Scar their WW2 thing. Would be too cluttered and unwieldy at this point.
Can do basic Inferum stuff though. As my " Conwuest" stuff is on my computer. ( This being my phone.
Avatars notes:
Stats:
1: Strength:How powerful your physical attacks are.
2: Speed: How fast you move.
3: Toughness: How tough you are to kill.
4: Cunning: How crafty you are. At tricking others.
5: Intelligence: How smart you are in scholar things. Helps in dishing out magic damage. Also how well to plan.
6: Magic: How raw your magic power is. Declare magic in turn when doing something anything. More magic result it will boost the effect.
Have maximum of 10 per stat.
Currency:
1: Torment: Tortured mortals, their pain counts as money here.
2: Souls: Souls from famous bargained mortals or defeated demons. Used to power magics, fuel for Lords of Hell, or other uses.
3: Ichor: Raw primordial life force.
Pros:
Notice: Any stat booster perk does it by 5 points. Unless overlord.
1: Flight: Your avatar can fly.
2: Tough: So tough if died, could make your body into a siege weapon.
3: Master Warrior: Really bad ass warrior.
4: Good Liar: So crafty fall to your own lies.
5: Magic Pro: Really good at magic.
6: Master Scholar; Study it all, good at it. Bonus to rituals.
7: Inspirational Leader: Your followers love you.
8: Wyrm Master: Master of the wyrms, they join your army willingly. So free of charge.
9: Familiar: Free agent at start. Roll dice 1-6 sides for each stat.
10: Excellent Shot: Really good aim.
11: Paranoid: Not trusting anyone. Even your followers. Good advice in Hell.
12: Well Known: Your famous, get more points at end of week in tribute.
13: Mighty Ichor: Got so much ichor can deliver it to others to heal the lame and crippled. You generate Ichor.
14: Master Tormentor: Your method of torture is legendary, more torment from tortured souls.
15: Natural Charmer: Your very likable for a devil.
16: Living Arsenal: You’re a living weapon, your body houses weapons to use at all times. In combat gain bonus attack.
17: Host of Souls: You have many souls, hell you maybe a collection of souls aka Ermac.
18: Wrathful: Raw power of hate flows through you with ease. Deal more damage when land a attack.
19 Quick Silver: Eyes and veins glow with the ether as you have more supernatural speed.
20: Greedy: Start with two extra relics.
21: Regeneration factor: As long not slain, will heal all injuries by self in one to two turns.
22: Huge: Really really big. More Ichor health, strength by + 4 and range.
23: Multiple Limbs: Roll. Whatever number you get add that number of limbs. Spare moves. In combat.
24: Super Smart: Instead of eight moves a turn, now twelve for being smart enough to move it.
25: Host of Eyes: Nulls surprise attacks.
26: Presence: Army units get bonus from thy commands.
27: Knowledge of the Warp: Can teleport anywhere and everywhere twice a turn.
28: Lair: Have a pocket dimension to call as you're home and in a duel takes place there and the enemy will be at a disadvantage of missing out one Max die.
29: Tinker: your really good with machines. Makes units cheaper and machine ones can heal. Like normal
30: Overlord: Not only are you a major land owner of Hell. Your a significantly powerful one. Now have 50 stat points instead of 30 at start.
31:King Maker: Instead of being ruler of Hell your goal is to boss that guy around. Meaning you can win being a servant as long your master wins.
Cons:
1:Half Blood: Half mortal, half Demon. If found out, prepare to be disrespected.
2: Lower Caste: Not even a Devil or Demon. A fiend, a mortal who died and became demonic in Hell. Lowest caste there is. Will be challenged for your right to the throne.
3: Dirty Coward: Will run away as soon a arrow, bullet, etc goes your way. Frowned upon here.
4: Indulgent: You waste time enjoying your delights then being a evil over lord. Spend one move on indulge in said delight.
5: Slothful: You just do not care. As long you get your throne piece, your content. Two less moves.
6: Obscure: Not known, less tribute.
7: Lame: Cannot have ichor perk. With this, your crippled and will take a long, long time to heal.
8: Idiot: Make bad calls.
9: Trusting: You got the nerve to trust people here? Seirously!?
10: No Title: You do not start off a Lord, have to serve a npc lord, and get rid of him/her.
11: Laughing Stock: Legendary failures to the point none take you seriously, good luck hiring them armies.
12: Forgetful: You forget important details all the time, less likely to cast effective magic.
13:Daemon Prince: Being as you were human in life and changed into a demon willingly and went to Hell. To rule. You must serve a master to keep immortality. To break free to rule means if you die anywhere, your dead for good.
14: Cost of Power: your power costed you something and if one finds it. Can control you.
15: Soul Hunger: Need to feed on souls regularly to keep form.
16: Torment Addiction; Addicted to torment. Take scores away from pool.
17:Hated Enemy: Spawn a npc foe who is out to kill this PC no matter what.
18: Soft: Not yet a mature being, so tender and prone to getting hurt. Minus four defense at start.
19: Poor: Do not have a artifact at start. Or one less.
20 Glory Bond; In war time, has to be in front line fighting or lose resource of choice.
21: Cripple: Pick below. Cannot heal it.
Legs: -5 speed
Arm: Less one attack
Head: -5 intelligence
Eye: - 5 detect plot.
22: Infernal Human: Instead of being a member of demonic elite or even a Fiend your a HUMAN who has infernal knowledge. So can cast magic and such from your own malice but that's it. Your going to be on lowest of totem poles with leading and Max stat points limited to 15 now.
Army Buys: Below are units. They cost torment which is treated as Hells army. Except for commanders, who need souls.
Below troops are measured by:
Payment: How to get.
Attack: Attack value
Defense: How much attack deflected
Range: How close and far attack
Speed: How much movement
Health: How much damage until a number is killed
Numbers: How many members in said army. When this reaches zero army is dead.
Special: Anything special of note.
1: Army of the Damned: The damned mortals, the warrior ones, now serving their tormentors.
Payments: Free
Attack: 2
Defense:1
Range:1-4
Speed:1
Health:1
Numbers:20
Special: Free meat grinder troops.
2: Army of the Reavers: Zealot demons who kill to claim their trophies. They are also the demons who fly.
Payment: 4 Torment a army
Attack: 4
Defense:2
Range:1
Speed:12
Health:2
Numbers:6
Special: Flight
3: Nightmare Legion: Creatures of bad dreams haunt this type of army.
Payment: 9 torment or stuff of nightmares
Attack:3
Defense:3
Range: 1
Speed:4
Health: 4
Numbers :8
Special: Fear aura. Able to cut stats in half in presence.
4: Feral Demons: Wild minded animal style demons.
Payment: 4 Torment
Attack: 5:
Defense:3
Range:1
Speed:4
Health:5
Numbers :10
Special: Fearless
5: Demonic Elites: The best a commoner demon can be.
Payment: 14 torment
Attack: 7
Defense:5
Range:1-6
Speed:5
Health:9
Numbers :6
Special: Cut defense value in two.
6: Wyrms: Gigantic monster serpent worms that eat stone, demon, damned alike and keep on burrowing.
Payment: 10 torment , 5 ichor. Or free with right perk/ treasure.
Attack: 15
Defense:10
Range:1
Speed:3
Health:10
Numbers :3
Special: Burrow. Can dig underground to surprise attack or go under walls.
7: Cult of the Gun: Demons who fell in love with the concept of fire arms.
Payment: 7 torment
Attack: 8
Defense:7
Range:1-12
Speed:5
Health:5
Numbers:7
Special: Can mass fire if bundled together with other ranged groups.
8: Cyber Demons: Hell has no limit on Time or space, these dmeons saw into the future and decided to graft technology onto themselves for more fire power.
Payment: 10 torment
Attack:9
Defense:7
Range:1-8
Speed:4
Health: 4
Numbers :5
Special: Can teleport to flank enemies for double damage.
9: Sect of the Destroyer: The same but opposite above. These demonic souls chose to leave their bodies to animate hell armor. Walking, armored warriors of unmatched fury.
Payment: 15 torment
Attack: 10
Defense: 6
Range: 1
Speed: 7
Health: 9
Numbers :8
Special: Can attack twice.
10: Gigantic Horrors: Really big, mean, hungry demons.
Payment: 6 ichor and 8 torment
Attack:12
Defense:5
Range:1-4
Speed:4
Health:10
Numbers:6
Special: Gain hp back by eating victims.
11: Order of the Flame: on Earth they are called Phoenixes. The truth is they follow the path of flame. Engulfing themselves in the bliss of melting others.
Payment: 15 torment
Attack: 14
Defense:8
Range: 1-8
Speed: 7
Health: 6
Numbers : 5
Special: can do fire magic attacks including explosions. Fire charges and brief flight.
12: Bestial Shades: Shadow monsters. Fallen mortal souls given over completely to torments as heartless monsters.
Payment: 12 torment
Attack:9
Defense:6
Range:1
Speed:7
Health:5
Numbers : 6
Special: Gain hp by how much damage done.
13: Famous Regiments: The most bad assed of the damned. Super famous warriors in life dealing death as their in the deillusion that this is Heaven.
Payment: 16 torment
Attack: 12
Defense:10
Range:1-4
Speed:5
Health:6
Numbers :10
Special: Always attack first in melee combat even counter attacking to make it so.
14: Abyssal Dragoons: Demonic calvary. In many forms. Some centaurish, others have steeds. Some are just steeds who like to eat people.
Payment: 14 torment 2 ichor
Attack: 8
Defense8
Range:1-3
Speed: 8
Health:12
Numbers:8
Special: Can charge a melee range for triple damage once a turn. Takes away defense value next turn though.
15: Creeping Chaos: Slimes, raw chaos molds that surge and shift looking for play mates and meals.
Payment: 7 Torment 1 ichor
Attack:7
Defense:12
Range:1
Speed:4
Health:9
Numbers :3
Special: Can eat defeated enemies for hp
16: Eldar Things: Hell has contained ancient things from the beginning of time. These horrrors made the stars, sleep in darkness, and will destroy most with a stare.
Payment: 9 torment 2 ichor 1 soul
Attack:12
Defense:9
Range:1-10
Speed:3
Health: 10
Numbers : 3
Special: Can use magic effects and heal from damage.
17: Fiends: Mortals who became demons.
Payment: 5 Torment
Attack:6
Defense:4
Range:1-4
Speed:3
Health:3
Numbers :20
Special: Can declare blood fury. One less hp but more attack.
18: Time Displaced Damned: Damned from the future who osme how ended up in tortures of now, armed with their fantastic toys.
Payment: 8 Torment
Attack: 7
Defense:5
Range:1-14
Speed:4
Health:3
Numbers :10
Special: Can use range attack multiple times.
19: Berserkers: Demons drunk punch with furious ichor and eat the remains of friend and foe.
Payment: 6 ichor
Attack:8
Defense:6
Range:1
Speed:4
Health:6
Numbers:12
Special: Attack multiple times if melee.
20: Demon Princes: Famous mortals who sold soul to demons in deed or act. And rewarded by being among the elite in Hell.
Payment: Special! Deal or souls.
Attack: Related to stats.
Special: Counts as character like your lord. Depending on deal and or soul uses as to stats.
21: Knights of the Inferum: Demonic knights, with their own shares of properity of the Inferum.
Payment: 12 Torment 2 souls.
Attack:12
Defense:9
Range:1-4
Speed:9
Health:10
Numbers : 8
Special: Can declare extra move, defense or attack.
22: Great Serpents: Big, mean snakes. Talking Jormguand size here.
Payment: 8 ichor 4 torment 1 soul.
Attack:14
Defense:10
Range:1
Speed:10
Health:7
Numbers :4
Special: Can swim. Do not need boats.
23: Chaos Spawn: Spawn of Chaos that has given life and personality to have form, still dangerous.
Payment: 4 souls.
Attack:7
Defense:7
Range:1
Speed:5
Health:5
Numbers : 8
Special: Can self explode for times four damage.
24: Defilers: Closest thing to a fallen angel, as these guys were kicked out of Heaven, stripped of memories and now Heaven/Hell energies in Hell.
Payment: 12 torment 2 souls
Attack:10
Defense:10
Range:1-7
Speed:11
Health:12
Numbers :4
Special: Can cast magic. Can fly
25: Feeders: Glutttony given form, they seek to eat, and only to eat some more.
Payment
Attack:10
Defense:12
Range:1
Speed:5
Health:8
Numbers :10
Special: Feeders can revive by devouring fallen goes.
26: Demonic Beasts: Animal souls twisted into monsters.
Payment
Attack:9
Defense:8
Range:1
Speed:8
Health:6
Numbers : 12
Special: Gain hp from damaging enemies.
27: Half Blood Legions: Legions of minor half demon brood.
Payment:8 torment.
Attack:6
Defense:7
Range:1-5
Speed:6
Health:6
Numbers :12
Special: More damage to legion more attack they have.
28: The Undying: Beings given curse of being unable to stay dead. Can still feel PAIN, just not die.
Payment
Attack:4
Defense:6
Range:1-6
Speed:2
Health:5
Numbers: 10
Special: Can never truly die. At 0 numbers they are taken to domain and pieces together in three turns.
29: Tanks: Tanks! Literal tanks, some with pilots, others enchanted with hell souls with all sorts of mutations.
Payment: 18 torment
Attack: 16
Defense:14
Range:1-12
Speed:10
Health:12
Numbers :6
Special: Can carry troops in hull. Up to two armies worth.
30: Dragon Fiend: Dragons, in Hell.
Payment: 8 Souls.
Attack:16
Defense:14
Range:1-12
Speed:15
Health15
Numbers :1
Special: Flight, regen, blast breath cone.
31: Abyssal Horrors; Horrors from the Sea of Woe. Gigantic tentacle monsters.
Payment: 14 torment 4 ichor 2 souls.
Attack:12
Defense:16
Range:1-7
Speed:3
Health: 12
Numbers : 4
Special: Can act in water and land. Multiple melee attacks. Can eat targets for hp.
32: Spectral Hosts: Beings made of legions of souls fused together, as shock troops.
Payment: 10 torment 5 souls 2 ichor.
Attack: 12
Defense: 12
Range:1-10
Speed: 10
Health: 7
Numbers :7
Special: Magic works extra amount with these armies as they channel it.
33: Champions of the Pit: The most elite celebrity demons from the gladiator rings.
Payment: 10 Torment 6 souls 4 ichor.
Attack:15:
Defense:12
Range:1-6
Speed:8
Health:9
Numbers :4
Special: Can rally nearby units for bonus.
34: Hell Ships: Flying ships inspired by mortal dreams. Now sailing in brimstone soaked skies of Hell to blast beings to smithens!
Payment: 20 torment.
Attack: 13
Defense:10
Range:1-12
Speed:4
Health:12
Numbers :6
Special: flight.
35: Walking Fortress: A gigantic walking castle that smash armies with feet, arms, and gigantic weaponry. Needs a massive amount of slave labor to work.
Payment: 18 torment 5 ichor
Attack: 18
Defense: 16
Range1-10
Speed:2
Health:20
Numbers: 1
Special: Does double damage on sieges ( against buildings and cities)
36: Beasts of the Apocalypse: Most powerful unit in game. Regards a certain item used to get. The remains of former Gods, twisted into really, really powerful monsters that obleriate damn near anything before going to sleep again.
Payment: Fist of Apocalypse summon
Attack: 20
Defense:20
Range: 1-5
Speed: 10
Health:20
Numbers:3
Special: Only one exists. If destroyed, no more exist. Counts as flying too.
37: Howlers: Wear trophies and get joy in pain, dealing and getting hurt.
Payment: 9 torment
Attack:7
Defense:5
Range:1-3
Speed:9
Health:5
Numbers:12
Special: Regen. They enjoy pain. The joy in turn lets them heal/ fight it off.
38: Masters of Blades: Like gun nuts, but with blades. Even growing and implanting them in bodies.
Payment: 8 torment 1 ichor
Attack:12
Defense:8
Range:1
Speed:8
Health:10
Numbers :6
Special: Can attack then move.
39: Devils: Demons of non royal blood who manage to cast spells.
Payment: 8 souls
Attack: 15
Defense:12
Range:1-12
Speed:7
Health:7
Numbers:4
Special: Can cast magic spells depending on your magic star.
40: Beast Men: Damned infused with bestial souls.
Payment: 2 ichor
Attack: 8
Defense:7
Range:1-4
Speed:6
Health:7
Numbers :12
Special: Fearless and inspire it.
41: Plague Bearers: Infused with every disease around so they feel no pain.
Payment: 6 torment 3 ichor.
Attack: 9
Defense:14
Range:1-4
Speed:3
Health:16
Numbers :8
Special: Subtract two damage of total hits and their attacks are poison.
42: Royals: Pure demon blooded royals. True elite here. Magic spells too. Can replace fallen lords with no flesh pit.
Special officer not main or demon Prince.
43: Succubi: Hookers of hell, lovely demons that seduce men, steal their souls and use them to fuel their powers.
Payment: 4 souls
Attack: 12
Defense:10
Range:1-5
Speed:6
Health:7
Numbers:4
Special: Can fly and cast magic.
44: Brood Mother: A female insect demons from Swamps of Woe, can infect victims with their brood.
Payment: 10 torment 2 ichor.
Attack: 11
Defense:10
Range:1-5
Speed:4
Health:10
Numbers: 1
Special: When they kill enemies free spawning unit.
45: Battle Harem: Demonic brothel armed to the teeth.
Payment: 6 torment
Attack:6
Defense:6
Range:1
Speed:5
Health:6
Numbers :14
Special: Allies troop near get bonus.
46: Elemental Demons: Demonic spirits that embody a element.
Payment: 1 Soul
Attack: 7
Defense:5
Range:1
Speed:10
Health:6
Numbers :4
Special: Need magic damage just to hit.
47: Ice Demons: From frozen wastes, huge tough and cruel.
Payment: 6 torment 2 ichor 1 soul.
Attack:10
Defense:9
Range:1
Speed:4
Health:8
Numbers : 5
Special: They have a cold aura. Nearby enemies lose 3 speed near them.
48: Rippers: A product of the destoryer cult. Instead of a basic demon, it's a beastial demonic soul. More feral, but just as dangerous.
Payment: 10 torment, 1 ichor.
Attack: 12
Defense:10
Range:1
Speed:8
Health:9
Numbers:7
Special: Can attack and then move.
49: Heretics: Humans who got taken from mortal to Hell via exchange and not worthy of princehood.
Payment: Deal
Attack: 7
Defense:6
Range:1
Speed:5
Health:4
Numbers:8
Special: Gain stay boost for limited time when defeating a enemy.
50: Cleric of the Void: Speakers of a dying faith due to the Morning Star abandoning them.
Payment: 3 souls.
Attack: 8
Defense:9
Range:1-6
Speed:6
Health:6
Numbers :6
Special: Can heal self and allies.
51: Necromancer: Demon wizards who control and animate dead flesh and bone.
Payment: 5 souls
Attack: 10
Defense:7
Range:1-7
Speed:8
Health:7
Numbers :5
Special: Can bring dead numbers back to army. If use the magic phase with them.
52: Behemoths: Massive feral demons.
Payment: 10 Ichor
Attack: 16
Defense:14
Range:1
Speed:8
Health:8
Numbers:3
Special: Aura boosts allies while weakening enemies.
53: Swarmlings: Massive demon insects.
Payment: Brood Mother kill or 1 ichor.
Attack: 7
Defense:7
Range:1
Speed:10
Health: 7
Numbers: 24
Special: Have a acid that burns enemies after striking them. Burns for 2 damage up to 3 turns. Then stops.
54: Hydra: Gigantic multi headed serpents that regrow damage.
Payment: 8 ichor
Attack:15
Defense:14
Range:1-4
Speed:3
Health: 12
Numbers:1
Special: Healing factor. If not killed after wounded health comes back.
55: Hellborn Sky Hunters: Air Planes and flying steeds touring Hells Skies.
Payment: 11 torment
Attack:12
Defense:9
Range:1-5
Speed:18
Health:7
Numbers: 5
Special: They fly.
56: Leviathans: Biggest demons around. Godzilla plus sized.
Payment: 9 torment 5 ichor
Attack:16
Defense:15
Range:1-4
Speed:5
Health:10
Numbers: 3
Special: Explosion attack does radial damage.
57: Bio Forged Constructs; Grown war machines with flesh and metal in mix.
Payment: 1 torment 1 ichor.
Attack: 5
Defense: 5
Range:1-6
Speed:$
Health:10
Numbers:6
Special: When attacking the enemy cannot use 5 defense points.
58: Golems: Constructs of material with infused damned. They are Servants.
Payment: 6 torment 1 ichor.
Attack: 10
Defense.9
Range:1
Speed:6
Health:12
Numbers:4
Special: Can move and attack at same time.
59:Scale Bonded: Symbiotic Warriors with living armor boosting their power.
Payment: 7 torment, 1 souls. 4 ichor.
Attack:12
Defense:10
Range:1-5
Speed:8
Health:12
Numbers:8
Special: Regen factor. Also subtract 5 defense when attacking.
60: Assassins: Hell bonded ninja.
Payment: 12 torment, 2 souls, 1 ichor.
Attack:12
Defense:12
Range:1
Speed:10
Health: 6
Numbers: 2
Special: Can do sneak attack for bonus damage.
61: Gibbering Mass: Walking spawning pools that give birth to minor demons on a daily basis. And horrid eaters too.
Payment: 5 ichor
Attack:8
Defense:10
Range:1
Speed:2
Health: 10
Numbers: 4
Special: Makes minor demon units.
62: Shambling Terror: Demonic plant monsters.
Payment: 4 torment
Attack:8
Defense:8
Range:1-3
Speed:5
Health:4
Numbers:5
Special: Drink hp away to replenish when successfully attacked.
63: Heralds: Demons who represent their masters with authority, speaking ones that is.
Payment: 8 torment 2 souls.
Attack: 8
Defense:8
Range:1-7
Speed:20
Health:9
Numbers: 4
Special: Can teleport. Access magic.
64: Hulks: Damned infused with demonic Ichor to be large brutish things.
Payment: Damned unit and 3 ichor.
Attack:12
Defense:10
Range:1
Speed:6
Health: 9
Numbers: 12
Special: More damage more attack points bonus.
65: Fly Lords: Diseased demons who house flies and use them to good degrees.
Payment: 3 souls 5 torment
Attack:7
Defense:$
Range:1-8
Speed:4
Health: 8
Numbers: 5
Special: use flies as spies to peer to see a enemy move.
66: Ogres: Iron bellied gluttons.
Payment: 4 torment 2 ichor.
Attack: 9
Defense: 9
Range:1
Speed:5
Health:12
Numbers: 6
Special: Add defense when attacked.
67: Siege Beasts: Gigantic feral demons with siege weaponry attached.
Payment: 8 torment 4 ichor.
Attack:12
Defense:10
Range:1-5
Speed:5
Health:9
Numbers: 6
Special: Can eat enemies for hp.
68: Nephillium: Half angel bastard children with Humans punished by being sent to Hell. As no demon blood cannot gain rank in demon society.
Payment: 7 ichor 2 souls.
Attack:12
Defense:12
Range:1
Speed:4
Health: 12
Numbers: 3
Special: Can toss units into others.
69: Evomancers: Control their bodies to point can mutate themselves on the spot.
Payment: 4 ichor one soul.
Attack: 12
Defense:12
Range:1
Speed:6
Health:9
Numbers: 5
Special: Select mutations in spot. Can stack three.
70: Fallen Idols: Fallen Gods in Hell who now kick ass and take names. To vent the fury of being forgotten.
Payment: 12 torment. 8 ichor. 3 souls.
Attack:16
Defense: 14
Range:1-6
Speed: 10
Health:15
Numbers:5
Special: Can rally, magic and multi attack.
71:Barge: Massive navy troop carrier.
Payment: 10 torment.
Attack:none
Defense: 12
Range: none
Speed: 8
Health:9
Numbers :1
Special: Carry land units across oceans. Move on oceans.
72:Destroyer: Small swift navy boat.
Payment: 12 torment.
Attack: 12
Defense: 8
Range:1-8
Speed:9
Health:7
Numbers :5
Special: Can see wave crushers. Move on sea.
73:Dreadnaught: Massive battle ship.
Payment: 30 torment.
Attack: 16
Defense:12
Range:1-12
Speed:3
Health:9
Numbers:3
Special: Can do long range bombings. Move on sea.
74:Divers: Swimmers of the dead.
Payment: 6 torment
Attack:8
Defense:6
Range:1
Speed:5
Health:4
Numbers :12
Special: Can swim.
75: Sea Monsters: Massive swimming monsters.
Payment: 6 ichor.
Attack:12
Defense12
Range:1
Speed:6
Health: 8
Numbers: 6
Special: Water move only. Can attack land dwellers.
76: Wave Crusher: Hellish submarine.
Payment: 20 torment.
Attack: 11
Defense:12
Range:1-5
Speed:8
Health:8
Numbers :3
Special: Go below waves to be invisible until strike. Only move on water.
77: Sect of the Serpent: Damned who managed to use magic by tapping into their torment.
Payment: 10 torment one soul.
Attack:10
Defense:8
Range:1-7
Speed:7
Health:4
Numbers :6
Special:Magic casting troops.
78: Mecha Brigade: Piloted by imps, which are tiny demons. These machines deal death in many ways.
Payment: 14 Torment 2 ichor
Attack:13
Defense:12
Range:1-5
Speed: 3
Health: 14
Numbers: 6
Special: Can block for bonus defense then counter.
Note: To gain back list numbers need ichor or go back to home plane.
Kingdom Buys:
1: Spawning Pools: Sometimes to retire a demon is to toss them into the spawning pits, have them divide, and birth new ones. As he/she//it is being dissolved. Make new units, sacrifice one though.
2: Expert Tormentors: Get more torture money.
3: Fields of Ichor: healing sap all around.
4: Great Battlements: Cannons walls and etc to seal border.
5: Tunnel Network: Digging into hell to pop up anywhere in it.
6: Nether Gate: Able to teleport across hell.
7: Hell Mouth: Portal to mortal world.
8: Guardian Stations: Guard from Celestial host.
Lands:
1: Cliffs of Insanity: The peak of hell that goes down from there, harsh winds and such.
2: Grey Lands: Fog that takes the mind away and strips identity away.
3: The Pit: Tossed in to play tag with monsters forever.
4: Tartarus: Classic Greek Torture relam of Hell Fire and Brimestone.
5: Ebony Cities: Biggest collection of demons exist here.
6: Sea of Fiends: Dark water, dragged into it to relive your worst memories.
7: Plains of Carnage: never ending battle field.
8: Swamps of Woe: Diseased swamp that insects and other things dwell to turn you into a hive.
9: Frozen Wastes: Frozen lake and black ice. Freeze for eternity before something bad eats you.
Treasures/Wonders:
1: Umbra Saber: Black sword that as it injures, grants life to wielder.
2: Lance of Flies: Super poison lance that stabs and infects with uncurable diseases.
3: Stone of Murder: The first murder weapon. A stone club, as one murders with it, stronger it gets.
4: Fist of the Apocalypse: Able to summon Beasts of Apocalypse with it, big stone hand, crafted from a fallen god to command his fallen brethren. Hits nice too.
5: Guns of War: Long range transforming guns of war. Do nicely at capping angels who invade too.
6: Scythe of Hunger: As it reaps, the body count adds ichor to your resource pool.
7: Axe of Lamentations: A axe that can tap into torture pool for more damage.
8: Crown of Fire: Crown of authority, big time defense boost and looks awesome.
9: Chaos Armor: Take half damage and other half goes to attacker.
10: Ark of Damnation: A ladder of sorts that allows mortal souls to become demons instantly. Or turn demons into damned souls.
11: Pyramid of Evolution: Step into it, evolve. Can mutate up to three times. Can evolve units once.
12: Sphere of Destruction: One use only, can destroy, anything.
13: Banner of Apostles: A flag of flesh, from dead false prophets that declares authority in which winds of magic will obey.
14: Liar’s Tongue: Now damn near anyone will listen to what you have to say, to a point.
15: Book of Aeons: Stat booster due to power in ancient book.
16: Text of Secrets: Able to know how all of creation works. And in doing so easier magic.
17: Soulnado: A tornado of souls. More souls at tribute. Linked to multiple worlds.
18: Throne of Skulls: A true place of power. More kills you army has, more skulls and power.
19: Warp Stone: Device for teleporting.
20: Saw of Rendering: Demonic chainsaw powered by souls.
21: Pandemonium: The first city/temple of Hell. Bigger tribune.
22: Cape of False Hope: Helps in lying and shield from scrying.
23: The Black Ship: The biggest, meanest flying ship Hell has to offer.
24: Gardens of Delight: Soemthing to take your mind off things, stay in, enjoy, and heal everything away.
25: Carnage Engine Factory: Able to enhance weapons, more cyber demons and destoryers.
26: Wyrm Mother’s Nest: Captured the Wyrm Mother, now harvest them eggs for endless wyrm servants.
27: Stuff of Nightmares: Create certain units for free.
28: Ichor Wine: Regen potion from flesh and blood. Armies under owner get regeneration.
29: Wagon of Wards: Wagon fueled by slain enemy bodies, the wards that glow protect your armies from attacks. + defense over all.
30: Living Lasher: A serpentine whip that lashes on it’s own for extra attacks.
31: Testament of Self: A statue of owners likeness to boost pride and more tribute.
32: Capture Gem: instead of defeating a Hell lord, just toss this, capture only one at a time.
33: The Flesh Pits: With this if your truly slain, your soul is not captured by rival Hell Lord but goes to Flesh pits as long it is hidden, your soul goes there, into a new body. Lasts as long you have a fort. Also revives all slain numbers of organic (non machine) armies.
34: Megido Arrows: Magic nuke arrows, only seven exist, an only seven it will be, use them wisely.
35: Armor of the Drinker: In melee, slay enemies, the suit drinks their ichor for you.
36: The Colossus of Babel: The soul of a trapped God of Order in a suit of nigh invincible Admanite. It moves slowly, but kills just fine, and only the sphere of destruction can stop it for good. Only other option is to slow it down, teleport it away, or snatch control of it via a command phrase.
37: Claw of Dominion: A rune engraved dark metal claw that grants power over the minds of the enemy for brief moments.
38: Head of Dreaming: The head of a dreamer. Which supposedly taps into visions of the future.
39: Primordial in Bottle: A ancient star primordial trapped in a bottle. Extra magic dice.
40: Liars Blade: The more cunning, more damage it does.
41: Fountain of Ichor: A fountain that creates Ichor. It gets Ichor to owner for greater results in tribute like Soulnado is to souls.
42: Pain Cube: A puzzle device that pulses out torment. Grants spare torment per turn.
43: Blood Stone: Sacrifice friendly unit roll two dice. Get times two number to tribute pool.
44:Mask of Terrors: Take self Ichor to enhance combat stats.
45: Ritual Dagger: If hits. All power ups on target are taken away.
46: Hell Fire Matrix: Enchants all guns and siege weapons to blast out hell fire for bonus damage.
Yes thinking points in this version for balance in making sure people cannot cheat the system. Point values not up yet. Working on it.
Policy: Get ten policy cards to play, eight if Induglent, twelve if super mind.
Hell:
1: Hurl Insult: Offend a lord of hell into a battle.
2: Blood Feud: Declare complete utter war.
3: Duel: One on one contest of champions/ rulers.
4: Deceit: Attempt to lie out of a ruler something ( We roll here)
5: Ritual: More magic, more desired the results.
6: Call to Crafting: Making new unit.
7: Demand Tribute: Get more than fair share of cash this turn.
8: Claim: Claim spot of hell. If works get it. No blood shed. Otherwise blood feud for it.
9: Build: Make new kingdom buy.
10: New Officer: Promote a minion to officer character. Create said character as you did for ruler. Just certain pros are cut off.
Mortal: Acting on mortal world.
1: Seduce: To create a new half blood site or make better deals.
2: Deal: Grabt a wish get what you want in turn.
3: Corrupt: Change good person to bad. More powerful person, more powerful payoff.
4: Invade: Declare war on Mortal world. Send units to deal with invading spot.
5: Entice: Offer souls or other tricks to get into graces of a mortal.
6: Collect: The final call of dealing with mortals. Collect their end of the bargain.
Mutations:
1: Super skin: More defense.
2: Multiple limbs: extra attack.
3: Organ Gun: Free range attack
4: Flight: Now fly.
5: Camoflague: Always surprise attack.
6:Danger Sense: Bonus to evade.
7: Natural WeaponsReduce defense against melee.
8: Warp Muscles: More damage in melee.
9: Psionic: Now spell like abilities that powered by intelligence.
10: Acid Blood: Attack when wounded in melee.
11: Tough: Less damage when hit.
12: Super speed: Free movement phase.
So basically would be making up a single character on a plane of Hell and see what happens.