature, had returned to Esfah from wherever Nature had hidden her children. He was not yet strong enough to counteract his half-sibling’s deadly magic, but Aguarehl’s fetid swamp waters caught and held the magicks of Death, weakening them.
And so, what arose from the swamps were not the slaves Death had expected, but a vile, independent race of snakemen. Striking from their mysterious homelands, the Swamp Stalkers carry the gift of watery death, seeking to increase their numbers by mutating others.

Terrain Advantage: Swamp Stalkers may, when at a swampland terrain, count maneuver results as if they were save results.

Mutation: During your Initial Effects phase, if you have at least one Swamp Stalker unit in an army at a terrain and have at least one dead Swamp Stalker unit in the DUA then you may attempt to mutate. Target up to 3 health-worth of units in an opponent’s reserve area, which must generate a save result or be killed. For those that are killed return up to that many health-worth of Swamp Stalker units from your DUA to the mutating army, promote a number of Swamp Stalker units equal to the health killed or a combination of both.
Spells
Black (Death) Spells
ASHES TO ASHES Casting Cost: 2
Target one health-worth of units in any enemy’s DUA. Target units are immediately buried. Multiple castings increase the number of health affected or target another DUA.
DECAY Casting Cost: 2
Target any enemy army. Until the beginning of your next turn, subtract one melee result from the
target army. Multiple castings increase the effect or target another army.
PALSY Casting Cost: 3
Target any enemy army. Until the beginning of your next turn, subtract one result from the target army. Multiple castings increase the effect or target another army. During a combination roll, the owner of the acting army chooses how to apply the penalty.
REANIMATE DEAD Casting Cost: 3
Target one health-worth of units in your DUA. Target units immediately join the casting army. Multiple castings increase the number of health affected.
DEADLANDS Casting Cost: 4
Target any terrain. Until the terrain face is changed, the target terrain gains the black (death) element. Multiple castings target multiple terrains.
FINGER OF DEATH Casting Cost: 4
Target any enemy unit. Immediately inflict one point of damage to the target unit with no save possible. Multiple castings increase the effect or target another unit.
OPEN GRAVE Casting Cost: 6
Target any army. Until the beginning of your next turn, for any army-targeting effect that causes damage to the target army, any units taken as casualties immediately go to the reserve area rather than the DUA. Multiple castings target multiple armies.
Green (Water) Spells
WATERY DOUBLE Casting Cost: 2
Target any army. Until the end of your next turn, add one save result to the target army. Multiple castings increase the effect or target another army.
FOUL WATER Casting Cost: 2
Target any enemy army. Immediately inflict one point of damage on the target army. Only 1-health (common) units roll for saves, and only 1-health units can be removed because of this damage. Multiple castings increase the effect or target another army.
WALL OF ICE Casting Cost: 3
Target any army. Until the beginning of your next turn, add three save results to the target army. Multiple castings target multiple armies.
FLASH FLOOD Casting Cost: 5
Target any terrain. Immediately reduce the target terrain one face unless any army at the terrain can generate at least eight maneuver results. Flash Flood has no effect if cast at a terrain which is showing a 1 as its face. Multiple castings target multiple terrains.
WALL OF FOG Casting Cost: 6
Target any terrain. Until the beginning of your next turn, halve all maneuver results at the target terrain, and all missile damage into or at the target terrain. Multiple castings target multiple terrains.
BLACK RAIN Casting Cost: 7
Target any terrain with the green (water) element. Until the end of your next turn, halve all save results at the target terrain. Multiple castings target multiple terrains.
Elemental Spells
SUMMON IVORY DRAGON Casting Cost: 7
Target any terrain. Immediately send any ivory dragon in a summoning pool to the target terrain. Multiple castings target the same or multiple terrains.
SUMMON ELEMENTAL DRAGON Casting Cost: 7
Target any terrain. Immediately send any elemental dragon with the same color as the magic used to cast this spell to the target terrain. Multiple castings target the same or multiple terrains.
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