by Patroclus » February 20th, 2013, 7:19 am
Bullywug with two-handed battle-axe
Bullywug Battlerager
knightkrawler says Movement 8, Attack 4, Defend 1, Mind 1, Body 1.
Bullywug I think looks very similar to fimir(A3/D3/B2). So I will keep the fimir’s attack with his axe. It’s defense should be less than fimir’s because looks very unprotected without armor and too hasty to make a good defense, so I would say less Defense than fimir’s but greater than the 1 Defense of goblins! So, I could say Movement 8, Attack 3, Defend 2, Mind 2, Body 2. (It’s like orc’s stats with +1 Body.)
Bullywug with spear
Bullywug Warrior
knightkrawler says Movement 7, Attack 2 (diagonal), Defend 3, Mind 1, Body 1
I could keep the same stats as my Bullywug stats (Movement 8, Attack 3, Defend 2, Mind 2, Body 2) adding the diagonal attack and the stats of spear equipment (2 Attack). So it’s stats should be Movement 8, Attack 2(diagonal), Defend 2, Mind 2, Body 2.
Bullywug with two-handed club
Bullywug Thug
knightkrawler says Movement 8, Attack 3, Defend 2, Mind 1, Body 1
I could keep the same stats as my Bullywug stats (Movement 8, Attack 3, Defend 2, Mind 2, Body 2) but as a caster I think the club should have 1 attack (less than the spear, but his spells should be very good) and a Mind of 4 (like the elf’s). Movement 8, Attack 1, Defend 2, Mind 4, Body 2.
If you want to use them as a common enemy in your environment, you should remove the +1 Body point or else they’ll be a pain in the ass, but this means that one of them will have the same stats as orc’s. If this is a problem (I think not), you can add a skill about their camouflage abilities, maybe they could move through heroes or jump upon them. Or maybe you want to “use” their surprise ability and they will appear only after all heroes entered the room making a free attack round or after a hero makes a search for treasures.
Lizardman with Halberd
Lizardman Guard
knightkrawler says Movement 6, Attack 3 (diagonal), Defend 3, Mind 1, Body 2
Very close to my stats. A lizardman looks more like a fimir warrior. So the stats should be A3/D3/B2 and with Halberd a diagonal attack will be just fine looking like the halberdier of the barbarian pack. For the shield give him the +1 Defense. So for the guard it’s: Movement 6, Attack 3, Defend 4, Mind 2, Body 2, and for the halberdier it’s Movement 6, Attack 3(diagonal), Defend 3, Mind 2, Body 2.
If you want to add a skill, in ad&d they said that when they are outnumbered they became more aggressive, so the last lizardman should raise it’s attack by +1. So the status when you found one lizardman or when they were more and remains only one, are Movement 6, Attack 4, Defend 4, Mind 2, Body 2, and for the halberdier it’s Movement 6, Attack 4(diagonal), Defend 3, Mind 2, Body 2. This is nice because when they were many and remains only two, there is a strategy to attack both lizardmen to reduce their body to 1 each, so the last lizardman will have only the 1 body.
ps: very good minis