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Dionysos said:
Please tell us about a couple of monsters from the Conversion Kit that strike you as being particularly powerful and/or useful for the Overlord. What makes these creatures stand out to you?
Dionysos said:
Please tell us about a couple of monsters from the Conversion Kit that strike you as being particularly powerful and/or useful for the Overlord. What makes these creatures stand out to you?
Okay, here's a quick preview:
First, I think the Beastman is somewhat weaker. Command has been changed to read the following: "Each minion within 3 spaces of this monster may reroll 1 die on each of its attacks. Each minion may only benefit from one monster with Command at a time". So, if you roll/re-roll well, you may do better damage, but in the past Command always guaranteed additional damage. Further, Command no longer stacks, so I think this is a significant decrease in its ability. Ravage on the other hand reads as follows "Both of this monster's actions on a turn may be attack actions". Does this balance things? Not sure.
Blood Apes are far more valuable to me.It also has Ravage. In addition it has: Action: Leap Attack: This monster may move its Speed, ignoring enemy figures as it does so. When if finishes its movement, perform a single attack that targets each figure this monster moved through. Each figure rolls defense dice separately. Limit once per turn. Now you no longer have to leap in a straight line. Further, imagine if you use dash on this monster. You could eaily attack all heroes with a single monster attack.
Chaos Beasts are interesting. Morph: When this monster attacks, it uses the dice of a figure (overlord's choice) in its line of sight. If a hero is chosen, the overlord may choose which of the hero's equipped weapons to use. The monster cannot use any of the figure's other abilities, just the dice. Obviously, this is almost Dark Charmish in a way. If a particular hero has a very good weapon, Chaos Beasts good do some serious damage. I realize that the focus of D2e is not necessarily damaging and/or killing heroes, but still …
Ferrox. Action: Leech: Choose a hero adjacent to this monster. That hero must test an attribute. If he fails, roll 1 yellow power die. The hero suffers 1 fatigue per heart rolled, and this monster recovers 1 heart per fatigue suffered.
Hellhounds are potentially far more dangerous. Aura 1. Spend a surge for Fire Breath: Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice separately. Spend a surge for Pierce X. Now breath attacks no longer conform to a specific template. It will be far harder for the hero's to plan to avoid it, as it can take any path (zigzagging, etc.).
Ice Wyrm's could be particualrily bad. Swallow: If a hero is defeated by this monster, remove his hero token from the map and place it on this monster's base. The hero cannot be revived until the monster is defeated, at which point his hero token is placed in one of this monster's spaces.
Kobold's are kind of funny. Scamper: This monster may move through spaces containing heroes. Split (Master): When this monster is defeated, replace it with 2 minions of the same type in the closest available empty spaces, ignoring group limits.
Medusas could be bad. Spend a surge Immobilize: If this attack deals at least 1 heart (after the defense roll), the target is immobilized. Spend a surge: Poison: If this attack deals at least 1 heart (after the defense roll), the target is Poisoned. Spend a surge Stun: If this attack deals at least 1 heart (after the defense roll), the target is stunned.
Some monster abilities have been modified to fit within the new game. Some masters are Undying. When they are defeated, a minion automatically pops up in his place, ignoring group limits. Some masters have Bash. Action: Bash: Choose an adjacent hero. That hero must test his Awareness attribute. If he fails, he suffers 3 hearts. Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.
This is the stuff off of the top of my head, although I referenced the cards for the specific text. Hoep that provides some interesting insight.
By the way, since I had the cards out, here are the 3 familiars that come with the game: uhhh … wait … let me get my damn glasses on some I can read the microscopic print …
Skye: Speed: 5 Hearts: None Shield: None Belongs to: Vyrah the Falconer
When moving, Skye ignores all figures and terrain. You may force a single monster adjacent to Skye to reroll 1 defense die or 1 attack die. If you do, remove Skye from the map.
Pico: Speed: None Hearts: None Shield: None Belongs to: Ronan of the Wild
Pico is never placed on the map. Heroes may carry Pico by placing his token on their Hero sheet. A monster may only target a hero carrying Pico for an attack if there are no other heroes closer to that monster and in its line of sight.
Brightblaze: Speed: 4 Hearts: None Shield: None Belongs to: Challara
Each attack targeting a monster adjacent to Brightblaze gains Pierce 1.
fitsou said:
what do we do with those proof of purchase tokens???
The prevailing (or perhaps just my) theory is that you may need to provide those codes when asking for a replacement of a damaged piece, or a piece missing, etc.
Awesome. Thanks for sharing!
Karnon's stats / powers?
Demon and Dragon's stats / powers?
Who needs poker when you've got DESCENT? Afterall, cigar smoke works well with dragons.
jwdenzel said:
Awesome. Thanks for sharing!
Karnon's stats / powers?
Demon and Dragon's stats / powers?
In D2e:
Karnon Archtype: Warrior Speed: 4 Hearts: 14 Fatigue: 3 Defense: Grey Die
Willpower: 2 Might: 6 Knowledge: 1 Awareness: 2
Hero Ability: Each time a monster attacks you, after rolling the dice, you may suffer 1 fatigue to cancel 1 surge rolled on the attack
Heroic Feat: Action: Choose a minion monster adjacent to you and roll the blue attack die. If you roll an X, you miss. Otherwise, that monster is
defeated. Regardless of the outcome, you suffer 1 fatigue.
Demon Lord: Range Traits: Hot, Cursed Reinforce: 2 Heroes: 1,0 3 Heroes: 0,1 4 Heroes: 1,1
Act I: Normal Minion: Speed; 3 Hearts: 6 Defense: 2 Grey Dice Attack: Blue Yellow Sorcery 2 Surge: Wither
Master: Speed: 3 Hearts: 9 Defense: 2 Grey Dice Attack: Blue Yellow Aura 1 Sorcery 3 Surge: Wither
Act II: Normal Minion: Speed: 3 Hearts: 8 Defense: 2 Grey Dice Attack: Blue Yellow Yellow Sorcery 2 Surge: Wither
Master: Speed: 3 Hearts: 12 Defense: 2 Grey Dice Attack: Blue Red Yellow Aura 1 Sorcery 3 Surge: Wither
Aura 1: Each time a hero enters a space adjacent to this monster, that hero suffers 1 heart
Sorcery X: After making an attack roll, this monster may convert up to X range to hearts, or up to X hearts to range
Surge: Wither: The target suffers 1 fatigue
Crypt Dragon: Range Traits: Dark, Cursed Reinforce: 2 Heroes: 1,0 3 Heroes: 0,1 4 Heroes: 1,1
Act I: Normal Minion: Speed: 3 Hearts: 5 Defense: 2 Grey Dice Attack: Blue Yellow Surge: Blast Surge: +2 Hearts
Master: Speed: 3 Hearts: 7 Defense: 2 Grey Dice Attack: Blue Yellow Action: Cause Fear Surge: Blast Surge: +2 Hearts
Act II: Normal Minion: Speed 3 Hearts: 6 Defense: Black Grey Attack: Blue Red Yellow Surge: Blast Surge: +2 Hearts
Master: Speed: 3 Hearts: 10 Defense: Black Grey Attack: Blue Red Yellow Action: Cause Fear Surge: Blast Surge: +2 Hearts
Action: Cause Fear: Choose a hero adjacent to this monster. That hero must test Willpower, If he fails, he moves 2 spaces directly away
from thsi monster and is Immobilized.
Surge: Blast: This attack affects all figures adjacent to the target space.
*** Note ***: I think there could be an issue with the Cause Fear language which states: "… he moves 2 spaces directly away from this monster …". I am going to assume that we are going to play this that if there are multiple directions that are "directly away", then the overlord gets to choose which direction.
What are Landrec the Wise's stats and abilities? I'll be playing the Runemaster in an upcoming campaign and trying to select a character!…
&ampquotDo not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup..."
any2cards said:
Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.
Does this include melee attacks?
Also, how are Burn, Frost and Daze implemented?
Want to use more expansion monsters in a RtL campaign? Download my dungeon level loadout sheet. Want more varied and interesting abilities for the heroes? Have a look at my Craft cards! After a more thematic Android experience? Check out Android: The Directors Cut. Tired of the same old plots? Try The Directors Cut - Alternate Plots. Want a different way to play BSG: Pegasus? Look at Pegasus: Razor Cut.
Titeman said:
What are Landrec the Wise's stats and abilities? I'll be playing the Runemaster in an upcoming campaign and trying to select a character!…
Landrec the Wise Archtype: Mage
Speed: 3 Hearts: 10 Fatigue: 4 Defense: Brown Die
Willpower: 3 Might: 1 Knowledge: 5 Awareness: 2
Hero Ability: Each time you attack and do not roll at least 1 surge, gain 1 surge.
Heroic Feat: Use when performing an attack, before rolling dice. This attack gains: 2 surges: +5 hearts
Bleached Lizard said:
any2cards said
Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.
Does this include melee attacks?
Also, how are Burn, Frost and Daze implemented?
Normally, the only melee attack that implies range is one with reach. I am not sure what happens when say a Warrior archtype with a melee weapon attempts to attack a Deep Elf or a Wendigo (the only monsters that are stealthy). I guess you would now need a range on the dice roll of 4 (assuming being adjacent requires a range of 1).
The blue attack die has the follow sides:
x,2,3,4,5,6
So, in just using the blue die, a melee attack against a stealthy monster would basically fail half the time. The only other die which can add range is the yellow die which has range on 3 sides (1,1,2).
This is going to bring up a very interesting debate indeed.
As for Burn, Frost, and Daze, I am not sure what you are asking. None of the converted monsters do any of this damage. The closest thing would be the Ice Wyrms which have Freezing. Each time a hero enters a space adjacent to this monster, that hero suffers 1 fatigue.
Dionysos said:
Thanks for all the info. How does the sorcerers' Summon ability work?
Sorcerer: Action: Summon: Choose a minion within 3 spaces of this monster. Place that minion in an empty space adjacent to this monster.
Thanks for all the input about these conversions any2cards! I was wondering if you could help me out with my worksheet for forum gameplay. I've made up an excel sheet to keep track of cards and such for the game, but did not have the Heros filled out yet for use with the Conversion kit (my FLGS is taking its sweet time in getting the kit). Any chance you could email me to assist with this? :) If not, no worries at all, I should (hopefully) get the kit later this week. If you can, email me at karuikage@karuikage.net . Thanks in advance!
"What we believe to be the truth is only the truth because we believe it to be."
Need to clarify on his ability. Do he gain the health and fatigue on the following situation?
1) When heroes within 3 spaces on him stand up and gain the health/fatigue by rolling the 2 red dice?
2) Passive ability of Varikas The Dead? Do Mok gain the fatigue as well?
3) Health pot and fatigue pot drink by heroes?
4) Surges used by other heroes to recover fatigue during attack?
5) Heals receives by other heroes 3 spaces away from him?
6) Any other abilities or skill that trigger by other heroes which leads to recover of health and fatigue.
Also the ability does not mention once per turn so I believe this can trigger multiple times. And if all the situation I mention above can trigger his ability, I think he can be officially crown as the King of Leech. LOL!
You fracking Gaius Baltar.
any2cards said:
Bleached Lizard said:
any2cards said
Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.
Does this include melee attacks?
Also, how are Burn, Frost and Daze implemented?
Normally, the only melee attack that implies range is one with reach. I am not sure what happens when say a Warrior archtype with a melee weapon attempts to attack a Deep Elf or a Wendigo (the only monsters that are stealthy). I guess you would now need a range on the dice roll of 4 (assuming being adjacent requires a range of 1).
The blue attack die has the follow sides:
x,2,3,4,5,6
So, in just using the blue die, a melee attack against a stealthy monster would basically fail half the time. The only other die which can add range is the yellow die which has range on 3 sides (1,1,2).
This is going to bring up a very interesting debate indeed.
As for Burn, Frost, and Daze, I am not sure what you are asking. None of the converted monsters do any of this damage. The closest thing would be the Ice Wyrms which have Freezing. Each time a hero enters a space adjacent to this monster, that hero suffers 1 fatigue.
You don't need range for any kind of melee attack, whether it uses Reach or not. But the wording implies that you still need to roll at least 3 range on a melee attack to hit your target (which I actually quite like).
So what are the Deep Elf and Lava Beetle's full list of abilities?
Want to use more expansion monsters in a RtL campaign? Download my dungeon level loadout sheet. Want more varied and interesting abilities for the heroes? Have a look at my Craft cards! After a more thematic Android experience? Check out Android: The Directors Cut. Tired of the same old plots? Try The Directors Cut - Alternate Plots. Want a different way to play BSG: Pegasus? Look at Pegasus: Razor Cut.
And also the Ferrox (for Bleed)…?
Want to use more expansion monsters in a RtL campaign? Download my dungeon level loadout sheet. Want more varied and interesting abilities for the heroes? Have a look at my Craft cards! After a more thematic Android experience? Check out Android: The Directors Cut. Tired of the same old plots? Try The Directors Cut - Alternate Plots. Want a different way to play BSG: Pegasus? Look at Pegasus: Razor Cut.
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