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The Extra Monsters from White Dwarf

Discuss the creation of new Monsters and share Monsters you've created.

The Extra Monsters from White Dwarf

Postby Patroclus » March 16th, 2013, 4:49 am

We’ve seen many variations of enemy status. Even between the original packs, e.x. the ogre warrior in elven pack has the outrageous 10 body while the maximum number of body points in ogres hoard is 5. Though it is not bad to make changes in our own quests, it is good to have somewhere the original additional monsters of games workshop at least as a reference.
In warhammer’s world there are not so many monster races, and I think with these, from white dwarf (145) and marvel winter special, the list is almost complete.

By checking the two ogre’s status we could see that they are keeping the same scores for movement/attack/defense/mind and the only change from ogres hoard is the body points, which are variable in ogre’s pack with the known body point track.

About the Troll, the body points are different between the two pages, and in my opinion the 1 body of the second page is very low. The same for Rat Ogre, the 1 body point should be counted as 4 at least, as troll.

So, the work for these additional monsters, except maybe the body points, seems to be accurate and we should pay some attention.
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Re: The Extra Monsters from White Dwarf

Postby Sjeng » March 16th, 2013, 5:11 am

These are my remakes of these monsters: (for ogres I used the existing ogre horde cards). I believe Trolls are huge and dangerous, and should attack with more than three dice. They're bigger and badder than chaos warriors, but not as smart. I did add a regeneration rule, so they can skip an attack and heal themselves.

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Re: The Extra Monsters from White Dwarf

Postby Goblin-King » March 16th, 2013, 5:24 am

Yes. Definitely use the 4 BP for the troll. No way a troll is that easy to kill. Though it's stats ARE pretty weak!
In fact it's totally useless! It doesn't fill any spot. It's just like a mummy! okay so it has intelligence, kinda...
They should have given him regeneration or something... meh... what a waste...

It gives me a bad taste to tweak official stats, but yeah, the rat ogre should really have more BPs. Same as the troll as they are rather similar. Or at least three. IF you really want to tweak it!
But again... which role is this creature supposed to fill? It's rust a reskinned fimir!

At least the skaven warrior (skeleton) and White Seer (another fimir) both have special rules to set them apart.
Why does a seer and an ogre have the same attack and defense stats?
These weren't really well thought out!


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Re: The Extra Monsters from White Dwarf

Postby torilen » March 16th, 2013, 8:37 am

I don't remember off the top of my head the BP and MP for my troll, but I give it
AD 3/3 - two attacks at three a piece. And, as a special, if both cause at least 1
point of damage, it can pick up its target and toss it a certain number of
spaces.
I also give it regeneration...1 point per turn, I think...but this is automatic. No
regen for fire damage.


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Re: The Extra Monsters from White Dwarf

Postby Thrawn » April 12th, 2013, 5:01 pm

Goblin-King wrote:It gives me a bad taste to tweak official stats, but yeah, the rat ogre should really have more BPs. Same as the troll as they are rather similar. Or at least three. IF you really want to tweak it!


I've gotten over that over the years. I used to be all about keeping official stats too, but now I modify even some of the core creatures in our gaming group. I try to keep rules simple, but I think having monsters have more variety in rules instead of just being a couple of numbers for attack/defense/body makes the game much more interesting.

In Waaagh! I statted trolls as follows:
Move 6, Attack 3, Defend 3, Body 4, Mind 1, Special Rule: Regeneration

Regeneration - When injured, but still above 0 body point, a regenerating creature roles 1 combat die for each missing body point at the beginning of their turn. For each shield (white or black) the creature regains 1 body point.


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Re: The Extra Monsters from White Dwarf

Postby Kaiyanwang » October 2nd, 2013, 5:02 am

In my opinion the troll should not ave multiple attacks, but a grab ability like the Yethi
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Re: The Extra Monsters from White Dwarf

Postby j_dean80 » June 11th, 2017, 7:20 am

Sjeng wrote:These are my remakes of these monsters: (for ogres I used the existing ogre horde cards). I believe Trolls are huge and dangerous, and should attack with more than three dice. They're bigger and badder than chaos warriors, but not as smart. I did add a regeneration rule, so they can skip an attack and heal themselves.


Where does this regeneration come from? Is there some thing from Trolls folklore I do not know about?
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Re: The Extra Monsters from White Dwarf

Postby knightkrawler » June 11th, 2017, 9:15 am

Body parts re-grow very quickly, like a lizard's tail.
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Re: The Extra Monsters from White Dwarf

Postby j_dean80 » June 11th, 2017, 9:22 am

knightkrawler wrote:Body parts re-grow very quickly, like a lizard's tail.


That gave me a good idea for Lizardmen. If they do not lose all BP in one attack, they go back to full BP automatically. I would give a Lizardman 2 BP.
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Re: The Extra Monsters from White Dwarf

Postby Daedalus » July 13th, 2017, 12:56 pm

j_dean80 wrote:Where does this regeneration come from? Is there some thing from Trolls folklore I do not know about?

Perhaps this from the Wikipedia entry, Troll (Dungeons & Dragons):

    While trolls can be found throughout folklores worldwide, the D&D troll has little in common with these. Instead it was inspired partly by myth, and partly by a regenerating troll that appears in Poul Anderson's Three Hearts and Three Lions.[1] This includes their appearance, as tall skinny humanoids with long noses and rubbery skin, their ability to regenerate, and their weakness to fire.[citation needed]
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