Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Monday, August 15, 2011

Crocodile

Another 70 cent figure I picked up at Lincoln Park Zoo, and produced by Safari Limited.  Daemonslave over at the Warseeer forums has published a good set of stats for Crocodiles, which I reproduce here.  The only thing I modified was the addition of the Swimmer Special Rule.






Wounds:6
Move:3
Weapon Skill:3
Ballistic Skill:-
Strength:5
Toughness:5
Initiative:2
Attacks:1
Gold:125
Armor:-
Damage:1D6

Special Rules
Jaws (5+), Swimmer

Jaws (n+)
If the to hit roll is "n" or above then the creature has locked the hero in its mighty jaws. Any damage is doubled and the warrior must pass a strength test instead of his next round of attacks or be hit again automatically in the monsters attacking phase. If a warrior is ensnared the creature will not attempt to bite anyone else until the hero is killed or escaped, but may make normal attacks as usual (attacks with tail, etc instead).

Friday, August 12, 2011

Giant Frog

A few days ago it was a gorgeous, sunny day in Chicago and I took the family to Lincoln Park Zoo.  In the gift shop I came upon a display of small miniature animal figures by the thousands.  I picked up some frogs, crocodiles, and a pig.  These figs are from a company called Safari Limited, and they even produce fantasy figures, including a great looking dragon for $15.  This might bear further investigation!  Anyway, it will be fun to place some of these little rubber frogs on the board when the Warriors are deep in the sewers!







Wounds:3
Move:6
Weapon Skill:3
Ballistic Skill:-
Strength:3
Toughness:3
Initiative:4
Attacks:1
Gold:45
Armor:-
Damage:1D6

Special Rules
Bounce, Never Pinned, Tongue Lash

Tongue Lash
The Giant Frog can lash out its tongue at a figure 2 squares away.  If the Attack hits, the target is pulled next to the Giant Frog and takes normal damage.

Monday, August 8, 2011

Blackfang












(Orc Champion from Fenryll Miniatures)

Blackfang is the leader of the Orc tribe bearing his name.  He reached his position of power by embracing the arcane research of the twisted Orc Shaman Tarantalus, otherwise known as the Spider Shaman.  In return for this support, Tarantalus has used Blackfang as somewhat of a guinea pig for his most potent experiments.  As a result, Blackfang is transformed, and possesses powers unique in the Greenskin tribes.  Rival Orc Bosses both respect and fear Blackfang, but a growing number of dissenters criticize what he has done to himself, preaching that it is an abomination against the will or Gork and Mork.

Wounds: 20
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 4
Toughness: 4(6)
Initiative: 3
Attacks: 2(+Bite)
Gold: 690
Armor: -
Damage: 2D6

Special Rules: Venomous Bite, Spider Spawn, Magic Armor (Arachnophobic Plate Mail), Magic Weapon (Death Silk Sword).

Venomous Bite: In addition to his two normal attacks, Blackfang has a third bite attack that inflicts 1D6+5 Wounds.  This is Poison damage.

Spider Spawn: Whenever Blackfang is wounded, there is a chance that his blood and flesh that is splattered onto the floor will spontaneously form into a Giant Spider.  Roll 1D6 whenever he takes Wounds.  If the number rolled is less than the number of Wounds he suffered in the attack, place 1 Giant Spider somewhere adjacent to him.

Arachnophobic Plate Mail: This magical armor causes any who view it to succumb to horrifying visions of spiders ravaging their body.  Anyone in line of sight of Blackfang is subject to Terror, and must make a Terror Check each turn to overcome the effect.

Death Silk Sword: Anyone who sustains Wounds from this weapon must pass an Initiative Check or they become Webbed.

Thursday, July 21, 2011

Tarantalus - the Spider Shaman










Many decades ago, Tarantalus was an acolyte of the prestigious Orc tribe known only as The Talon.  One fateful night he was assigned to explore a newly discovered cave complex in the lair with a group of Talon Warriors.  A cave-in occurred, trapping the group in the caverns without hope of rescue.  There, Tarantalus met, and formed a bond with, the resident of these caverns, a huge spider, larger than he had ever imagined could exist.  The creature was intelligent, and possessed a magical power that Tarantalus was able to tap into.  Over the next few weeks, the spider picked off the terrified Orc Warriors in its web one by one, and shared them with the Shaman.  Once this grisly food source was extinguished, the spider allowed Tarantalus to feed on its own blood and venom.  The Shaman continued this existence for some 30 years, and over this time transformed, growing 6 additional eyes, and mastering the arachnid flavor of dark magic imparted on him by his new patron.  Then, a series of tremors wracked the caves, crushing the gigantic spider, but opening up a way for Tarantalus to escape.  Shortly thereafter he became the trusted Shaman of the Blackfang Orc tribe, and has used his abilities to bestow special powers on the tribe’s boss, Blackfang himself.

Wounds: 16
Move: 4
Weapon Skill: 3
Ballistic Skill: 4+
Strength: 3
Toughness: 5
Initiative: 3
Attacks: 1
Gold: 590
Armor: -
Damage: 1D6

Special Rules
Spider Magic (1), Magic Resistance (6+), Venom Spears (1D6), Wallcrawler

Venom Spears
Tarantalus is armed with 1D6 Spears that are coated with toxic spider venom, in addition to a normal Sword.  They strike for 1D6+Strength damage like normal, but the target when hit must pass a Toughness Check or become paralyzed for a Whole Turn.  If he is not pinned, Tarantalus can throw a Venom Spear at any Warrior in line-of-sight, up to 4 squares away.  A thrown Spear hits if he succeeds in a Ballistic Skill roll (4+).

Friday, July 15, 2011

Ugad - the Slave Master











(Half-Orc Chainfighter from D&D Minis)

This savage brute relishes in his job as slave master of the Blackfang tribe.  He has put his devious mind to the task of creating the perfect slave, and in the process has bred generations of Human slaves with Orc stock, resulting in the hybrid Children of Ugad.  Some think that there is some human blood in Ugad himself, the result of his forefather’s similar experiments with the slave stock.
Wounds: 11
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 4
Toughness: 4(6)
Initiative: 3
Attacks: 2
Gold: 380
Armor: 2
Damage: 1D6
 
Special Rules
Armed with Barbed Chain
Armed with Barbed Chain
One of Ugad’s two Attacks is made with his Barbed Chain.  It can attack a Warrior up to 3 squares away.  The Barbed Chain, in addition to doing normal damage, can pull a Warrior 1 square closer to Ugad.  The Warrior must pass a Strength Check to avoid being pulled in this way by the Barbed Chain.

Children of Ugad

(Half-Orcs by Fenryll Miniatures)

These twisted creatures are the result of Ugad’s unholy breeding program to produce the perfect slave.  They are the result of several generations of Human slaves bred with Orc stock.  While fierce and tenacious fighters, they retain a small spark of something more noble in their core, and a Warrior can sometimes get through to them, past the latticework of pain that surrounds their minds.
Wounds: 6
Move: 4
Weapon Skill: 3
Ballistic Skill: 4+
Strength: 4
Toughness: 4
Initiative: 4
Attacks: 2
Gold: 90
Armor: -
Damage: 1D6

Special Rules
Twisted Soul


Twisted Soul
The Children of Ugad are wretched creatures that act based on their cruel training and breeding, but who possess a core of free will that the Warriors can attempt to reach.  Considering their unfortunate state, any Warrior killing a Child of Ugad loses one Luck token.  Instead of attacking a Child of Ugad, a Warrior can attempt to reason with him in an attempt to break the twisted hold that Ugad has over him.  To succeed, the Warrior must be adjacent to the target, and pass an Initiative Check (with non-humans suffering a -1).  When a Warrior succeeds in finally breaking down the psychological barriers enveloping a Child of Ugad’s mind, roll below:


Children of Ugad Mental Breakthrough Table

1. The malice in the Child of Ugad’s soul is too strong, and takes over the creature’s personality. From this point forward it gains +1 Attacks, although it makes all of its to-hit rolls at -1 in its frenzy.

2. The trauma of the event is too much for the poor creature, and it drops dead before the Warrior’s eyes.  The Warrior does not collect any Gold for this Child of Ugad, but they don't lose a Luck token either.
3-4. Its eyes focusing in a newfound clarity, the Child of Ugad flees the scene, ignoring pinning.  Remove it from the board section.  The Warrior collects Gold for this Child of Ugad.
5. The Child of Ugad turns on its masters, and fights with the Warriors for the remainder of the battle.  After the combat, the poor creature vanishes into the darkness of the dungeon.  The Warrior collects Gold for this Child of Ugad.
6. The Child of Ugad bonds with the Warrior that freed it.  It will stay with the Warriors for the duration of the adventure, fighting alongside them.  The Warrior collects Gold for this Child of Ugad.


For result 5 and 6 above, the Warrior who succeeded in breaking through to the Child of Ugad controls it until it is no longer in play.  The Child of Ugad moves immediately after the Warrior, and will remain adjacent to the Warrior if at all possible.

Goblin Spider Riders








Though they typically dwell in the forests of the Old World, Tarantalus, the Shaman of the Blackfang Orcs, has lured many Spider Riders into his service.

Goblin  Forest Spider
Wounds: 24
Move: 45
Weapon Skill:  23
Ballistic Skill: 5+-
Strength: 3Special
Toughness: 3(6)3
Initiative: 23
Attacks: 11
Gold: 2060
Armor: --
Damage: 1D6Special

Special Rules (Goblin Spider Rider)
Rider

Special Rules (Forest Spider)
Web (1D3), Poison, Wallcrawler

Wednesday, June 22, 2011

Roonga - Goblin with Boomerang

I won this vintage Goblin with Boomerang from the 1980's on eBay and am pleased to write up an Event Card and add him to the Chaos of my Warhammer Quest Event deck!















M - Roonga, Goblin with Boomerang

Wounds: 5
Move: 4
Weapon Skill: 2
Ballistic Skill: 4+
Strength: 3
Toughness: 2
Initiative: 5
Attacks: 1
Armour: -
Gold: 200

Special Rules: Ambush Auto/Magic, Boomerang

Boomerang: Roonga is a master at flinging his razor-sharp boomerang at foes, ripping them to shreds from a distance.  He can attack with the Boomerang from up to one board section away, and will always attempt to be as far away from the Warriors as possible and still be within this range (this rule applies when placing Roonga on the board too.)  The Boomerang travels in a straight line, including diagonals, as many squares as Roonga desires, and then returns to him along the same path.  Any figure in its path is hit with a Strength 3 attack on a roll of 4+.  Also check for figures getting hit on the Boomerang's return trip!  Note that if a figure is standing against a wall, the Boomerang can enter that square only once, and then returns, and thus that figure only suffers one attack from the Boomerang.

Wednesday, June 15, 2011

Dwarfs

These rules for adding Dwarfs to Warhammer Quest come from David Kay's article "Dangerous Dwarfs" in Deathblow magazine issue 1.  David presents rules for 12 Dwarf "Monster" types, and I'm posting the rules for three of them here since I plan on using them in the upcoming games.  The only thing that was unclear was the Special Rule for the Dwarf Miner: Two-Handed Weapons.  Doing some Googling led me to the interpretation presented here, but I'm not sure if that's correct or what the author had in mind, it isn't clear from the article.

Dwarf
--------
Wounds: 5
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 4(5)
Initiative: 2
Attacks: 1
Gold: 110
Armour: 1
Damage: 1D6
Special Rules: Magic Resistance 6+, Dwarf Reaction

Trollslayer
--------------
Wounds: 7
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 4
Initiative: 2
Attacks: 1
Gold: 110
Armour: 0
Damage: 1D6
Special Rules: Magic Resistance 6+, Slayer Damage (7)6+, Dwarf Reaction

Miner
--------
Wounds: 5
Move: 3
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 5
Toughness: 4(6)
Initiative: 2
Attacks: 1
Gold: 130
Armour: 2
Damage: 1D6
Special Rules: Magic Resistance 6+, Two-Handed Weapons, Dwarf Reaction

Special Rules

Slayer Damage (s)n+
If the to-hit roll is "n" or better, then the attack is considered to have been made at Strength "s".

Two-Handed Weapons
If the to-hit roll is a 6, roll an extra D6 for damage.

Dwarf Reaction
When Dwarfs are encountered, roll their reaction on the following table.  Add 1 for every Dwarf in the party, and subtract 1 for every Elf and Chaos Warrior.
1. The Dwarfs are enraged at the violation of their Halls, and attack immediately!  If there are Monsters on the board, the Dwarfs will attack the Monsters and the Warriors.
2-3. The Dwarfs look the Warriors up and down, and are unimpressed.  They demand a toll of 1d6x10 Gold from each Warrior for safe passage through the Halls.  If anybody refuses to pay, the Dwarfs attack.  If there are Monsters on the board, resolve this after the Monsters are defeated.
4-5. The Dwarfs pass by silently, offering neither help nor hindrance. If there are Monsters on the board, resolve this after the Monsters are defeated.
6. The Dwarfs recognize the Warriors as fellows in the great struggle against evil.  They give the Warriors 1D3 Bandages and 1D3 Provisions to help them in their quest.  If there are Monsters on the board, the Dwarfs will help the Warriors fight the Monsters, and provide the aid only after the Monsters are defeated.

Wednesday, June 8, 2011

Skaven Packmaster

Packmasters of the Clan Moulder control both Rat Ogres and packs of Giant Rats in battle.  While Rat Ogres typically need the support of the Packmaster in large scale battles, lone Rat Ogres operate quite well on their own when encountered in a Dungeon.  However, when a group of Giant Rats is encountered with a Packmaster, the additional control that the whip-wielding Skaven exerts can prove lethal!



M - 1d3 Skaven Packmasters with 1d6+2 Giant Rats

Wounds: 5
Move: 5
Weapon Skill: 4
Ballistic Skill: -
Strength: 3
Toughness: 4
Initiative: 4
Attacks: 2 (Whip and Sword)
Gold: 150
Armour: -
Damage: 1D6



Special Rules: Armed with Whip (Fight in 2 Ranks), Armed with Sword, Control Rats

Armed with Whip
The reach of the Whip is quite long, allowing the Packmaster to attack with this weapon from up to 3 spaces away.

Control Rats
The Packmaster exterts a high level of control over Giant Rats and Chaos Rats, tempering their erratic behavior to some degree.  To represent this, any Giant Rats or Chaos Rats on the same board section as the Packmaster are subject to being killed by their Deathleap only on a roll of 5 or 6, instead of the normal 3, 4, 5, or 6.

Tuesday, May 24, 2011

Lagamuz and PipSqueal FaceSlicer

Figure available at: http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod840880

Monster Encounter: Lagamuz and 1d6+1 Night Goblins












A feared Night Goblin Shaman, Lagamuz carries around his "mascot" at all times, the particularly vicious Snotling named PipSqueal FaceSlicer.  Lagamuz rescued the creature from a tribe of Savage Orcs that kept it around for entertainment, pitting it against various animals and monsters in impromptu pit fights.  Over the years, the Snotling hardened into a cruel killing machine with razor sharp claws and a bad temper.

Wounds: 12
Move: 4
Weapon Skill: 2
Ballistic Skill: 4+
Strength: 4
Toughness: 4
Initiative: 3
Attacks: 1
Gold: 430
Armour: -
Damage: 2

Special Rules
Goblin Magic (2), Magic Resistance 5+ (Ring), PipSqueal FaceSlicer

PipSqueal FaceSlicer

The first turn that a Warrior is adjacent to Lagamuz during the Monster Phase, PipSqueal will leap from his head and latch himself onto the Warrior's head.  If there are multiple Warriors adjacent, determine which one randomly.  During each Monster Phase that PipSqueal is so attached (including the first) he scratches viciously at the Warrior's face, inflicting 1 Wound on the hapless Warrior.  He is also such a distraction that the Warrior cannot cast spells, and suffers a -1 to all to hit rolls.  In order to dislodge Pipsqueal, a Warrior must complete an Initiative Check (1d6 + Initiative, score 7 or higher).  The Warrior can do nothing more than Move during a Turn that this is attempted.  If successful, the Warrior flings Pipsqueal off, and he scampers back to Lagamuz, ready to leap onto another victim as the opportunity presents (if Lagamuz is dead, he instead scampers off into the darkness).  If the Warrior rolls a 6 on the Initiative Check, he slams the Snotling to the cold dungeon floor, killing it.

If Pipsqueal is slain, Lagamuz snaps, making every effort to engage the Warrior that killed him in hand to hand combat, and getting an additional attack against him each Turn, although both attacks are at -1 to hit in his blind hate.

If Lagamuz is killed while Pipsqueal is attached, the Snotling goes into a frenzy and his damage output increases to 2 Wounds per turn until he is flung off.  When Pipsqueal is finally dislodged, he vanishes into the darkness.