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The Future - Information/Rumours/Speculation Consolidation Thread (Update: RoaM - Knights Panther + Higher Ground)


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#1 LordMalinari

LordMalinari

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Posted 27 November 2009 - 02:09 AM

Battle Packs:

Warhammer Invasion: Arcane Fire Battle Pack

 Expected April 2010
 
 
 Ancient and powerful sorcery spells shake the battlefield. The struggle between order and destruction has reached fever pitch. Legions of enemies break under the power of arcane fire . . . 
 
#102 Rune of Hearth and Home [Dwarf - Tactic] 10DDD
Epic Spell
- Play during your turn.
- Heal all damage to your capital.
 
Warhammer Invasion: Enemy Cycle Set 1: The Burning of Derriksberg Battle Pack
 
Expected May 2010
- The First Pack to use the new 3x 20 card collation for a 60 card pack that you only need to buy once for a playset!
 
The seductive powers of Chaos have infiltrated the town of Derricksburg. Can one lone knight
prevent them from spreading to nearby villages?
 
 
 
 
 
 
 Bodyguard of Belegar
[Dwarves - Unit] 3D
2 Power // 1 HP
- Warrior.
- Toughness X
 - X is equal to the number of other units in this zone.
 
 
Mining Tunnels
 [Dwarves - Support] 2D
1 Power
- Building.
- Action: Whenever you play a development from your hand, draw a card.

Knights of the Blazing Sun
[Empire - Unit] 2E
1 Power // 2 HP
- Knight.
- This unit cannot be corrupted.

Gryphon Legionnaire
[Empire - Unit] 3EE
1 Power // 2 HP
- Knight
- You may play this unit from your hand any time you could take an action (paying all costs.)
- Counterstrike 2

Derricksburg Forge
[Empire - Support] 2E
1 Power
- Building.
- Kingdom. Action: When this card enters play, gain 1 resource.
- Quest. Action: When this card enters play, draw a card.


Griffon Standard
[Empire - Support] 2EEE
- Attachment.
- Attach to target Empire unit in your battleield.
- Attached unit gets +P for each Empire unit in this zone.

[U] Lelansi
[High Elf - Unit] 3HH
1 Power // 3 HP
- Hero. Limit one Hero per zone.
- If another unit in this zone would be destroyed, return it to its owner's hand instead.

"Do You Know Who I Am?"
[High Elf - Tactic] 3HH
- Action: Each non-High Elf unit in play loses 1 power until the end of the turn.

Great Cave Squig
[Orcs - Unit] 4OO
3 Power // 3 HP
- Creature.
- Forced: At the beginning of your turn, sacrifice a development in this zone or this unit deals damage equal to its power to target unit you control.

Squig Pen
[Orcs - Support] 3O
2 Power
- Building.
- Play in a zone with no developments.
- You can't develop this zone.

Scheming Cultist
[Chaos - Unit] 3CC
1 Power // 2 HP
- Cultist.
- Action: Spend 1 resource to deal 1 damage to target corrupted unit.

Braying Gor
[Chaos - Unit] 2CC
1 Power // 1 HP
- Warrior.
- Action: Corrupt this unit to lower the cost of the next Choas unit you play this turn by 1 (to a minimum of 1.)

Winged Fury
[Chaos - Unit] 5CC
2 Power // 4 HP
- Daemon.
- This units gain +P for each corrupted unit controlled by an opponent.

Spreading Darkness
[Chaos - Tactic] 3CCC
- Action: Each attacking unit gains +P for each corrupted unit in the defending zone.

Extending the Wastes
[Chaos - Quest] 0CC
- Quest. Action: Spend X resource tokens from this card to corrupt target unit with printed cost X or less.
- Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

Druchii Noble
[Dark Elf - Unit] 2DeDe
1 Power // 3 HP
- Elite. Noble.
- Action: When thsi unit attacks, it gains +P and target unit loses 1 power until the end of the turn.

Whip the Slaves
[Dark Elf - Tactic] 0DeDe
- Action: Sacrifice a unit to draw 2 cards.

Order in Chaos
[Neutral - Tactic] 1
- Order only.
- Action: Put the top two cards of target player's discard pile on top of his deck.

Entropy
[Neutral - Tactic] 1
- Destruction only.
- Action: Discard the top two cards of target player's deck.

Night Runners
[Neutral - Unit] 2
 1 Power // 1 HP
- Skaven. Destruction only.
- Action: Corrupt this unit to deal indirect damage equal to its power to target opponent (players allocate their own indirect damage.)

 
 
Warhammer Invasion: Enemy Cycle Set 2: The Fall of Karak Grimaz - Spoiler courtesy of Wytefang
 
 
 
 
1. Master Rune of Spite - Dwarf Tactic - 3R,3L "Rune. ACTION: Each unit deals damage to itself equal to its power."

2. Runesmith Apprentice - Dwarf Unit - 2R, 1L, 1P, 2HP - "Warrior. ACTION: When this unit enters play, search the top five cards of your deck for any number of RUNE cards, reveal them, and put them into your hand. Then, shuffle the remaining cards into your deck."

3. Ancestral Tomb - Dwarf Support - 2R, 2L, 1P - "Building. ACTION: When this card enters play, put the top 2 cards of your deck into this zone as developments."

4. Grudgebearer - Dwarf Unit - 2R, 1L, 1P, 2HP - "Warrior. This unit gains 1P for each resource token on it. FORCED: When one of your other Dwarf Units leaves play, put a resource token on this card."

5. Wilhelm of the Osterknacht - Empire Unit - 4R, 2L, 2P, 4HP - "Hero. Knight. Limit one Hero per Zone. ACTION: When this unit attacks, move one unit from the defending Zone to another Zone controlled by the same player."

6. Called Back - Empire Tactic - 2R, 2L - "ACTION: Return target unit to its owner's hand."

7. Scroll of Asur - High Elf Tactic - 0R, 2L - "Spell. ACTION: Look at the top five cards of your deck. Then, return them to the top of your deck in any order."

8. Watchstone of Athel Tamarha - High Elf Support - 3R, 1L - "Building. Kingdom. ACTION: When you play a SPELL card, gain 1 Resource."

9. Followers of Skarsnik - Orc Unit - 3R, 1L, 1P, 2HP - "Goblin. This unit gains 1P and +1 HP for every other copy of 'Followers of Skarsnik" you control."

10. Stunty Smasha - Orc Unit - 2R, 1L, 1P, 1HP - "Warrior. ACTION: Sacrifice this unit to destroy target development."

11. Savage Rage - Orc Support - 2R, 2L - "Attachment. Condition. Attach to a target Orc unit. Attached unit gains 1P for every resource token on this card. FORCED: When attached unit deals combat damage, put 1 resource token on this card."

12. Fanatic Frenzy - Orc Tactic - 1R, 2L - "ACTION: Target unit in your battlefield gains 1P for each damaged unit you control. Sacrifice that unit at the end of the turn."

13. Smash 'em, Bash 'em - Orc Quest - 0R, 2L - "Quest. FORCED: Place 1 resource token on this card at the beginning of your turn if a unit is questing here. Quest. ACTION: Discard 1 resource token from this card to have target unit in the battlefield gain 1P until the end of the turn."

14. Effulgent Boils - Chaos Support - 1R, 2L - "Attachment. Disease. Attach to a target unit. Corrupt that unit. Attached unit cannot be restored."

15. Grandfather's Call - Chaos Tactic - 1R, 1L - "Spell. ACTION: Sacrifice a unit to search the top five cards of your deck for any number of DISEASE cards, reveal them, and add them to your hand. Shuffle the remaining cards into your deck."

16. Vanguard of Woe - Dark Elf Unit - 2R, 1L, 1P, 2HP - "Warrior. ACTION: When this unit leaves play, target opponent discards a card from his hand."

17. Helbane's Raiders - Dark Elf Unit - 4R, 2L, 2P, 2HP - "Elite. Warrior. ACTION: When an opponent discards one or more cards from his hand, deal 1 damage to target unit."

18. Bottomless Mine - Neutral Support - 2R, 1P - "Building. LIMITED - (You cannot play more than one limited card per turn.) Kingdom. This card gains 2P if there are at least 2 units in this zone."

19. Dark Abyss - Neutral Support - 2R, 1P - "Location. ACTION: At the beginning of your turn, discard the top card of target player's deck."

20. Long Winter - Neutral Tactic - 0R - "ACTION: Return target development to its owner's hand."

 
Warhammer Invasion: Enemy Cycle Set 3: The Silent Forge Battle Pack 
 
 
 Confirmed card names: The Marauding Giant, Battle Pilgrims, Descendant of Indraugnir
 
 
 
  
  
 
SON OF GRUNGI
Warrior
4DD
2/4
Toughnes 1
This unit gains 2p while attacking or defending if your opponent controls more units than you in combat.


RECOVERING THE FALLEN (Tactic)
5DD
Action: Choose uno of your zones. Put into play in that zone all the units in your discard pile. Sacrifice those units at the end of the phase.

BLACK KNIGHTS OF MORR
Knight
4EE
2/3
Action: When this unit enters this zone, target unit cannot defend until the end of the turn.

TEMPLE TO VERENA
2EE
P
You can spend resource tokens on this card as if they were in your pool.
Action: At the beginning of your turn put upt to 2 resource tokens on this card.

SEAGUARD OF LOTHERN
Warrior - Elite
4HH
2/4
If you discard this card by an opponent's card effect, put it into play (you choose which zone).

DESCENDANT OF INDRAUGNIR
Dragon
6HHH
4/4
Action: When this unit attacks, deal 4 indirect damage to each opponent.

TIRANOC OUTPOST
2H
P
Building
Whenever you deal indirect damage, deal 1 aditional indirect damage.

MAGIC DISPELL
Spell
1HH
Action: Cancel a spell card just played.

GOBLIN MUSHROOM POTION
Goblin
1O
1/1
Forced: When this unit enters in play, target opponent may move it to any of your zones.

BOTIN GOBBO (¿gobbla loot?)
2OO
Action: Sacrifice one unit to destroy up to X target developments in a zone, X is the printed cost of sacrified unit.

ESL’IAN
3CC
1/3
Hero Cultist
Action: When this unit attacks, corrupt taget unit in the defending zone.

HELL EMBER
1CC
Action: Destroy target unit or support card in any burning zone.

DWARF SLAVES
Slave
2D
1/2
Action: When this unit enters in play, put the top card of your deck as a development in this zone.

BLACK GUARD CANDIDATE
Warrio Elite
4D
2/3
This unit gains P while any unit has 1 or more attached cards.

CLAR KAROND BANNER
1DDD
Attachment
Attach this card to target dark elf unit in your battlefield.
Action: When attached unit attacks, target unit in the defending zone loses P until the end of the turn.

IN SEARCH OF NEW SLAVES
2DD
Action: Choose a unit that has just entered an opponent's discard pile and put it into play in one of your zones corrupted.

BATTLE PILGRIMS
Bretonnian - Warrior.
2
1/2
Order only.
Action: Sacrifice this unit to destroy target corrupted unit.

BARBARIAN GIANT
Giant
5
3/5
Destruction only
Barbarian giant cannot attack or defend if there are no other attacking or defending units in his zone.

MUD
2
Action: Discard your hand, then draw as many cards.

 BACK TO GLORY
0HH
Quest: Action: Discard X resource tokens on this card and put into play in any of your zones, one unit from your discard pile. X is unit's printed cost.
 
 
Warhammer Invasion: Enemy Cycle Set 4: Redemption of a Mage Battle Pack
 
 
One town has already fallen, and another is under siege by Chaos. As their allies fall around them and their options dwindle, can a lone knight and an imprisoned bright wizard overcome the forces destroying their way of life?
 
 
 
 
Warhammer Invasion: Enemy Cycle Set 5: The Fourth Waystone Battle Pack
 
 
Sources of purity, the waystones help maintain the Winds of Magic. If they can be corrupted, the Dark Elves will strike at the source of their sworn enemies’ powers, breaking an age-old stalemate once and for all.
 
 
Companion Set Confirmed
 
Warhammer Invasion: March of the Damned
 
 
  
    

Savage warriors, the Lizardmen of the jungles of Lustria are vigilant in their fight to restore order to the world, but their enigmatic motivations make them uncertain and often dangerous allies. Meanwhile, the Vampire Counts, from their gods-forsaken castles and fortresses, lust after the power of the mortal races. It is this willful ambition that gives them their power over the dead, and those armies of Order that refuse to surrender to the Vampire Counts in life may come to serve them as mindless slaves in death.

Fantasy Flight Games is pleased to announce the upcoming release of March of the Damned, the next deluxe expansion for Warhammer: Invasion The Card Game! March of the Damned will bring new strategic depth to your deck-building experience when it hits store shelves this fall.

With 165 cards (3 copies each of 55 cards) consisting of new deck-building options for players of all factions, March of the Damned brings, as neutral forces, the mysterious danger of the jungle-dwelling Lizardmen and the foul dark arts of the Vampire Counts to Warhammer: Invasion. March of the Damned also introduces two new keywords, “Savage” and “Necromancy,” bringing a new level of strategy to your game.

1. Dwarf Unit - Serpent Slayer - 4R, 2D, 2P, 4HP - "Slayer. While you have at least three developments in this zone, this unit deals +X damage in combat. X is the number of developments in this zone."

2. Dwarf Unit - Long Drong's Pirates (No, I'm not kidding that's the name) - 3R, 1D, 1P, 3HP - "Slayer. If there are at least two other Slayer units in this zone, this unit gains 2 Power."

3. Dwarf Support - Oathstone - 1R, 2D - "Attachment. Rune. Attach to a target unit you control. If attached unit is destroyed, draw four cards."

4. Dwarf Tactic - Tough as Nails - 1R, 2D - "ACTION: Target Slayer unit gains Toughness X until the end of the turn. X is the damage on the unit."

5. Dwarf Tactic - Merciless Assault - 2R, 2D - "ACTION: Target attacking unit you control gains 3 Power until the end of the turn."

6. Empire Unit - Jade Acolyte - 2R, 2E, 1P, 2HP - "Mage. ACTION: Spend 1 resource and choose a target development you control. That development becomes a unit with 2 hit points and 1 Power until the end of the turn. It also counts as development (limit once per turn). (Yes, they left out the "a" in that last sentence on the card.)

7. Empire Unit - Rodrik's Raiders - 3R, 1E, 1P, 3HP - "Warrior. Noble. ACTION: When this unit enters play, turn target support card facedown into a development."

8. Empire Support - War Machine Emplacement - 1R, 2E - "Siege. War Machine. Battlefield. ACTION: Spend 2 resources to deal 2 damage to target attacking unit (limit once per turn).

9. Empire Support - Garden of Morr - 3R, 2E, 1P - "Building. This card gains 1 Power for each resource token on it. ACTION: When one or more units are destroyed, put a resource token on this card."

10. Empire Tactic - Manaan Take You! - 3R, 2E - "Spell. ACTION: Destroy target unit or support card in a zone with no developments."

11. High Elf Unit - Sea Guard Captain - 2R, 2H, 1P, 2HP - "Warrior. ACTION: When this unit attacks, deal 1 indirect damage to target opponent (players allocate their own indirect damage."

12. High Elf Unit - Keeper of the Flame - 2R, 1H, 1P, 2HP - "Warrior. ACTION: This unit takes 1 uncancellable damage. If it does, destroy target Attachment support card."

13. High Elf Support - Citadel of Dusk - 2R, 2H, 1P - "Building. When this card enters play, place 3 resources on it. ACTION: Remove a resource token from this card to have it gain 1 Power until the end of the turn (limit once per turn)."

14. High Elf Support - Elven Warship - 3R, 1H, 1P - "Ship. ACTION: At the beginning of your turn, deal 2 indirect damage to target opponent (players allocate their own indirect damage.)"

15. High Elf Tactic - From Beneath the Waves - 2R, 2H - "ACTION: Deal 3 indirect damage to target opponent (players allocate their own indirect damage.)"

16. Orc Unit - Savage Boyz - 4R,2O, 2P, 4HP - "Warrior. ACTION: Spend 1 resource to deal 1 damage to target unit you control."

17. Orc Unit - Forest Goblins - 2R, 2O, 1P, 2HP - "Goblin. ACTION: When this unit enters play, target unit gains 1 Power until the end of the turn."

18. Orc Support - Troll Den - 4R, 2O, 3P - "Building. FORCED: At the beginning of your turn, deal 2 damage to target unit you control in this zone or sacrifice this card."

19. Orc Tactic - Spida Huntin' - 1R, 2O - "ACTION: Deal 2 damage to target unit you control. That unit gains 2 Power until the end of the turn."

20. Orc Tactic - You's Bigga - 0R, 2O - "ACTION: Sacrifice a unit to lower the cost of the next Orc unit you play this turn by 2 (to a minimum of 1)."

21. Chaos Unit - Lord of Change - 6R, 3C, 3P, 4HP - "Daemon. Players play with the top card of their decks revealed. You may play the top card of your deck as though it were in your hand."

22. Chaos Unit - Bray Shamans - 4R, 2C, 2P, 3HP - "Warrior. ACTION: Corrupt this unit to have target unit you control gain 2 Power. Sacrifice that unit at the end of the turn."

23. Chaos Support - Bloodboil Fever - 1R, 2C - "Attachment. Disease. Attach to a target unit. ACTION: At the beginning of its controller's turn, put a resource token on this card. Then, deal X damage to the attached unit. X is the number of resource tokens on this card."

24. Chaos Tactic - Cloying Quagmire - 2R, 2C - "Spell. ACTION: Choose a target unit. Corrupt that unit and deal 2 damage to it."

25. Chaos Tactic - Blood Summoning - 0R, 3C - "Spell. ACTION: Corrupt X units you control to lower the cost of the next Chaos unit you play this turn by X."

26. Dark Elf Unit - Seasoned Corsair - 3R, 2DE, 1P, 3HP - "Warrior. ACTION: When this unit enters play, target unit gets -2 hit points until the end of the turn."

27. Dark Elf Unit - Black Dragon Rider - 5R, 3DE, 3P, 4HP - "Warrior. Elite. FORCED: When this unit is opposed in combat, all attacking and defending units get -1 hit points until the end of the turn." - (For my money, this is one of the most amazing pieces of art in the entire game of Warhammer: Invasion, just wow.)

28. Dark Elf Support - Corsair Raider - 2R, 1DE, 1P - "Ship. ACTION: At the beginning of your turn, target unit loses 1 power until the end of the turn."

29. Dark Elf Support - Slave Pen - 2R, 2DE, 1P - "Building. This card gains 1 power for each resource token on it. ACTION: Sacrifice a unit to put a resource token on this card (limit once per turn).

30. Dark Elf Tactic - A Slave For Every Occasion - 4R, 3DE - "Play during your turn. ACTION: Put target non-Hero unit in your opponent's discard pile into play under you control (you choose which zone the unit enters)."

31. Neutral Unit - Skinks of Sotek - 2R, 1P, 1HP - "Lizardmen. Order Only. ACTION: When this unit enters play, deal 1 uncancellable damage to target unit."

32. Neutral Unit - Skink Skirmishers - 2R, 1P, 2HP - "Lizardmen. Order Only. Savage 1 (whenever this unit is dealt damage, it may deal 1 damage to target unit in any corresponding zone."

33. Neutral Unit - Spawn of Itzl - 3R, 1P, 3HP - "Lizardmen. Order Only. ACTION: When this unit attacks, destroy target damaged unit in the defending zone."

34. Neutral Unit - Saurus Warriors - 4R, 2P, 3HP - "Lizardmen. Order Only. This unit gains 1 power when opposed in combat."

35. Neutral Unit - Temple Guard - 3R, 1P, 3HP - "Lizardmen. Order Only. ACTION: Spend 1 resource to redirect the next 2 damage dealt to target unit you control to another target unit you control."

36. Neutral Unit - Carnosaur Rider - 5R, 3P, 4HP - "Lizardmen. Order Only. Savage 3 (whenever this unit is dealt damage, it may deal 1 damage to target unit in any corresponding zone."

37. Neutral Unit - Loqtza - Unique - 6R, 3P, 5HP - "Lizardmen. Hero. Mage. Order Only. Limit one Hero per zone. ACTION: Spend 2 resources to deal X damage to target unit. X is the number of Lizardmen in this zone."

38. Neutral Tactic - Savage Rush - 2R - "Order Only. ACTION: Each attacking unit you control gains Savage 1."

39. Neutral Support - Blood Shrine of Sotek - 2R, 1P - "Lizardmen. Building. Order Only. Your Lizardmen units in this zone gain +1 hit points."

40. Neutral Support - Cloak of Feathers - 1R - "Attachment. Lizardmen. Order Only. Attach to a target Lizardmen unit. Attached unit gains Savage 2 (whenever this unit is dealt damage, it may deal 2 damage to target unit in any corresponding zone."

41. Neutral Tactic - Born Predators - 2R - "Lizardmen. Order Only. ACTION: Deal X damage to target unit. X is the number of Lizardmen cards you control."

42. Neutral Tactic - Blessed Spawning -3R - "Lizardmen. Order Only. ACTION: Search the top five cards of your deck for a Lizardmen unit with printed cost 4 or less and put it into play (in any zone). Then shuffle your deck."

43. Neutral Unit - Crypt Ghouls - 2R, 1P, 1HP - "Undead. Warrior. Destruction Only. ACTION: When this unit leaves play, gain 2 resources."

44. Neutral Unit - Skeletal Horde - 2R, 1P, 2HP - "Undead. Warrior. Destruction Only. Necromancy (You may play this card from your discard pile. If you do, put it on the bottom of your deck at the end of the turn.)"

45. Neutral Unit - Spirit Host - 3R, 1P, 3HP - "Undead. Warrior. Destruction Only. ACTION: When this unit leaves play, attach it to a target unit. It then counts as an Attachment support card with the text, "Attached unit loses 1 Power."

46. Neutral Unit - Wight Lord - 5R, 2P, 4HP - "Undead. Warrior. Destruction Only. Necromancy (You may play this card from your discard pile. If you do, put it on the bottom of your deck at the end of the turn.) ACTION: When this unit enters play, destroy target unit in any corresponding zone."

47. Neutral Unit - Drowned Zombies - 3R, 1P, 2HP - "Undead. Warrior. Destruction Only. Necromancy. ACTION: When this unit enters play, target development becomes a unit with 2 hit points and 1 power until the end of the turn. It also counts as a development."

48. Neutral Unit - Countess Iseara - Unique - 6R, 3P, 4HP - "Hero. Undead. Vampire. Destruction Only. Limit one Hero per zone. ACTION: Spend 1 resource and choose a target unit in your discard pile. That unit gains Necromancy until the end of the turn."

49. Neutral Unit - Enraged Varghulf - 4R, 2P, 3HP - "Undead. Creature. Destruction Only. ACTION: When this unit attacks, it gains Power equal to the total Power of target unit in the defending zone."

50. Neutral Support - Numberless Graves - 3R, 1P - "Undead. Destruction Only. ACTION: When an opponent's unit is destroyed, draw a card from the bottom of your deck."

51. Neutral Support - Corpse Cart - 1R - "Undead. War Machine. Destruction Only. Battlefield. ACTION: Spend 1 resource to discard the top 2 cards of your deck."

52. Neutral Support - The Screaming Banner - 2R - "Attachment. Undead. Destruction Only. Attach to a target Undead unit you control. ACTION: When attached unit attacks, target unit loses 2 Power until the end of the turn."

53. Neutral Tactic - Raise Dead - 4R - "Undead. Spell. Destruction Only. Play during your turn. ACTION: Choose a target unit in your discard pile and put it into play (you choose which zone the unit enters)."

54. Neutral Tactic - Beguile - 2R - "Undead. Spell. Destruction Only. ACTION: Target unit deals damage equal to its power to another target unit in its zone."

55. Neutral Unit - Jezzail Team - 3R, 1P, 2HP - "Skaven. Destruction Only. ACTION: Corrupt this unit to deal 1 damage to target unit in any battlefield."

 



#2 LordMalinari

LordMalinari

    Member

  • Members
  • 223 posts

Posted 04 December 2009 - 07:31 AM

 

 
 
Warhammer Invasion: Path of the Zealot Battle Pack
 
Source: 
Fantasy Flight Games
 
Confirmed: 
 
Battlepack containing cards 21-40 of "The Corruption Cycle"
 
Release Date: Now Available
 
Spoiler:
 
Dwarf Miner [Dwarf - Unit] 2D 1 Power 1 HP - Engineer. Forced. After this unit enters play, heal up to 2 damage from this zone's section of your capital.
 
Gromril Armour [Dwarf - Support] 0DD - Attachment. Attach to a unit. Attached unit gains Toughness 1.

Gustav the Bear [Empire - Unit] 4EEE 2 Power 3 HP - Cavalry. Limit one Hero per zone. Cancel all damage to this unit while any opponent controls a corrupted unit.

Talabheim Detachment [Empire - Unit] 2E 1 Power 2 HP - Warrior. Action: Spend 1 resource to return this unit to its owner's hand.

Gate of Sigmar [Empire - Support] 4EE 2 Power - Cancel one damage assigned to your capital each turn.

Vaul's Unmaking [High Elf - Tactic] 0H - Spell. Action: Destroy one target attachment card.

Repeater Bolt Thrower [High Elf - Support] 3HHH 0 Power - Siege. Battlefield Action: Spend X resources to deal X indirect damage to target opponent. X is the number of developments in this zone. (Players assign their own direct damage.)

Arrer Boyz [Orc - Unit] 4OO 1 Power 3 HP - Ranger. Battlefield Action: Spend 2 resources to deal 1 damage to one target unit in any battlefield. Arrer Boyz then takes 1 damage.

Wolf Rider Assault [Orc - Tactic] 0O - Action: Move one target Orc unit from your kingdom or quest zone to the battlefield. That unit must attack this turn if able.

[U] Bule, Lord of Pus [Chaos - Hero] 5CCC 3 Power 4 HP - Hero. Limit one Hero per zone. Forced: At the beginning of your turn corrupt one target unit.

Bloodsworn 4C 2 Power 3 HP - Warrior. Forced: When an opponent's unit enters a discard pile from play heal all damage on Bloodsworn.

[U] Wolves of the North [Chaos - Quest] 0CC - Quest. Action: During your quest phase, the unit questing on this card can initiate a single attack against a single zone controlled by an opponent.

Dark Riders [Dark Elf - Unit] 4D 1 Power 4 HP - This unit gains [Power] while any unit in play is corrupted.

Call the Blood [Dark Elf - Tactic] 1DD - Spell. Action: Destroy one target damaged unit.

Poisoned Wind Globadiers [Neutral - Unit] 3 1 Power 2 HP - Skaven. Destruction Only. Battlefield Action: Corrupt this unit to deal 1 damage to one target attacking or defending unit.

Chittering Horde [Neutral - Tactic] 1 - Skaven. Destruction Only. Action: Search the top 5 cards of your deck. You may reveal any number of Skaven cards found and put them into your hand. Shuffle the rest of the searched cards into your deck.

Zealot Hunter [Neutral - Unit] 3 1 Power 2 HP - Order Only. Forced: After this unit enters play, destroy a unit that does not share the racial affiliation of its controller's capital.

Veteran Sellswords [Neutral - Unit] 0 1 Power 1 HP - Battlefield Only. Forced: At the end of your turn, target opponent gains control of this unit and moves it to his corresponding zone.

Surprise Assault [Neutral - Tactic] 2 - Action: Deal X indirect damage to one target player. X is the number of developments in your battlefield. (Players assign their own indirect damage.)

Animosity [Neutral - Tactic] 2 - Play after a zone is attacked. Action: Target unit must defend this turn if able.

  
Warhammer Invasion: Tooth and Claw Battle Pack
 
 
 
Source:
Fantasy Flight Games
 
Confirmed:
Battlepack containing cards 41-60 of "The Corruption Cycle"
 
Release Date: 
Available Now
 
Spoiler [Shamelessly stolen from Wytefang, go check out his spoiler thread >(]

 

#41 Dwarf Unit - Gurni Thorgrimson (Unique) - 5R/3L - 2P, 4HP - Hero. Limit one Hero per Zone. "This unit gains 1 power for each card attached to it."

#42 Dwarf Support - Anvil of Doom - 3R/2L - 1P - Building. Kingdom. "Units in your battlefield with one or more Attachment cards attached gain 1 Power."

#43 Dwarf Tactic - Blessing of Valaya - 2R, 1L - Spell. Rune. "ACTION: The next 2 damage dealt to one target unit are redirected to another target unit."

#44 Empire Unit - Reiksguard Swordsmen - 5R/2L - 2P, 2HP - Knight. "Counterstrike 4."

#45 Empire Tactic - Iron Discipline - 0R/1L - "ACTION: Target one unit. Until the end of the turn, cancel any other action that targets this unit unless the action's controller pays an additional 4 resources (per action)."

#46 High Elf Unit - Dragonmage - 5R/3L - 2P, 3HP - Mage. Elite. "Whenever this unit is assigned damage, cancel all but 1 of that damage."

#47 High Elf Tactic - Gifts of Aenarion - 4R/2L - Spell. "ACTION: Cancel all damage that would be dealt to your capital until the end of the turn. For each damage thus canceled, gain 1 resource."

#48 Orc Unit - Ugrok Beardburna (Unique) - 5R/2L - 3P, 5HP - Hero. Warrior. Limit one hero per zone. "This unit gains 1 Power for each damage on it."

#49 Orc Tactic - Mob Up - 0R/1L - "ACTION: Until the end of the turn, combat damage cannot be canceled."

#50 Orc Quest - Dat's Mine - 0R/2L - "Quest. You may spend resources from this card to pay for Attachment cards that are played from your hand. Quest. FORCED: Place 1 Resource token on this card at the beginning of your turn if a unit is questing here."

#51 Chaos Unit - Blue Horrors - 2R/2L - 1P, 2HP - Daemon. "ACTION: When this unit leaves play, you may put another unit named Blue Horrors into play from your hand. (That unit may be played into any zone.)"

#52 Chaos Tactic - Brutal Offering - 2R/1L - "ACTION: Sacrifice a Unit. If you do, deal X damage to each unit in all Battlefields, where X is the sacrificed Unit's Power."

#53 Dark Elf Unit - Cold One Chariot - 3R/2L - 2P,XHP - Cavalry. "X is the number of developments in this Zone."

#54 Dark Elf Tactic - Grasping Darkness - 3R/2L - Spell. "ACTION: Until the end of the turn, take control of target unit with printed cost 2 or lower. Move the unit to your corresponding zone."

#55 Neutral Skaven - Rat Ogres - 4R - 2P, 3HP - Skaven. Destruction Only. "ACTION: At the beginning of your turn, uncorrupt all Skaven units."

#56 Neutral Skaven - Gutter Runners - 2R - 1P, 2HP - Skaven. Destruction Only. Battlefield Only. Scout. "This unit enters play corrupted."

#57 Neutral Skaven - Clan Moulder's Elite - 2R - 2P,5HP - Warrior. Skaven. Destruction Only. Battlefield Only. "This unit cannot defend."

#58 Neutral Unit - Errant Wolf - 2R - 2P,1HP - Knight. Order only. Quest zone only. "Limited - you cannot play more than one Limited card per turn."

#59 Neutral Tactic - Reap What's Sown - XR - "ACTION: Each player with X or more total developments may discard his hand and draw X cards."

#60 Neutral Support - Scout Camp - 2R - 1P - Building. "Kingdom. Whenever you search your deck, you may search an additional card."

Warhammer Invasion: The Deathmaster's Dance Battle Pack
 
  
The Order forces have put up a valiant fight against the relentless spread of the Skaven, but now a new threat has arisen, a threat that goes by name of Deathmaster Sniktch...

#61 Mountain Legion [Dwarf - Unit] 1DDD
1 Power / 1 HP
Warrior
- Toughness 1.
 
#62 Empty the Hold [Dwarf - Tactc] 4D
- Action: Search the top five cards of your deck. You may put into play (in any zone) one unit found amongst those cards with printed cost 3 or lower. Then shuffle your deck.
 
#63 Reclaim the Hold [Dwarf - Quest] 0DD
- Quest: After a card you control leaves play, you may discard 1 resource token from this card to place that card into its current zone as a development instead of discarding it.
- Quest: Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.
 
#64 Vigilant Elector [Empire - Unit] 3EE
1 Power / 3 HP
Warrior.
- Quest: Action: Spend 1 resource to attach this unit to a target unit. It then counts as an Attachment with the text "Attached unit is destroyed at the end of it's controller's turn."
 
#65 Flagellants [Empire - Unit] 1E
0 Power / 3 HP
Zealot.
- Action: Sacrifice this unit to cancel the next 2 damage assigned to your capital this turn.
 
#66 Ulric's Fury [Empire - Tactic] 2EE
- Action: Each of your defending units gains Counterstrike 1 until the end of the turn.
 
#67 Silver Helm Detachment [High Elf - Unit] 3H
1 Power / 2 HP
Warrior. Elite.
- This unit enters play with 3 resource tokens on it.
- Action: Remove a resource token from this unit to gain 1 power until the end of the turn (limit once per turn.)
 
#68 Isha's Gaze [High Elf - Support] 0H
Attachment. Spell.
- Attach to target unit,
- Whenever a unit is healed, attached units gains 1 power until the end of the turn.
 
#69 Banish [High Elf - Tactic] 3HH
- Action: Return one target unit without any Attachment cards on it to its owner's hand.
 
#70 Iron Boyz [Orc - Unit] 3O
1 Power / 3 HP
Warrior.
- Toughness 1.
 
#71 Grimgor's Spike [Orc - Support] 1OO
Attachment. Weapon.
- Attach to an Orc unit.
- If attached unit is defending alone, destroy all attacking units when they take combat damage this phase.
 
#72 Swarm 'Em [Orc - Tactic] XOO
- Action: Deal X damage to one target defending unit, where X is the number of units and developments in your battlefield.
 
#73 Great Unclean One [Chaos - Unit] 6CCCC
4 Power / 6 HP
Daemon.
- Battlefield. Action: Sacrifice a corrupt unit to give this unit 1 power until the end of the turn.
 
#74 Hellcannon Reserves [Chaos - Support] 4CC
1 Power
Siege.
- Kingdom. Whenever a tactic you play deals damage to one or more targets, deal an additional damage to each target.
 
#75 Offering of Blood [Chaos - Tactic] 0CC
- Action: Sacrifice a unit. If you do, deal 1 damage to each section of each opponent's capital.
 
#76 War Hydra [Dark Elf - Unit] 5D
2 Power / 1 HP
Creature.
- Place 5 resource tokens on this unit when it enters play.
- Action: Remove a resource token from this unit to cancel 1 damage assigned to it. Then add 1 resource to your pool.
 
#77 Reaper Bolt Thrower [Dark Elf - Support] 2DD
Siege
- Battlefield. Action: Spend 2 resources to deal 2 indirect damage to each opponent. (Players assign their own indirect damage.)
 
#78 Caught the Scent [Dark Elf - Tactic] 2DDD
- Play during your turn.
- Action: Look at one opponent's hand. You may choose and discard one card from that hand.
 
#79 [U] Deathmaster Sniktch [Neutral - Unit] 4
2 Power / 2 HP
Hero. Skaven.
- Limit one hero per zone. Destruction only.
- Action: Corrupt this unit to destroy one target unit with fewer remaining HP than the number of Skaven cards in play.
 
#80 Juvenile Wyvern [Neutral - Unit] 4
1 Power / 2 HP
Creature.
- Destruction only.
- When Juvenile Wyvern defends, it deals its combat damage to all attacking units.
 

 



#3 LordMalinari

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Posted 04 December 2009 - 07:51 AM

 
Warhammer Invasion: The Warpstone Chronicles Battle Pack
Expected March 2010.
 
 The War Crown of Saphery... Basha’s Bloodaxe... The Rune Fang of Solland... The forces of Order and Destruction have turned to the ancient relics of the Old World in the hope of gaining a deadly advantage in the ongoing war.
 
 
 
1.  3x Dragonslayer, Dwarf Unit, 4R, 2L, 2P, 1HP - "Slayer. Toughness 2.  When you attack during your battlefield phase, this unit may attack from your quest zone."
 
2. 1x Vigilant Pistoliers, Empire Unit 3R, 2L, 1P, 2HP - "Warrior. If this unit is destroyed while in your battlefield, put it into play in your kingdom instead of into your discard pile."
 
3. 3x Finreir's Guard, High Elf Unit, 2R, 1L, 1P, 1HP - "Warrior. Toughness 1."
 
4. 3x Snotling Pump Wagon, Orc Unit, 2R, 1L, 2P, 1HP - "Warrior. Battlefield Only."
 
5. 3x Alluring Daemonettes, Chaos Unit, 5R, 1L, 2P, 3HP - "Daemon. ACTION: When this unit attacks, target unit must defend if able."
 
6. 1x Naggaroth Spearmen, Dark Elf Unit, 3R, 2L, 1P, 2HP - "Warrior. Battlefield. ACTION: Spend X Resources to have this unit deal +X Damage in combat until the end of turn.  X is the number of Developments in this Zone."
 
7. 1x Great Book of Grudges, Dwarf Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Dwarf Unit. Attached unit gains 2 Power.  When attached unit enters a discard pile from play, each opponent takes 6 Indirect Damage. (Players assign their own indirect damage.)
 
8. 3x Flame Cannon, Dwarf Support, 0R, 2L - "Attachment. Weapon. Attach to a Target Unit. While attached unit is attacking or defending, it gains 1 Power for each enemy unit participating in the battle."
 
9. 1x Runefang of Solland, Empire Support, 2R, 1L, Unique - "Attachment. Relic.  Attach to a target Empire Unit.  Attached Unit gains 2 Power.  ACTION: Sacrifice attached Unit to lower the cost of the next non-Epic Tactic you play this turn to 0."
 
10. 3x Hellblaster Volley Gun, Empire Support, 1R, 1L - "Attachment. Weapon. Attach to a Target Unit in your Battlefield.  Attached Unit deals +X damage in combat, where X is the number of developments in your Battlefield."
 
11. 1x War Crown of Saphery, High Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target High Elf Unit.  Attached Unit gains 1 Power for each Resource token on this card.  FORCED: At the beginning of your turn, place a Resource token on this card."
 
12. 1x Basha's Bloodaxe, Orc Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Orc Unit. Corrupt that Unit.  Attached Unit deals +2 Damage in Combat.  While attached Unit is attacking double all damage dealt to the defending Opponent's Capital."
 
13. 3x Thick-Skinned, Orc Support, 0R, 2L - "Attachment.  Attach to a Target Orc Unit. ACTION: Sacrifice this card to redirect any number of combat damage assigned to attached Unit to one Target Unit you control."
 
14. 1x Daemonsword, Chaos Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Chaos Unit.  Corrupt that Unit.  Attached Unit gains 3 Power and gets +2 Hit Points."
 
15. 1x Hydra Blade, Dark Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Dark Elf Unit. Corrupt that Unit. Attached Unit gains 2 Power. If attached Unit would be destroyed, you may pay 2 Resources to (instead of destroying it) leave it in play and remove all damage from it."
 
16. 3x Ancient Waystone, Neutral Support, 2R, 1P - "ACTION: Spend 1 Resource to deal 1 damage to any target unit in this corresponding zone. Use this ability only once per turn, and only if any player has played a Spell card this turn."
 
17. 1x Fellblade, Neutral Support, 2R, Unique - "Attachment. Relic. Skaven.  Attach to a target Skaven Unit. Corrupt that Unit. Whenever a Unit is corrupted, place 1 Resource token on this card. Attached Unit deals +X Damage in combat, where X is the number of resource tokens on this card."
 
18. 3x Second Sight, High Elf Tactic, 1R, 1L - "Spell. ACTION: Look at each opponent's hand. Then, draw a card."
 
19. 3x Berserk Fury, Chaos Tactic, 2R, 3L - "ACTION: One target Unit gains 3 Power until the end of the turn. At the end of the turn, that unit takes 2 damage."
 
20. 1x Slaver Raid, Dark Elf Quest, 1R, 2L - "Quest. ACTION: Discard 3 Resource tokens from this card to put a unit from an opponent's discard pile into play, corrupt, in your Quest Zone.  Quest. FORCED: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.
 



#4 FiendishDevil

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Posted 04 December 2009 - 09:03 AM

Funny how they released the German spoilers already and not the English.



#5 LordMalinari

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Posted 04 December 2009 - 09:12 AM

FiendishDevil said:

Funny how they released the German spoilers already and not the English.

I think we saw a small version of the Arcane Fire battle pack a while back in a youtube video / a short video from FFG if I remember correctly, but yeah having a German picture of the Companion Set before its even formally announced on FFG is amusing to say the least.



#6 jogo

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Posted 04 December 2009 - 09:48 AM

I would count a paragraph in a rulebook as announcment.



#7 LordMalinari

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Posted 04 December 2009 - 09:53 AM

jogo said:

I would count a paragraph in a rulebook as announcment.

Point taken, I'd forgotten about that truthfully, just had a look a second ago . . . it's the bit tucked away in the Deckbuilding section if I'm correct, or have I missed a larger paragraph?



#8 Toqtamish

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Posted 04 December 2009 - 09:54 AM

Wow, looks like good stuff.



#9 FiendishDevil

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Posted 04 December 2009 - 10:08 AM

You have the same avatars. That avatar sure is used alot around on FFG forums.

 

Anyways. Discuss Gustav! I don't see him being played in my Dwarven Development Deck, I'd rather use the Counterstrike 2 hero that moves around zones (combined with Shrine of Taal for epic wins). I do see Gustav being used in Mill/Stall decks though. He's got staying power.



#10 LordMalinari

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Posted 04 December 2009 - 10:13 AM

I think I'm going to be testing Empire big beats, because after this expansion Empire are going to have an awful lot of good 3+ cost units with >1 power. Throw in City Gates + Shrine + Contested Stronghold and you've got a deck that can bring quite a big of power to bear after a few turns. Its just a case of surviving Orcs. I also like the new instant-speed guys from the battlepack. Combine it with a few copies of Infiltrate after neutralising an opponent's board position with Will of the Electors + Judgment and you should be able to take them out in a couple of turns in theory. 



#11 FiendishDevil

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Posted 04 December 2009 - 10:22 AM

Then you'd run Gustav with Pistoliers. Since the Shrine+CityGates+Contested Stronghold is in your KZ, you would want the Pistoliers to get the power bonus, then jump to QZ, then BZ for an all out attack.

This is why I would run the other Empire hero with free zone movement instead of Gustav.



#12 LordMalinari

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Posted 04 December 2009 - 10:37 AM

FiendishDevil said:

Then you'd run Gustav with Pistoliers. Since the Shrine+CityGates+Contested Stronghold is in your KZ, you would want the Pistoliers to get the power bonus, then jump to QZ, then BZ for an all out attack.

This is why I would run the other Empire hero with free zone movement instead of Gustav.

Hmmm . . . True. In this case I'd actually prefer Gustav to not be a hero . . . I can see some tough deck building decisions being made later in game's life when there are ten or so heroes for each faction



#13 FiendishDevil

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Posted 04 December 2009 - 11:14 AM

Yes. I encountered the One Hero Per Zone rule the other night. Johannes and King Kazador competing for zone supremacy :(



#14 Wytefang

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Posted 04 December 2009 - 02:19 PM

My magic 8-ball tells me the Elf set won't be out until early Summer - late Summer sometime.  I'd love it if it was released at GenCon - it'd definitely make the trip to the most enjoyable gaming convention even better than usual!!!


"SHOW ME WHAT PASSES FOR FURY AMONGST YOUR MISBEGOTTEN KIND!"

 

W40K: Conquest LCG Facebook Page - https://www.facebook...35904116588456/

 


#15 Lafi

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Posted 04 December 2009 - 03:53 PM

I like where the corruption mechanic is heading. Even if it limits deckbuilding, having separate card bases for Order and Destruction allows for more diverse gameplay (they can very different cards to each side which would be too powerful together).



#16 StoneColdSpider

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Posted 04 December 2009 - 04:42 PM

its good to see that this game seems to have a long future at FFG
i must admit i was a little worried that after the 4 Battle Packs that the game would fade slightly....

on a related note... does any1 know how long FFG are contractruly obligated to keep making/releasing new cards for W:I???



#17 LordMalinari

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Posted 04 December 2009 - 08:22 PM

StoneColdSpider said:

its good to see that this game seems to have a long future at FFG
i must admit i was a little worried that after the 4 Battle Packs that the game would fade slightly....

on a related note... does any1 know how long FFG are contractruly obligated to keep making/releasing new cards for W:I???

I don't think anyone knows, as long as it turns a profit I'm guessing as they just have the license from GW not a contractual obligation to make X sets of the card game as far as I'm aware. To be honest though, CoC was a dead CCG before being converted to an LCG, so it looks like the playerbase to sustain a living card game doesn't have to be massive (no offense to CoC players, I've just never really seen much about it elsewhere on the internet, and I haven't really seen many people playing it).



#18 LordMalinari

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Posted 10 December 2009 - 12:23 AM

 EDIT: Updated with Zealot Hunter image.



#19 StoneColdSpider

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Posted 10 December 2009 - 01:15 AM

i hope when the High Elves and Dark Elves are done.... they start doing Vampire Counts or Tomb Kings i would love a good undead deck with zombies and skeletons



#20 dormouse

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Posted 10 December 2009 - 05:10 AM

I seem to always be the one saying this, and believe me it isn't because I don't want people to have their favorite armies available to them, but I wouldn't count on anymore playable races with their own capitol boards. Despite it being a Games Workshop WHF IP it is not a table top game it is an LCG, a flavor of a CCG. If they try and support more than six factions there will be a serious watering down of the factions in the Battle Packs. Call of Cthulu has 7 and the development and eveness of those factions suffers a bit (not enough to ruin the game, but it is noticable.

I expect that each of the WHFB armies will eventually be represented in some amount but most likely as aligned neutrals.


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