The Dwarf Trollslayer Warrior Class (expansion character) https://bwarhammerquest.runboard.com/t90513 Runboard| The Dwarf Trollslayer Warrior Class (expansion character) en-us Fri, 29 Mar 2024 01:17:41 +0000 Fri, 29 Mar 2024 01:17:41 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 The Dwarf Trollslayer Warrior Class (expansion character)https://bwarhammerquest.runboard.com/p561978,from=rss#post561978https://bwarhammerquest.runboard.com/p561978,from=rss#post561978The Dwarf Trollslayer is one of the first three expansion Warrior classes released at the same time as The Hidden Threat Skaven expansion. For most intents and purposes, he may be considered to be the equivalent of the Trollslayer in the Warhammer Quest board game, which was included in the RolePlay Book and was later released as a Character Pack as well. Beginning Equipment Rune Axe of Morgrim (C)(1-6 Damage, Chance to Slam, +1 Str) (Dwarves), 1000g, sell = 250g 1 - Small Bandages (C)(Heal 1-3 Wounds), 30g, sell = 7g Beginning Characteristics Ability(ies) Slaying Skill -- When the Trollslayer hits a monster, he cleaves through the monster's defences with ease. For that blow, the Trollslayer causes an additional 4-6 damage depending on his battle-level. This happens like a critical hit — on a roll of natural 6 to hit with a melee Attack. It works out to be +4 damage (or Strength) at Battle-level 1, +5 at Battle-level 2-3, and +6 at Battle-level 4-6. For the Rune Axe of Morgrim use the method given in the [[Chance to Slam]]. The only difference between this axe and the Dwarven Axe of the Dwarf Ironbreaker seems to be the +1 modifier to the wielder's Strength. (The following is the closest so far that I could come to the iOS method, though the exact method somewhat eludes me!) quote:Slam Damage Resolved similar to the original Dwarf's Great Axe. However, this game changes things up a bit. Here are some important points: 1. When the wielder trips, his attack still inflicts damage upon the target. 2. Tripping and damage seem to be resolved separately. In other words, the attack which results in massive slam damage (with extra damage like the Dwarf's Great Axe) may also result in the wielder's tripping. 3. Tripping seems only to happen when the wielder actually hits his target — and I suspect only when slam damage results. It seems that they are tying the tripping concept to the extra momentum of a blow that slams into the target. (still need to experiment more on this point) 4. Recommend (my current method for simulating Rodeo's Chance to Slam (and chance to trip): roll three separate 1D6s when rolling for damage. Keep the third one separate from the first two. The player chooses which one of the first two will be used to determine damage (adding current Strength as normal). IF the first two dice match each other, add them together and add the wielder's current Strength as well — even if they are both 1s. Whatever the results of the first two dice and whatever damage is threreby determined, refer to the thrid 1D6 only for the purpose of tripping. If the first two match each other (for Slam damage), and the third 1D6 results in a 1 or the same result as the first two, then the wielder trips. This method means tripping more often when Slam damage is inflicted, BUT it means tripping not at all when only normal damage is done — seems a fair trade off to me as GM! Tripping — The wielder of a Dwarven axe which gets the Trip result loses all remaining Attacks, and the current death-blow (if there would have been one), though the current Attack's damage is still inflicted upon the target just hit. Also, tripping prevents moving and gives the tripped Warrior's attackers +2 to hit him! Note: The Rune Axe of Grungni works similar but the damage is greater and handled a little differently. Training Battle-level Table (Battle-Levels 7 & 8 data yet to come...) * MA = Melee Attacks; RA = Ranged Attacks ** Note that bold text is used to show improvements at each level. *** The gold and/or experience might not be accurate with the most recent update(s) to the game. For instance, formerly only 400 gold was needed to gain BL 3 and only 600 gold to gain BL 4, but now 500 gold and 1000 gold are required respectively (which changes I included here). As with many video type games, updates can change many details. I plan to make corrections as I come across the new information. **** Escape Pinning and Ballistic Skill are expressed in the iOS game as a normal numerical value, unlike the original board game. It still functions the same though. Take the iOS value and subtract it from 7 to get the n+ value of the original game. So, I translated it to match the beginning Characteristics and Battle-Level Tables of the original. ***** Wounds are sometimes expressed the same as the original game until I discover that they are different in the iOS version. New Skills Berserk — Each turn, before attacking, the Trollslayer may try to go berserk. The chance of going berserk increases with the number of enemies killed by the Trollslayer during the combat, and with his battle-level. The 1D6 value needed to succeed (after adding any modifier for enemies killed is 5+ for battle-levels 2-9. 4+ for battle-level 10. This skill works quite differently than the original Berserk Skill of the RolePlay Book which was almost exactly the same as the Barbarian's skill/ability of the same name. The player may choose to attempt it or not as he pleases. The skill also is supposed to increase the Trollslayer's Strength -- instead of increasing his number of Attacks as the original did. Blood Rage — The Trollslayer enters a frenzied rage for the remainder of the turn. Half of the wounds caused whilst under the effect of Blood Rage are returned to the Trollslayer, healing him. (Note that the iOS game has Marauder in the description of this skill, probably a copy and paste error.) Ignore Blow — Each turn, the Trollslayer may be able to ignore as many blows as he has Attacks. Each time your Warrior is attacked, he will automatically attempt to ignore the blow. The chance of ignoring the blow increases with the Trollslayer's battle-level. Roll 1D6 for each incoming blow that hits, up to the number of melee Attacks the Trollslayer had in the same turn. On 6+, the blow is totally ignored! At battle-level 4, this ability succeeds on 5+; and, at battle-level 10 (if we ever get that level), it will succeed on 4+. Clarification: Ignore Blow may be attempted until the total number of blows successfully ignored is equal to the Trollslayer's number of Melee Attacks in the same turn. Mighty Blow — The Trollslayer is able to trade in all of his remaining melee Attacks for one potentially massive Attack. Each Attack the Trollslayer gives up will multiply his Strength. This is a bit different than the original Dwarf skill in that ALL remaining Attacks must be given up at the time this skill is used and all the damage bonus can only be added to the one remaining Attack — the mighty blow. Reaction Strike — The Trollslayer is able to make an immediate Attack on any enemy that surprises him. He must have at least 1 melee Attack remaining, though the Reaction Strike is free. A Reaction Strike Attack cannot death-blow. Room to Move — The Trollslayer has +1 Weapon Skill when fighting in open areas of dungeons. So far as I can tell, this skill seems to work the entire time that the Trollslayer is in a dungeon. (Perhaps it is a bug in the game that allows it to work all the time.) NOTES -- Note that in each of these topics I post in which I give details of the Warrior classes in the game there will be evidence of uncertainty as to exactly how some things function in the game. I am currently gathering the information while playing the game and cannot possibly figure out every hidden detail instantly. Also, a few details of how I try to translate the game mechanics into a custom WHQ board game that I GM might also slip through, especially dice expressions and interpretations of how to simulate the effects as seen in the iOS game. Abbreviations: Equipment: C = Common, U = Uncommon, R = Rare g with a numerical value in front of it stands for gold. A question mark (?) may appear next to values or statements that I still needed to verify at the time the information was added to the original document. Damage expressions when describing a weapon are usually a statement of the weapon's damage before adding the Warrior's current Strength. I will try to give all direct quotes in italics, but I might miss some of these since I am copying and pasting from a document using a different format. If anyone wishes to see the entire self-contained wiki from which I am copying most of the info contained in these Warrior class topics, here it is: RodeoWHQ-OW-Wiki. It is entirely my own work, but in it I seek to accurately portray (as much as possible) the way the iOS game functions. To be clear, some of the 'info' in the wiki is my educated guess at the hidden game mechanics.nondisclosed_email@example.com (OldWarrior)Mon, 28 Oct 2013 05:58:21 +0000