The Wyrms

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The majestic wyrm combines the qualities of man to those of the beast. Object of fear and fascination, its effigy decorates numerous standards, from the totems of the wild tribes of Avagddu to the coasts of arms of the noble houses of Alahan.

The Wyrms


Arrangement of the Opponents: A wyrm occupies a 10 cm x 10 cm base (four 2.5 cm slots per side). An infantry base (2.5 cm x 2.5 cm) or the width of a cavalry base (2.5 cm) occupy a slot. A creature base (3.75 cm x 3.75 cm), the length of a cavalry base (5 cm) or the base of a big creature (5 cm x 5 cm) occupies two slots.

The fighters have to receive a specific counter when they are considered as being in contact with the wyrm. The counter is placed by the player who controls the assailant. The fighters lose this counter as soon as the contact is broken.


Titanic Abilities: A wyrm has the following abilities: Sweep, Roar, Winged Hurricane, and Wyrm Breath.

Rag'Narok: A wyrm has two titanic ability counters at the beginning of every round.