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Lord
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Registered: 09-2011
Posts: 267
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new skills for monsters


something i've found in the past with WHQ is that once you go past a certain choke point (normally level 1-3. or 1)
is that the game goes from "deadly struggle" to "actually sounds scarier than it is"

so I've added monster skills to character monsters (warriors get skills, why not monsters too?)

so in this variant champions get 1 roll on their table, heroes get 2 and lords get 3.

spell casters I made slightly different: they get 1 roll on a spell caster skills table per spell their profile allows them to cast.

then I added mutations to the list for the chaos guys, because we all love a good mutation riddled bad guy, right?

before I post I will just say I have not playtested these yet, they have been tucked away between 3 emails in my inbox sub folder for gaming for quite some time and I've failed to finalise them.

my group has just hit level 5 so I thought i'd finish them and start using them.



---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
31/Jul/2017, 7:14 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
Posts: 267
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Re: new skills for monsters


Orcs

1 protection of Mork: 4+ magic resistance
2 chosen of Gork: additional damage of +1D6 per rank
3 tough and armoured: the monster has +1 armour and toughness per rank.
4 secret shaman: the orc can roll once on the shaman table but is not affected by any other spell caster rules
5 fast healer: this orc has regenerate 1 per rank
6 Waaaagh! More allies turn up every turn at the start of the monster phase equal to the characters attack characteristic plus rank. They are all the same as the ones he turned up with initially and are placed as per normal rules

Skaven

1 warpstone eater: gain regenerate equal to rank and D3 mutations from the relevant table.
2 sneaky fighter: character avoids pinning and picks new enemy every turn
3 armour piercing blades: ignores non-magical armour
4 warlock: casts an additional spell, has no other spell powers
5 experimental weapons: the character deals extra D6 damage per rank but hits itself on any 1's rolled for attack rolls
6 pets: roll an additional encounter and these are pets of the character, they all have the guard ability

plague priests count as champions, plague lords count as heroes. Death master assassin counts as a hero.

Undead

1 expert summoner: has double followers when it appears.
This skill doubles monsters summoned by magic too.
2 regenerate 1 per rank or extra +1 per rank if already has regenerate
3 take my place minion! The monster can swap places with an adjacent monster. It can use this skill any number of times but not swap places with any model more than once.
If the monster casts spells it uses this to move away from warriors, after making any attacks. If the monster does not cast spells it uses this to reach a chosen target.
4 back from the dead! When slain gold is given as normal but monster reappears in the objective room with all guards. If it appears in the objective room then this happens in the next adventure instead like the dark secret pursuit (instead of next objective room).
5 fatal damage: monster causes fatal damage of 1D3 per rank which stacks with any already existing.
6 rise my minions! At the start of this monsters turn it summons 1D6 per rank undead to the board. It always summons the lowest gold value that it first appeared with, gold is earned for destroying these as usual. This happens after spells have been cast.

Liches roll on the undead table once and on the spell caster table in the usual way. The liche lord rolls twice on undead table and normal number of rolls on spell casters table.
Vampire Counts roll once, Lord and Necromancer both roll twice.

Goblins

1 pickpocket and flee: this character can pickpocket any warrior that is reduced to zero Wounds, stealing a random treasure item from them. Once it's Wounds are below it's level the goblin will flee as per the Break rules, taking said item with it never to be seen again.
2 Trap master: this goblin has trapped the room, at the start of it's turn roll a random trap which does not affect any goblins. This trap behaves in the usual way for that trap.
3 Ambush! This goblin has Ambush Magic A and so do any other goblins with it.
4 dodge 4+
5 leading from the back: goblin has a crossbow with strength of level +3 and makes its full number of attacks with it. If it has a magic weapon this bow has those powers. The goblin makes its full number of attacks with this crossbow. While this goblin is not adjacent to a warrior all goblins have +1 to hit.
6 gang up: this goblin has +1 to hit for every goblin adjacent to their target, even if those goblins are not attacking it.

Dark Elves

1 Assassinate: character has assassinate skill 5+ or +1 to a pre-existing skill.
2 enjoys inflicting pain: the first time this monster causes damage each turn it regains Wounds equal to half the damage it causes. Does not apply to spells.
3 beast master: roll up an additional roll on the level table and this is a companion to this dark elf. If it has more wounds than the elf there is only one, if less there are D3+ rank of them. They all have the guard ability.
4 evasion: if the dark elf succeeds on a dodge roll it also moves up to it's Move ignoring pinning, this movement must take the dark elf away from the warrior who attacked it.
5 crossbow master: the elf is armed with a crossbow and is placed according to the relevant rules. If the elf has a magic weapon those abilities are on the crossbow. The elf makes the full number of attacks as normal and adds it's rank to it's strength with the crossbow.
6 nimble leaper: this elf can never be pinned and also has the leap skill so can jump over models in it's attempts to get to a chosen target.

Chaos Dwarf

1 partially stone: ignore blow 5+, +rank to strength and toughness. If rolled for a non-magic user they also cast one chaos dwarf spell every turn but have no other abilities of magic user.
2 Slaver: warriors next to this monster have -1 on all to hit rolls, even those not against this monster
3 Enslaved retinue: roll twice on monster table 2 levels lower than this monster and add these monsters to the encounter. They all have the guard ability and protect this monster, but warriors gain no additional treasure for defeating them beyond their gold value.
4 experimental handgun: this ranged weapon rolls a number of damage dice equal to the monsters normal damage dice, rounding up. Each one that score BS or higher hits a random warrior for normal damage ignoring armour. This can be used even while pinned and happens before the model makes its normal attacks.
5 ignore pain: as the skill with a value of double the characters rank.
6 executioner: if this dwarf lowers a warriors wounds to less than the dwarves dungeon level table the warrior is dropped to zero wounds. This dwarf also deals an additional +1D6 damage on every hit.

Bull Centaurs

1-2 seeing red: if this monster reduces a warrior to zero wounds it gains an additional monsters turn against another warrior
3 regain stamina: if this monster reduces a warrior to zero wounds it regains its level in wounds
4 iron hard skin: add armour points equal to the monsters rank +1
5 powerful blows: the monster deals an extra D6 damage on a hit
6 mutations: this monster has D3 plus 1 per rank mutations rolled on the mutation table, and gains an additional 2 wounds per mutation gained.

Minotaurs
1-2 Blood greed: if a warrior drops to zero wounds and is healed later the minotaur will attack only that warrior from now on. If it cannot attack that warrior for some reason then it deals an extra 2D6 damage against any other warriors
3 powerful build: the minotaur has +rank to strength and toughness
4 iron hard skin: the minotaur has armour points equal to rank +1
5 regenerate: the minotaur has regenerate equal to its rank.
6 mutations: this monster has D3 plus 1 per rank mutations rolled on the mutation table, and gains an additional 2 wounds per mutation gained.

Dragon ogres

1-2 magic rage: on any turn in which this monster takes an effect from a spell it doubles its attacks in the next monster phase.
3 scaly skin: gains additional armour points equal to rank +1
4 toughness: gains 5 wounds per dungeon level
5 powerful blows: monster deals an additional 2D6 damage on a 6 to hit
6 mutations: this monster has D3 plus 1 per rank mutations rolled on the mutation table, and gains an additional 2 wounds per mutation gained.



---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
31/Jul/2017, 7:16 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
Posts: 267
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Re: new skills for monsters


Spell casters abilities

when a magic using monster that is not a daemon or dragon appears they roll on this table a number of times equal to the number of spells showing on their profile.

D66 roll
11-13 master spell caster: if the caster fails to cast a spell it rolls again. If a spell is cast but has no effect it can cast that spell a second time against another target.
14-16 resistance is futile: enemies with magic resistance have -1 to their roll, they also have -1 to any roll to avoid the effects of a spell cast by this monster.
21-23 monster skill: roll on the usual racial chart
24-26 extra spell: the monster casts an extra spell every turn
31-33 magical regeneration: the monster has regenerate equal to the number of spells cast each turn, this stacks with any existing regenerate.
34-36 familiar: the spell caster has a familiar, roll on the familiar table below. If this is rolled multiple times then it has multiple familiars.
41-43 magic deflection: any spell that affects this caster instead affects another monster adjacent to this monster of the warrior casting the spell, chosen at random.
44-46 slippery: monster cannot be pinned and moves away from enemies on its turn if it can. If the monster already has this ability re-roll on this table.
51-53 monster skill: roll on the usual table for this race
54-56 enhanced guards: if the spell caster has guards they are the next monster rank for their type (warriors become champions, champions become heroes etc). If they do not have guards normally roll on the monster table 2 levels lower and that group are guards for this monster, applying the increased rank to them if possible. If the guards do not normally have a rank then re-roll this ability.
61-63 sacrificial guard: whenever an attack hits this monster an adjacent monster takes the hit instead. The monster takes additional damage equal to the level of the dungeon also and no deathblow can result from this attack.
64-66 magic reflection: a spell cast on this caster bounces back onto the original caster on a 5+ on a D6. This ability is rolled before any Dispel of magic resist from any monster.

Familiars

some spell casters have familiars which aid them in different ways depending on the type of familiar. Sometimes multiple familiars are possessed, which is detailed below how this works depending on type. Roll 1D6 to determine which familiar the spell caster has:

1 Combat familiar: this familiar exists to protect the spell caster. While it is in play any hits with ranged attacks or hand to hand attacks are intercepted by the familiar if they hit the spell caster. Spells are not affected by this familiar.
The familiar has the same characteristics as the spell caster it is attached to, but with extra armour points equal to the number of spells the monster can cast.
The combat familiar is placed adjacent to the spell caster and next to a warrior if possible. A spell caster and combat familiar can always change places if this moves the spell caster away from a warrior.

2 Power familiar: this familiar absorbs power from warrior spell casters: for every warrior which uses the power roll to use its abilities the familiar reduces the effective power roll by 1, this does not increase the chances of an unexpected event.
The familiar has the same characteristics as the spell caster but half the wounds and no combat ability. The familiar is never pinned and always moves away from hand to hand combat, but cannot move away from the spell caster.

3 Storage familiar: this familiar absorbs spells or effects aimed at the spell caster from magic of any sort. If scrolls, magic items or spell like abilities (spells, chants, blessings) which would negatively impact on the spell caster are used this familiar prevents them having any effect.
It can absorb 1 effect per spell the monster can cast. While it has a spell stored the monster casts an extra spell per spell stored in this way, whereby releasing the power stored.
If the familiar is killed while spells are stored in this way it explodes dealing 1D6 damage per spell stored to all models adjacent and half that to those 1 square away, ignoring all modifiers.
The familiar has the same characteristics as the monster it is attached to, but with only half the wounds and no combat ability.

4 Spell familiar: this familiar allows the monster to cast an additional spell every turn.
The familiar has the same characteristics as the monster itself but half the wounds and no combat ability.
The familiar is never pinned and always moves away from hand to hand combat, but cannot move away from the spell caster.

5 Mirror image familiar: this familiar is not placed on the board, as soon as the spell caster would be killed the monster is moved to a space on the same board section as the warriors, randomize if multiple board sections have warriors on them, as the warriors have been fighting the familiar all this time.

6 Multiplying familiar: the monster starts with 1 familiar of this type in play for every spell they can cast. It has the characteristics of a standard monster of this creatures type (orc, goblin, skaven, chaos warrior, beastman, dark elf, chaos dwarf etc. in the case of undead treat it as a skeleton).
Every monster phase they multiply, add an additional one for each one currently in play. This happens when the familiar would normally have its turn, they make moves and attacks after this has occurred. If all of this familiar are already dead then new ones appear, same as when the monster is first placed, until the spell caster is dead.

The familiars are not worth additional gold or treasure in any case, they are included in the monsters value that they appear with.

Last edited by Edquest, 2/Aug/2017, 3:48 am


---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
31/Jul/2017, 7:22 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
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Re: new skills for monsters


Chaos powers and spells

Chaos warriors roll on the following table and they also get a mutation per rank

roll 1D6 to see what god they follow
1-2 Khorne 3 Slaanesh 4 Nurgle 5-6 Tzeentch

Then roll on the relevant table according to their god, one roll for champ, 2 for hero and 3 for lords.
Khorne
1 blood frenzy: one extra attack per rank
2 vengeance of khorne: monster does additional damage equal to 1D6 per rank
3 drains magic: this monster reduces the power roll by D3+1 every power phase, this does not increase the chances of an unexpected event.
4 gains D3+1 per rank mutations from the mutation table and gains 2 wounds per mutation in addition to any other benefits
5 toughness of khorne: double the wounds of the monster
6 reaction strike: whenever a warrior hits the Khorne monster it makes a single reaction strike back on the warrior

Slaanesh
1 mutations: gains D3+1 per rank mutations from the mutation table and gains 2 wounds per mutation in addition to any other benefits
2 attraction of Slaanesh: adjacent enemies cannot move away and have -1 to hit
3 likes pain: double the wounds of monster
4 cast a spell from the Slaanesh table in addition to normal
5 allure of Slaanesh: one adjacent warrior each turn, randomly determined, cannot attack the character while there are other adjacent monsters
6 sacrifice to Slaanesh: on a 6+/5+/4+(champ/hero/lord) a successful attack roll hits an adjacent monster instead of this character

Nurgle
1 mutations: gains D3+1 per rank mutations from the mutation table and gains 2 wounds per mutation in addition to any other benefits
2 toughness: the character adds it's level to T
3 regenerate: character has regenerate equal to 1 die per rank
4 cast a spell from the Nurgle table in addition to normal
5 Nurgle's Rot: if this monster reduces a warrior to zero wounds they contract Nurgles Rot as per the events table.
6 incredibly tough: this monster has double the normal number of wounds.

Tzeentch
1 magic resist 4+ if already has this makes two rolls and picks best result
2 changer of ways: roll a D3+1 and add it to the power roll, does not reduce any unexpected events. Whenever the power roll is higher than a 6 in this way this model casts a Tzeentch spell and all warriors who use the power die lose 1 wound per rank for every 1 over 6 with no modifiers.
3 regenerate: character has regenerate equal to it's rank
4 cast a spell from the Tzeentch table each turn, this is in addition to normal if a spell caster gains this
5 extra magic item: the character has an additional magic item equal to rank
6 multiple mutations: model gains D6 +2 per rank mutations and gains an extra 2 Wounds per mutation on top of any other bonuses.

chaos sorcerers get 1 roll on their gods table and also get rolls equal to their spells on the spell caster table, they also gain a mutation per spell on their profile.

Sorcerers roll 1D6 to see which god
1-2 Slaanesh
3-4 Nurgle
5-6 Tzeentch.

Spells for each god

chaos sorcerers cast chaos magic spells but if they roll a no spell or a double (or any spell which will not work like transformation when their gold level is too high) they roll on their own gods table for that one spell.
Greater daemons can also cast these spells in the same way, except if they roll a double they cast both possible spells.

Slaanesh
1 Fascination of Slaanesh: random warrior is affected and has -1 on to hit rolls while monsters have +1 on their own to hit rolls against them. This lasts until the caster is dead or this is cast on another warrior

2 Allure of Slaanesh: a random warrior gains an additional turn in which they attack a warrior that is within reach, their choice if multiple options available.

3 Fleshy curse: random warrior takes damage equal to double the dungeon level with no modifiers and becomes pinned for the next turn.

4 Lure of Doom: deals 1D6 damage to all warriors per dungeon level modified as normal and summons 1 daemonette of Slaanesh for every 15 wounds caused in damage.

5 Claws of Slaanesh: deals 1D6 damage per dungeon level to all warriors, modified as normal, and summons a fiend of Slaanesh for every 8 wounds caused.

6 Dark Alliance: affects a random warrior. Attacks aimed at the caster instead attack this warrior if the warrior could be attacked instead. This affects all forms of attack whether hand to hand, ranged or magic. The spell lasts until the caster is dead or this spell is cast again.

Nurgle
1 Pestilence of Nurgle: random warrior is affected and cannot move, has -1 to hit and takes 1 wound per level every power phase with no modifiers until the caster is dead. This spell can only affect a warrior once, if cast again it is cast at a different warrior.

2 Cloud of Flies: random warrior has -2 to hit until the next monsters phase.

3 Nurgle's Rot: random warrior is affected by Nurgle's Rot and suffers an immediate -1 T. every time an unexpected event occurs they suffer a -1 to another characteristic of their choice which stacks (Wounds are not a characteristic). This ends only when the warriors leave the dungeon as the spell wears off.

4 toxic cloud: every warrior on the board takes damage equal to the level of the dungeon with no modifiers, for every 2 wounds suffered in total a nurgling is summoned and they are placed as normal.

5 Toxic bolts: bolts equal to the level of the caster attack the warriors, evenly distributed. Each warrior takes 1D6 damage with no modifiers per bolt and for every 9 wounds caused in total a plague bearer is created and placed as per the normal rules.

6 Toxic Vortex: all warriors on the same board section as the caster take 1D6 wounds per level of the dungeon modified as normal. For every 25 wounds caused a Beast of Nurgle is summoned placed by the normal rules.

Tzeentch
1 Pink fire of Tzeentch: pink fire bolts equal to the level of the caster strike the warriors divided per usual rules, each warrior takes 1D6 damage per bolt with no modifiers and for every 8 wounds caused a pink horror is created. Horrors are placed by the usual rules.

2 Bolt of Tzeentch: random warrior is affected by this spell which caused mutations to rack their body until this spell caster is dead or has left the board. Using the following table roll immediately to see what characteristic is affected, the warrior has -1 to that characteristic. Every power phase roll again and an additional characteristic is affected. As usual if any characteristic is reduced to zero the warrior is dead.
2D6: 2 roll twice again, 3 M, 4 BS, 5 S, 6 T, 7 WS, 8 Wounds (lose D6 starting and current), 9 I, 10 Luck, 11 A, 12 you choose a characteristic which is affected.

3 Warp the Weave: in the next turn an Unexpected Event occurs on any odd number rolled, this does not change the power roll. If no Unexpected Event occurs the caster of this spell casts an additional spell in the next monster phase. A roll of a 1 causes 2 Unexpected Events.

4 Flames of Tzeentch: all warriors on the same board section as the caster take 1D6 wounds per level of the dungeon modified as normal. For every 17 wounds caused a Flamer is summoned and placed by the normal rules.

5 Lord of magic: spells that cost power to cast now cost an additional amount equal to the rank of the spell caster. Similar powers using the power die total have -1 to their roll for every 2 ranks of the caster rounding up to be successful. This lasts until the next monster phase.

6 Realms of Chaos: only cast if already missing some Wounds: the caster creates a portal to the realms of chaos and vanishes. Returns fully healed with new companions equal to their current group when the party are next affected by a trap or when the next monster group are revealed.

Beastmen

Beastmen champions, heroes and lords roll on the following table and not on the gods tables above unless this table states otherwise.
Their shaman roll on the normal spell caster table unless stated otherwise and they do not cast spells from the chaos gods, all their spells come from the chaos table, unless they get extra ones for a chaos god ability from above.

1 resilient: the beastman has +2 toughness and armour per rank
2 crushing blows: the beastman deals an additional damage dice on each hit
3 mighty leader: this beastman has double the normal number of non-character monsters with it. All such monsters have the guard ability and +1 on to hit rolls while the character is alive.
4 hard to kill: the beastman has ignore blow 6+/5+/4+ and ignore pain equal to his attacks characteristic
5 blessing from random chaos god above.
6 mutations: gains D3 from the relevant table and gains an additional two wounds per mutation gained.

Last edited by Edquest, 2/Aug/2017, 4:06 am


---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
31/Jul/2017, 7:23 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Registered: 09-2011
Posts: 267
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Re: new skills for monsters


(had to split post due to it being too long and limited by post size limit!)

Mutations

when a mutation is gained by any creature they roll on the following D66 table.
11 Acid Blood: every time this monster is injured by an adjacent warrior that warrior takes 1 wound per level with no modifiers, this can happen multiple times every round.
12 Beaked: the monster gains an extra attack which ignores armour but deals normal damage otherwise
13 Breathes Fire: the monster breathes fire like a dragon dealing 1D6 damage per rank ignoring all modifiers and hitting 1D6 random warriors each time. This happens at the start of every monster phase only.
14 Burning Body: the monster is on fire! Any warrior ending their turn next to the monster loses wounds equal to the monsters strength with no modifiers and the monster is immune to fire.
15 Cloud of Flies: the warrior this monster attacks has -1 on their to hit rolls and this monster has +1 to hit them.
16 Crested Head: no effect beyond visual
21 Elastic Limbs: this monster can attack from up to 4 squares away and is placed so it can attack from this distance.
22 Evil Eye: warrior rolling a 1 to hit this creature hits themselves
23 Fangs: the monster gains an extra attack which causes normal damage and ignores armour.
24 Headless: the monsters head is in its torso, this causes warriors -1 to hit the monster.
25 Hypnotic Gaze: if a warrior rolls a 1 to hit the monster they lose all remaining attacks and cannot act in anyway for the rest of the turn, including casting spells or using items. They are treated as having a WS of 1.
26 Cloven Hooves: no effect beyond visual
31 Long Spines: any warrior moving into a square adjacent to this monster takes 1 wound with no modifier for every attack the monster has. This damage is also taken as Fatal Damage at the end of each turn.
32 Mace Tail: the monster has an extra attack which causes normal damage plus 1D6 extra damage.
33 Magic Immune: magical spells and items have no effect on this creature, weapons deal damage as normal for their type but any magical properties have no effect. Equipment such as runes are not affected.
34 Multiple Arms: creature gains an additional D3+rank arms, each giving an extra attack but not using a magical weapon just a normal one. These extra attacks choose targets according to the one on one rule where possible.
35 Multiplication: when reduced to half Wounds a second copy of this monster appears with the same number of Wounds, placed per the one on one rules, each fights independently and with the same abilities. Each is worth half the gold of the original monster and both start with half the total starting wounds regardless of the number it was reduced to, unless it was reduced from above half to dead in one hit.
36 Feathered Hide: no effect beyond visual
41 Rapid Regeneration: the monster regains 1D6 Wounds between each warriors turn and has normal regenerate equal to rank at the end of the Monsters phase.
42 Resilient: the monster has +1 Toughness and Armour per rank
43 Rotting Flesh: the monster causes warriors adjacent to have -1 on to hit rolls even if not attacking this monster
44 Scaly Skin: the monster gains 2 Armour points per rank
45 Scorpion Tail: monster gains an attack with a scorpion tail which it uses against a random warrior as if with attack in ranks, not necessarily the one for the rest of its attacks. The scorpion tail deals normal damage but it is venomous.
46 Long Neck: no effect unless another mutation on the head gives extra attacks in which case that attack can attack warriors up to a square away
51 Snakes Head Tail: the tail attacks at the start of the monster phase and deals normal damage, it is venomous and also gives the warrior -1 on to hit rolls next warriors phase.
52 Spits Acid: the monster can spit acid against a warrior not adjacent to it, even while pinned. Make a BS roll to hit and deals normal damage but ignores all armour.
53 Strong: the monster has + 2 strength per rank
54 Teleport: the monster can teleport to move around and ignores pinning enabling it to choose new targets each monsters phase. If the target chosen does not require teleporting to the monster makes all of its attacks and then teleports to a place away from all warriors, this also happens if the monster is a spell caster and is in combat at the start of its turn.
55 Vampire: the monster is vampiric but not undead. It gains a roll on the Vampire ability table each round.
56 Mane of Hair: no effect beyond visual
61 Weapon Master: the monster gains +1 to hit warriors and they have -1 to hit the monster
62 Tentacles: the monster has tentacles in place of an arm. Warriors cannot move away from the monster and any roll to avoid damage automatically fails (such as dodge).
63 Razor Sharp Claws: the monster gains an extra attack which ignores armour each turn
64 Giant Body: the monster has double the normal number of wounds and the Large Monster ability.
65 Invisibility: the monster turns invisible after attacking making enemies have -2 on their to hit rolls against it.
66 Warty Skin: no effect beyond visual

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
2/Aug/2017, 4:07 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Lord
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Re: new skills for monsters


you'll notice this makes chaos warriors/sorcerers a bit harder (as they get mutations on top of whatever skills they get)

this is deliberate as in the Warhammer world these guys are really hard and they never quite seem that hard in WHQ to me.

any Q's please do ask and i'll clear up any confusion

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
2/Aug/2017, 4:09 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Novice
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Registered: 05-2015
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Re: new skills for monsters


Relly nice work. Well throught out and inkeeping with the lore of the game. I particularly like the characterful stuff such as goblin pickpockets etc.
10/Apr/2018, 7:23 pm Link to this post Send Email to Stonebread   Send PM to Stonebread Blog
 
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Lord
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Re: new skills for monsters


Thank You!!

I just noticed the other day I did not create tables for centaurs.

I will have to add something for them I suppose.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
8/May/2018, 8:45 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 


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