Equipment - 1d6 Caltrops
Available in Weaponsmith.
Stock: 6
Buy: 40 each
Sell: 5 each
A Warrior can throw a Caltrop into any adjacent square. Place a Caltrop token on the square. Any Monster (or Warrior) moving into the square takes 1d6 Wounds, modified normally, and their movement ends in that square. When this happens, remove the Caltrop token from play. A Warrior can retrieve an unactivated Caltrop by ending their movement next to it and picking it up, doing nothing else that Turn.
In the heat of battle, Monsters generally will not notice Caltrops, so you should not alter their behavior based on the presence of Caltrops on the board.
Caltrops do not affect Monsters with the Ethereal or Fly Special rules.
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Showing posts with label equipment. Show all posts
Showing posts with label equipment. Show all posts
Monday, June 6, 2011
Ten Foot Pole
Equipment - Ten Foot Pool
Available in the General Store.
Stock: 5
Buy: 40
Sell: 5
-1 Movement, roll 1D6 when a Trap is encountered. On a 5 or 6, the Ten Foot Pole triggers the Trap, and the Warriors are not affected. If this happens, roll 1D6 again. On a 1 the Pole is destroyed. Cannot use when Monsters are on the board.
Available in the General Store.
Stock: 5
Buy: 40
Sell: 5
-1 Movement, roll 1D6 when a Trap is encountered. On a 5 or 6, the Ten Foot Pole triggers the Trap, and the Warriors are not affected. If this happens, roll 1D6 again. On a 1 the Pole is destroyed. Cannot use when Monsters are on the board.
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