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Risk: Halo Wars Collector's Edition» Forums » Variants

Subject: New powers using classic risk dice rss

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Christopher Spaethe
United States
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This is for an asymetrical game.


Marines - 2 cost
Scorpion Tank - 4 cost, 2 health, heals at base/city, Seige Attack(start of battle gets a free attack that hits on a 6)
Spartan - 5 cost, 2 health, Shields(heals at end of battle), +1 to all die rolls
Base - 3 income, Scorpion Tanks and Spartans cost 1 less to deploy here


Grunts - 1 cost, -1 to all die rolls
Wraith - 3 cost, 2 health, Shields(heals at end of combat)
Arbitor - 4 cost, rolls extra die, wins ties
Base - 3 income, Transport(move units from here to any other space that doesn't contain an enemy city/base at start of turn)


Flood special rule - Absorb(any unit defeated by a roll of a 6 becomes a flood unit)

Flood 1 - 2 cost, hits on a 6
Flood 2 - 3 cost, hits on a 4+
Flood 3 - 5 cost, 3 health, Regenerate(heals at end of combat)
Base - 3 income, free Flood 1 unit every turn

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