by Gold Bearer » Friday January 15th, 2016 8:07am
Greenskins
Greenskins can reroll one melee attack dice for every Waaagh token in play but can only reroll each dice once. Take one Waaagh token every time there's a Greenskin on the board at the end of the EWP's turn, up to a maximum of three. Remove one Waaagh token every time there isn't a Greenskin on the board at the end of the EWP's turn.
Goblins Sneak: Goblins can use part of their movement, attack and then take the rest of their movement.
Fimirs Enchanted: Take a random chaos spell each time a new fimir is revealed that is shared with other fimirs. When the last one on the board dies, discard any unused fimir spells and reshuffle the deck.
Undead
When an Undead Monster is reduced to 0BP, place them lying down on their square. Downed Monsters don't block LOS or movement but you can't end a turn on their square unless you're attacking them. The EWP rolls a dice for each Downed Monster at the start of their turn. On a skull it gets back up but can't take a turn that round, on a white shield it stays down and on a black shield it gets back and can take a turn that round. Downed Monsters always get back up with 1BP. An Adventurer can finish off a Downed Monster by moving onto their square and using their attacking action.
Skeletons Bony: Defend on black shields against crushing weapons, white shields and skulls against piercing weapons and either shield against other weapons.
Zombies Infection: A target wounded by a zombie rolls a combat dice, on a skull they are infected and roll a combat dice at the start of each of the turns, loosing 1BP on a black shield. A hero killed by infection becomes a zombie. Can be cured by drinking Holy Water which is then discarded, Water Of Healing or Dispel from the Protection spell set.
Mummies Tomb Curse: If a mummy scores more black shields when it attacks than the target rolls white shields, the target is cursed and from then on ignores one skull for every black shield rolled when attacking and one white shield for every black shield rolled when defending. Can be cured by drinking Holy Water which is then discarded, Water Of Healing or Dispel from the Protection spell set.
Chaos
Chaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn.
Chaos Warriors Sturdy: Can roll an extra defence dice each time they're attacked if they didn't move on their previous turn, including in the round that they're first revealed.
Gargoyles Fierce: Can make a whip attack with two combat dice that can be used to attack diagonally and can attack, then move, then attack.
Chaos Sorcerers/Warlocks Absorption: Regain 1BP for every BP of damage caused and 1MP for every MP of damage caused.
As an optional rule extension for the zombie infection and mummy's curse you could carry them over between quests, allowing a hero to be healed at a temple for 10gp and buy holy water for 50gp. They could still regain body points between quests, or they could be cured of the curse but not recover their BP to show that they're recovering from infection. If you want to improve lower BP heroes chancing of surviving infection you could make them lose one of whichever is highest, BP or MP, and one of each when they're the same.
Piercing weapons should include daggers and short swords but not other swords, there aren't any crushing weapons as standard other than the staff but you could include axes.
You might want to use a separate chaos deck for fimirs in quests with other chaos spell users.
Last edited by
Gold Bearer on Friday July 29th, 2016 12:07pm, edited 9 times in total.