Massive Darkness: Enemy Box – Reptisaurians
Massive Darkness: Enemy Box – Reptisaurians Rulebook
Table of Contents
Table of Contents
- Reptisaurian Mobs
- Reptisaurian Blowgunners, Level 1 (G062)
- Reptisaurian Warriors, Level 1 (G063)
- Reptisaurian Blowgunners, Level 2 (G064)
- Reptisaurian Warriors, Level 2 (G065)
- Reptisaurian Blowgunners, Level 3 (G067)
- Reptisaurian Warriors, Level 3 (G068)
- Reptisaurian Blowgunners, Level 4 (G069)
- Reptisaurian Warriors, Level 4 (G070)
- Reptisaurian Blowgunners, Level 5 (G071)
- Reptisaurian Warriors, Level 5 (G072)
- Reptisaurian Agent
- Reptisaurus Rex
Reptisaurian Mobs
Each Mob card lists its Health (the heart icon with the number shown on the card), its figure count (the figure icon with the "x" multiplier), its combat dice by category (Melee sword, Ranged bow, Magic wand, Defense shield), and its printed abilities. Mob cards are printed in five levels for each of the two Mob types.
Reptisaurian Blowgunners, Level 1 (G062)
Mob. Health 1. Figures x1.
Combat dice: Melee yellow 1; Ranged red 1; Defense blue 1.
Attack: Place 1 Wound token on the Hero's card.
At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
Reptisaurian Warriors, Level 1 (G063)
Mob. Health 2. Figures x1.
Combat dice: Melee yellow 1; Defense blue 1.
Inflict 1 Wound to any Hero who starts his Activation in their Zone.
Reptisaurian Blowgunners, Level 2 (G064)
Mob. Health 1. Figures x1.
Combat dice: Melee yellow 2; Ranged yellow 1, red 1; Defense blue 1.
Attack: Place 2 Wound tokens on the Hero's card.
At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
Reptisaurian Warriors, Level 2 (G065)
Mob. Health 2. Figures x1.
Combat dice: Melee yellow 1, red 1; Defense blue 2.
Inflict 1 Wound to any Hero who starts his Activation in their Zone.
Reptisaurian Blowgunners, Level 3 (G067)
Mob. Health 2. Figures x1.
Combat dice: Melee yellow 2; Ranged yellow 2, red 1; Defense blue 2.
Attack: Place 2 Wound tokens on the Hero's card.
At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
Reptisaurian Warriors, Level 3 (G068)
Mob. Health 3. Figures x1.
Combat dice: Melee yellow 2; Defense blue 1.
Inflict 1 Wound to any Hero who starts his Activation in their Zone.
Reptisaurian Blowgunners, Level 4 (G069)
Mob. Health 2. Figures x2.
Combat dice: Melee yellow 3; Ranged yellow 1, red 2; Defense blue 1, green 1.
Attack: Place 3 Wound tokens on the Hero's card.
At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
Reptisaurian Warriors, Level 4 (G070)
Mob. Health 3. Figures x1.
Combat dice: Melee yellow 2, red 2; Defense green 2.
Inflict 2 Wounds to any Hero who starts his Activation in their Zone.
Reptisaurian Blowgunners, Level 5 (G071)
Mob. Health 2. Figures x2.
Combat dice: Melee yellow 2, red 1; Ranged yellow 2, red 2; Defense blue 2, green 1.
Attack: Place 3 Wound tokens on the Hero's card.
At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
Reptisaurian Warriors, Level 5 (G072)
Mob. Health 4. Figures x1.
Combat dice: Melee yellow 2, red 2; Defense green 3.
Inflict 2 Wounds to any Hero who starts his Activation in their Zone.
Reptisaurian Agent
Reptisaurian Agent, Level 3 (G066)
Agent. Health x4. Combat dice: Melee yellow 3; Defense blue 2.
"Attack: +1 Wound" if his Attack deals any Wounds.
At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
Reptisaurus Rex
Reptisaurus Rex, Greater Roaming Monster (RM24)
Greater Roaming Monster. Health x8. Combat dice: Melee yellow 2, red 2; Defense blue 1, green 2.
At the end of each of its Moves, all Heroes in Line of Sight suffer 1 Wound.