Denizens of the Volcano

Growler Pups

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

11

8

-

11

2

1

0

4

21

-1

1

20

Pup


 

Weapons:                      Armed with claws [CR=CC, Dam=10]

Special Abilities:         Group Attack, Immune to Fear and Panic, Immune to fire based attacks

Structure:                     Warband (4-8) models, either Pups or One Horns 

Growler One Horn

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

13

8

-

12

2

1

1

4

22

-1

1

36

One Horn


 

Weapons:                      Armed with Massive claws [CR=CC, Dam=13], and a horn [CR=CC, Dam=8x2].  Either weapon can be used, but not both in the same action.

Special Abilities:         Group Attack, Immune to Fear and Panic, Immune to fire based attacks

Structure:                     Warband (4-8) models, either Pups or One Horns 

Growler Mamma

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

15

13

-

13

3

2

2

4

24

-2

2

70

Mamma


 

Weapons:                      Armed with Massive claws [CR=CC, Dam=13].  The Mamma can hurl boulders [CR=8, MX=14, RM= -3, Dam =11].

Special Abilities:         Feint, Immune to Fear and Panic, Immune to fire based attacks

Structure:                     Individual     

Growler Bull

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

16

13

-

14

3

2

3

3

25

-3

2

85

Bull


 

Weapons:                      Armed with Massive claws [CR=CC, Dam=13].  The Bull can hurl boulders [CR=8, MX=14, RM= -3, Dam =11].

Special Abilities:         Feint, Immune to Fear and Panic, Immune to fire based attacks

Structure:                     Individual     

Random monsters in Ruins

Monsters in ruins all start out in hiding and are represented by a marker.  When and model comes or passes within 6” of a marker, then the marker is turned over and may be activated anytime after that by the controlling player.  Monsters coming out of hiding must spend the first action to manifest themselves.  When manifesting them, a random monster from the list below is chosen.  Once chosen, the same monster may not be chosen again in the same game.  The Monster is then placed on or as close to the marker as possible.  If there is more than one monster, then the remaining monsters must all be within 3” of the marker.

1) Minotaur

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

16

10

-

13

3

3

4

3

23

-2

3

90

Minotaur


 

Weapons:                      Armed with 2 giant stone axes [CR=CC, Dam=10x2]

Special Abilities:         Secondary Attack, Immune to Fear and Panic, Causes Fear, Ram Attack Dam 12

Structure:                     Individual     

2) Cyclops Ogre

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

15

13

-

13

3

3

3

3

23

-2

2

90

Cyclops Ogre


 

Weapons:                      Armed with claws [CR=CC, Dam=11] and Horn [CR=CC, Dam=14].  The Cyclops Ogre can hurl stones [CR=10, MX=16, RM= -3, Dam =11].

Special Abilities:         Secondary Attack, Immune to Fear and Panic, Causes Fear, Immune to fire based attacks

Structure:                     Individual     

3) Graveyard Dragon

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

14

10

-

14

3

3

3

2/4

23

-2

3

90

Graveyard Dragon


 

Weapons:                      Armed with razor claws [CR=CC, Dam=8x2] and Heavy Stone Club [CR=CC, Dam=14]

Special Abilities:         Secondary Attack, Immune to Fear and Panic, Causes Fear, Missile Immunity of 10. Once per turn the Death Dragon can spew forth a cloud of putrid gore.  Use the Fame Template from The Dwarven Labyrinth, any model touched takes a damage 9 hit and is incapacitated.  Incapacitated models may not move or do anything until they spend one action to recover.  If they find they are in base-to-base contact with an enemy model they may fight but their CC is halved (rounded down).

Structure:                     Individual     

4) Goblin Imps

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

13

10

-

12

2

1

1

3/6

21

-1

1

30

Goblin Imp


 

Weapons:                      Armed with claws [CR=CC, Dam=8], two attacks per action at no penalty

Special Abilities:         Immune to Fear, Flying Ram Attack Dam 12, may drop two height bands for free.

Structure:                     Warband, 3 models     

5) Tomb Naga

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

14

10

-

15

3

3

2

3

23

-4

3

90

Tomb Naga


 

Weapons:                      Armed with two Jagged Claw swords [CR=CC, Dam=10] and a Jagged Tomb Spear [CR=CC, Dam=14]

Special Abilities:         Secondary Attack, Immune to Fear and Panic, Causes Fear.  Both Claw swords can be used as the primary weapon, or the Tomb Spear can be used as the primary weapon.  The Tomb Naga gets a total of three attacks per action.

Structure:                     Individual     

6) Zombies

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

12

10

-

11

2

2

1

2

18

0

1

30

Zombie


 

Weapons:                      Armed with miscellaneous rusty weapon [CR=CC, Dam=8]

Special Abilities:         Immune to Fear and Panic, Missile Immunity of 15, Regeneration.

Structure:                     Warband, 3 models     

 

Regeneration

Models that have the special ability of regeneration are never truly taken off the battlefield until they have twice as many wounds than is normally required to kill them.  For example, a Zombie that takes 2 wounds is not truly destroyed until it has taken 4 wounds.  After a model takes the number of wounds given in its profile, then the model is placed on its side and treated as a prone model with an additional +2 to hit (on top of prone bonuses).  At the start of every turn, models that can regenerate that have any wounds roll a d6, on a roll of 5+ they remove one wound and roll again.  They can continue rolling and removing wounds until they fail to roll a 5+.  If a model has less wounds on it than the number listed in it’s profile, then it may function normally.  It takes one action to stand up if a model is on the ground.

 

Missile Immunity

Like the risen of the Devout, the undead of this sort can absorb missile fire without affecting them.  However, because some sort of presence in fact inhabits these models, they are not completely immune.  Instead of being “Immune to Missile weapons” then, they have differing levels of Missile immunity.  The value of the missile immunity represents the number on a d20 that the target model must roll equal to or under to avoid suffering a hit from a missile weapon.  This in effect gives the model two saves verses missile weapons.  Devout Risen in effect have a missile immunity of 20.  For missile weapons that can cause more than a single wound with a hit (x2, x3 weapons) a missile immunity roll is required for each possible wound (i.e. for a x2 weapons, two rolls must be made, one hit is scored for each failure).

 

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