|Warhammer: Invasion The Card Game | Published 07 April 2011|
Writhing and capering, beastmen danced through the streets of Swartzenholden, hunting for flesh. As Morrslieb had risen, and the light faded under its sickly glow, the beasts of the forest had risen out of the depths of the forest as well. As the men of the Empire had barred their doors and prayed to their gods, the twisted creatures of the forest had gathered around their herdstones, monoliths to their dark gods, and swore terrible oaths of blood and savagery. And as Swartzenholden had slept, the beastmen had crept through the fields surrounding the village, slit the throats of the human sentries, and put every building to the torch. [...] Not a single man, woman, or child survived.
- From Fiery Dawn, a short story by Sam Stewart
Fantasy Flight Games is pleased to announce the upcoming release of Fiery Dawn, the sixth and final Battle Pack in The Morrslieb Cycle for Warhammer: Invasion The Card Game!
When the small village of Swartzenholden falls to a violent raid by ungors, their attack culminates in an orgy of murder and destruction. But their excessive bloodlust catches the attention of Slaanesh, who has different plans altogether for the savage beastmen...
As Morrslieb Wanes...
Fiery Dawn, a 60 card expansion pack containing three copies each of 20 unique cards, brings a versatile selection of new units, tactics, and support cards to your Warhammer: Invasion deck.
As the Dwarf’s Spelleater Rune deflects hostile magic, the Empire’s mighty Helstorm Rocket Battery scatters the ranks of opposing armies. Meanwhile, the Wood Elves unleash the power of the ancient Forest Dragon, and Slaanesh’s Keeper of Secrets invades the minds of her weak-willed victims.
And in the included short story, as one last village falls to Chaos, the mysterious power of Morrslieb finally begins to wane. But what destruction has it left in its wake?
Look for Fiery Dawn on store shelves this summer, and keep checking back for more on Warhammer: Invasion The Card Game!
Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.
@Aldaraan: As Silent Wolf explained, every triggered action can only be triggered at that specific time once per turn per copy of the card in play. All actions or forced actions that start with "At the beginning of you turn..." are triggered actions.
@Aldarann: the first action (corrupting an unit during phase 0) is a Triggered Action, and can be triggered "once per copy of the Triggered Action and only once per trigger condition" (see the new FAQ 1.4). So the Keeper's corruption power is similar to Bule's, but it's a "normal" action and can be interrupted/cancelled/whatsoever (while Bule's is a Forced, which has priority over "normal" actions).
@Gerson: How come you can use it only once at the beginning of the turn? Since it's not limited "once per turn" and you don't have to corrupt the keeper unit, you can trigger the action as many times as you want. Or did I miss something in rules?
GREAT. Simply that.
Hmm, finaly an interesing and Useful Chaos Unit. It could take place of older Greater Daemons.
@willmanx: The first action is only triggered once at the beginning of your turn. The second action can be triggered during any action window available as long as you have resources to pay for it.
Not bad... better than Bule, since the Keeper it's not an hero and also has a damage ability, but is a bit more expensive and its corruption power is an action (and not a forced, like Bule)... this cycle seems to add many powerful units to Chaos (the Keeper, the Juggernaut, the Sorcerer), but Chaos still lacks more important things :-/
Definitely one of those cards that says "answer me."
whuhu wood elf forest dragon:)
Chaos surely is getting stronger this cycle
2 actions ? How does that work
It is powerful to be sure. I just feel like it better be really powerful to justify its cost/loyalty. I suppose like a once per turn on the second action might have been a good call though.
It is hard for a unit to be that overpowered, especially at 6. I hope my opponent tries to put 3 out *roll* If you can protect it, not bad though!