andrewr
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Registered: 04-2003
Posts: 47
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Goblin fanatics
Having just faced off against some of these mushroom munchers I think they are VERY underpowered. From the description in the RP book :
"... During battle, Goblin Fanatics gobble down handfuls of these fungi to turn them into whirling green killing machines. The goblins become IMPERVIOUS to pain, almost completly unaware of there environment, HUGELY strong, and completly FEARLESS."
(Emphasis mine)
When reading this description it would seem that the goblins would differ from there non-mushroom eating compatriots in (at least) three areas
1. Ignore pain
2. Increased strength
3. Immunity to fear and terror effects
Yet when comparing a GF profile to a normal goblin they are identical. I would therefore propose the following.
1. Increase GF strength to 5
2. Grant them ignore pain(2) (requiring a 'to wound' roll of at least three.)
3. Immunity to fear and terror.
Let me know what you people think.
Cheers,
Andrew
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15/Jun/2003, 12:19 pm
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Glitch
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Registered: 04-2003
Location: Skavenblight
Posts: 88
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Re: Goblin fanatics
Hmmm, what you suggest makes sense based on the descriptive text of the GF in the RP book.
But I think they're still very tough as is. They're like time bombs that you have to eliminate quickly before they can get an attack off. One GF managed to give the whole party quite a beating, imagine what would have happened had two survived??
In Lair of the Orc Lord they introduced a subtle change to the GF. The change states that they can attack immediately after they are placed, before the Warriors can do anything. Each Warrior adjacent to a GF takes 1D6+3 Wounds modified for Toughness only, automatically. If we'd have used this variation the party in the WebQuest would most likely have all been reduced to zero wounds.
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16/Jun/2003, 4:34 am
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sudas
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Registered: 05-2003
Posts: 41
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Lair of the Orc Lord
This official expansion gives Fanatics Ambush: they jump out next to as many warriors as possible to swing their chain. Try this, if you haven't.
The next thing would be to draw or roll more monsters or events like you do with the 1 Minotaur or the 6 Goblin Archers cards. That way, the warriors might not be able to gang up on 1D3 fanatics.
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16/Jun/2003, 7:22 am
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thecustodian
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: Goblin fanatics
Yesss.. I like.
They are pretty nasty anyway, but maybe could be nastier with the ignore pain thing...
Also it makes sense to make them immune to psychology.
As for the strength, I dunno. Maybe they could gain +1 Strength each turn they are attacking, to represent them gaining momentum.
I dunno. Maybe have a tougher Fanatic for higher levels?
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16/Jun/2003, 7:56 am
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andrewr
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Registered: 04-2003
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Re: Goblin fanatics
A tougher fanatic for Higher levels would be the best solution I feel.
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16/Jun/2003, 2:19 pm
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Glitch
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Registered: 04-2003
Location: Skavenblight
Posts: 88
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Re: Goblin fanatics
Noted ... wait till you're Battle Level 2
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16/Jun/2003, 2:57 pm
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Timberwulf
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Registered: 04-2003
Posts: 128
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Re: Goblin fanatics
You people have to get out more - you've only been to Techpriest's Tomb, haven't you? There are rules for harder Fantatics at the WQ Archives (I think) and I KNOW there are rules for the pen-ulitimate Shrieker Fanatics in Phil's Monsters (I just hope they're in the current release).
<Clears throat>
The Shrieker
by PHIL, CHAOS LORD
Shriekers are huge mushrooms which can emit very loud, siren-like sounds when approached by strangers. It is for this reason that they are bred by many evil races to be planted in major fortresses and keeps as alarms. They are very tough, but cannot actually harm you. The problem comes when they summon monsters to fight the warriors. This can be a pain in the backside... especially if the monsters come from behind.
All shriekers can be made out of green stuff.
Name W M WS BS S T I A DD
Wild Shrieker 40 0 * - - 8 4 - -
Orc Shrieker 30 0 * - - 6 5 - -
Chaos Shrieker 50 0 * - 5 8 6 - 3
Dark Elf Shrieker 40 0 * 6+ - 7 5 Sp -
C Dwarf Shrieker 50 0 * - - 8 5 - -
*Always hit
Wild Shrieker: Plant, Shriek - Wild
Level one.
Orc Shrieker: Shriek - Greenskins, Summon Fanatics
Level seven.
Chaos Shrieker: Shriek - Chaos, Spiny
Level eight.
Dark Elf Shrieker: Shriek - Dark Elves, Spore Spray
Level six.
Chaos Dwarf Shrieker: Shriek - Chaos, Ignore Pain 10
Level seven.
GOLD:
Wild Shrieker 100 gold each
Orc Shrieker 2550 gold each
Chaos Shrieker 3150 gold each
Dark Elf Shrieker 1200 gold each
Chaos Dwarf Shrieker 2500 gold each
Shrieker Fanatics
by PHIL, CHAOS LORD
There are a small band of fanatics who are fed, not on mad caps, but on the rare, mind-bending mushroom: the shrieker. This makes them even more insane than any mad cap fanatics. They charge into battle, and even the best warriors find them a challenge. They even train, making them stronger than most orcs!
Level seven. Use a normal fanatic model to represent a shrieker fanatic.
Name W M WS BS S T I A DD
Shrieker Fanatic 40 4 6 - 6 4(5) 4 2 Sp
SPECIAL RULES
Never Pinned, Immune to Psychology, Ball and Chain (4D6+6)
GOLD
2540 gold each
Timberwulf
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17/Jun/2003, 9:53 am
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Glitch
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Registered: 04-2003
Location: Skavenblight
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Re: Goblin fanatics
Timberwulf,
Thanks, I have seen these custom Monsters. They're a bit much for Battle Level 1 Warriors though
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17/Jun/2003, 10:53 am
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PaulusWHQ
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Registered: 01-2005
Posts: 236
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Re: Goblin fanatics
Never Pinned, Immune to Psychology, Ball and Chain (4D6+6)
OUCH - i dont think even our BL4 characters could withstand 4d6+6 = thats a minimum of 10 damage. but the law of probability will probably raise that value somewhat
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5/Feb/2005, 10:56 am
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