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Skink Hunter ideas

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Skink Hunter ideas

Postby mukami » February 22nd, 2014, 8:03 am

I was looking through all of my WHF minis and found a pile (literally) of skinks, so I've been kicking around a few ideas to add them to HQ.

Skink Hunter:
Move: 12*
Attack: 2(1)**
Defend: 2
Body: 1
Mind: 1

*Skinks may move part of their movement, attack, and then finish their movement.
**Skinks are equipped with a shortbow (Atk:2) and a dagger (Atk:1).

I thought about adding a special poison that would either negate the Hero's Attack rolls by 1 or cause the hero to lose 1 Mind point, but both seem a little overpowered.

So, what are your thoughts?


Edits:
Edited stats per "knightkrawler"s suggestions.
Last edited by mukami on February 22nd, 2014, 8:32 am, edited 1 time in total.


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Re: Skink Hunter ideas

Postby knightkrawler » February 22nd, 2014, 8:17 am

3 attack dice ranged plus 12 move: way overpowered even without any special rule.
Skinks are small and should be represented through stats accordingly.

I'd change AD and DD both to 2, keeping the ranged attack. They have little physical strength to accomodate for any weapon that gives them more than 2 attack dice and they are not heavily armored. Their skin is supposed to be more amphibian than reptilian, so 2 DD. 1 base + 1 quick moving and ducking and small size.
Special rule: may move part of the 12 squares, then attack, then move rest of the way. This makes a skink the hit-and-runner it's supposed to be.
Keep your poison idea for particular quests where skinks are even more dangerous.

*Ranged weapons:
The logical grading of them would be Blowpipe/Sling 1 AD, Shortbow/Longbow 2 AD (restricting the range of the shortbow or just calling both "Bow"), Crossbow 3 AD, specialized ranged weapons (artefacts, "Elven Bow") 4 AD. I won't ever see it any other way.
Of course it can be argued to give this monster or that +1 AD on these stats, but I don't see Skinks qualifying. Elven rangers (like in Mage of the Mirror) do.
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Re: Skink Hunter ideas

Postby mukami » February 22nd, 2014, 8:34 am

knightkrawler wrote:3 attack dice ranged plus 12 move: way overpowered even without any special rule.
Skinks are small and should be represented through stats accordingly.

I'd change AD and DD both to 2, keeping the ranged attack. They have little physical strength to accomodate for any weapon that gives them more than 2 attack dice and they are not heavily armored. Their skin is supposed to be more amphibian than reptilian, so 2 DD. 1 base + 1 quick moving and ducking and small size.
Special rule: may move part of the 12 squares, then attack, then move rest of the way. This makes a skink the hit-and-runner it's supposed to be.
Keep your poison idea for particular quests where skinks are even more dangerous.

*Ranged weapons:
The logical grading of them would be Blowpipe/Sling 1 AD, Shortbow/Longbow 2 AD (restricting the range of the shortbow or just calling both "Bow"), Crossbow 3 AD, specialized ranged weapons (artefacts, "Elven Bow") 4 AD. I won't ever see it any other way.
Of course it can be argued to give this monster or that +1 AD on these stats, but I don't see Skinks qualifying. Elven rangers (like in Mage of the Mirror) do.
I get your point and edited the stats accordingly. I had the high defense to show their swift movement, but the hit-and-run tactic is awesome and seems to better suit them. Thank you for your input.


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Re: Skink Hunter ideas

Postby JasonMCM » February 22nd, 2014, 10:12 am

I can see these guys being rather fun in maps with a lot/all the hallways open. :twisted:
Skink steps our from a corner and attacks a hero, then moves around that (or another) corner where it cannot be targeted. (With 12 move they can probably stay 1 corner ahead of the heroes nearly indefinitely.)
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