Goblin-King wrote:Reading back I realize we only in part finalized the monsters' stats and abilities.
I'll throw in my take on a final set.
The overall theme I want to put emphasis on is positioning of heroes and monsters.
CD, beastmen, minotaurs and kobolds all benefit from a bit of strategic planning
Chaos Dwarf
M6, A2, D4, BP2, MP3
If two chaos dwarfs stand adjacent to each other they both roll 1 additional defense die.
Chaos Dwarf
M6 | A3 | D4 | BP2 | MP2
A Chaos Dwarf adjacent to one or more Chaos Dwarves rolls 1 extra combat die in defense.
I'd change 2 AD to 3 AD. Chaos Dwarves were known for hand weapons or great weapons. Greywolf's AHQ stats have them equipped with an axe (S5 vs. throwing axe S3). They also shouldn't be eclipsed too much by thier rivals, the Elves. An Elven Warrior of HQ has 4 AD and 3 DD. They shouldn't be as strong as an EQP monster, but Chaos Dwarves have 1 fewer BP, and that extra DD or two will seldom affect things. Sticking them with 2 AD is too great of a handicap when considering how the races affect each other, in my opinion. Let Goblin slaves serve as fodder in the combats. Allow Chaos Dwarves some dignity and fear.
I'd also decrease 3 MP down to 2 MP. The Chaos Dwarves Wikipedia entry states, "Chaos Dwarfs also lack the western Dwarf's resistance to magic because of their more direct exposure to Chaos." In HQ, Mind Points best relate to magic resistance, as they are used in many spell cards. Chaos Dwarves with 3 Mind Points contradicts the Wiki entry by making them equal to Dwarves. Furthermore, Chaos Dwarves with 3 Mind Points are better set than Elves, as an Elven Warrior from HQ only has 2 Mind Points.
I like the special ability, but reworded it a bit.
Goblin-King wrote:Beastman
M7, A3, D2, BP2, MP2
If a beastman doesn't move during his turn he may attack the same target twice.
Beastman
M7 | A3 | D3 | BP2 | MP2
A Beastman immediately counterattacks when its Body Points are reduced to 1.
A wounded beast is more dangerous. Making the extra attack conditional makes Beastmen more accessible as a lower-end monster. I like your choice of 3 AD for the same reason of accessibility, but I'd want a tougher beastman with 3 DD as it hits less hard. (Also, my Battlemasters Beastmen have shields.)
Goblin-King wrote:Minotaur
M6, A5, D5, BP3, MP2
If there are no heroes within 3 squares at the beginning of the minotaur's turn he rolls 2 extra combat dice in an attack.
Minotaur
M6 | A3+2 | D3 | BP 4 | MP 2
Two attacks can be made against one opponent or one attack can be made against each of two different opponents. A Hero only defends once, even if both attacks are directed against him.
I prefer the MB concept art by Don Kueker to be the guide, so lighter armor, a compensating BP, and dual weapons. The Reaper Bones minotaur is an excellent figure for this in my opinion, though perhaps it needs a Forgotten Horror base. For an ability, my feeling is a two-legged monster doesn't have an effective charge like a four-legged bull. I figure double-attacks that can be used against a single defense makes him plenty scary as a lesser version of the Warbear. I think raising him to A3+3=6 like an Ogre Chieftan or Lord to make him more of a threat might be overpowered. I have similar reservations about an A5+2=7 charge ability, which has a good chance of killing the Wizard outright.
Goblin-King wrote:Chaos Cultist
M8, A1, D1, BP1, MP3
At the beginning of each of Morcar's turn, if at least one Chaos Cultist is on the board, draw a single random chaos spell card.
A single Chaos Cultist may cast that spell instead of attacking during that turn.
Chaos Cultist
M7 | A1 | D2 | BP1 | MP3
A Cultist may attempt to cast a spell rather than attack. To do so, he rolls 3 combat dice. If a black shield is rolled, a random Chaos Spell Card is drawn and he casts the spell immediately.
I'm for M7, as elite Sorcerers move 8. I like D2 as a Cultist should be tougher than a small Goblin.
Goblin-King wrote:Kobold
M10, A1, D2, BP1, MP1
A kobold may add 1 additional attack die to it's attack for each kobold adjacent to the model it is attacking.
Slings and spears goes in the quest notes!
Kobold Reptilian
M8 | A1 | D1 | BP1 | MP1
Kobolds in a Hero's adjacent squares may combine their attack dice as a single attack.
Kobold makes me think of mountain caverns, so I like the more swampy Reptilian name. I like M10 to be the Goblin special (they have nothing else but 6 models), so a more conservative M8. D2 is okay, but I went D1 to seperate them more from Goblins and make them easier to quickly whittle down in the face of their gang-up ability. Four swarming, 4 AD attacks creates a lot more threat than one 4 AD, gang-up attack. I suppose I'm figuring on more Kobolds in a room and want to keep a single Kobold's damage potential lower than Chaos Warrior's battle axe. I'm in total agreement about spears and slings going in a Quest's Notes section.
Goblin-King wrote:Basilisk
M8, A4, D4, BP3, MP2
Instead of attacking normally the Basilisk may make a ranged attack against a model it can "see".
The Basilisk rolls a combat die for each MP. The defending model rolls an amount of defense dice equal to his current MP.
Each undefended skull results in the loss of 1 MP. If a model is reduced to 0 MP by the Basilisk he is turned into stone and considered dead.
Basilisk
M8 | A3 | D4 | BP3 | MP2
Instead of attacking on any turn, a Basilisk may use it's petrifying breath. This works as a Cloud of Chaos spell.
-or-
Roll 3 Attack Dice against a target the Basilisk can "see", which a Hero defends using a number of dice equal to his Mind Points. Reduce the Hero's Mind Points by 1 for each undefended skull, and he loses his next turn. A Hero is turned to stone when reduced to 0 Mind Points.
I went with 3 AD over 4 AD to not be so harsh against Heroes affected by the Cloud of Chaos (no defense), but I think it is also okay with the turn to stone ability bumped with a loss of turn. I reason the attack focus is on immobilization, not heavy damage. Not sure if the latter turn-to-stone ability is unfair to the Barbarian and Dwarf, as they could possibly be killed in 1 turn. Probably need a Potion of Flesh Restoration to compensate..