Posted by: davflamerock | November 24, 2012

Dungeons and Dragons Strategy Battle Game

Now my interest in both D&D and LotR: Strategy Battle Game is not a mystery to this site, and those who know me personally know my interest in game design. So it should come as no surprise that, when I looked at the D&D minis sitting on my desk, I thought that it would be cool to be able to use them in a SBG scenario. So here I went and made profiles for them all. The party is pretty balanced, power-wise, and I figured they’d be about equivalent to Legolas or Gimli as far as effective strength (with some being more like glass cannons and others more like solid tanks).

As I get the models painted up, I’ll include pictures of them in this post, and as abilities change in the adventure I will edit this page to reflect that.

Milo Khazarad, "Stormhammer"

Milo Khazarad, “Stormhammer”

Milo Khazarad, “Stormhammer”—110 Points

Fight—6/5+
Strength—4
Defense—8
Attacks—2
Wounds—2
Courage—6
Might—4
Will—1
Fate—2

Gear
Milo’s Warhammer—Milo’s warhammer is a 2-handed weapon (-1 on Duel, +1 to wound) that also counts as a throwing weapon.
Clockwork Heavy Armor—Milo moves at a speed of 6” as though he were a Man.
Grappling Hooks (+5 pts)—Milo does not suffer the -1 penalty to his Duel roll for wielding a 2-handed weapon.
Steam Jets (+5 pts)—Milo gains the Terror special rule
Smoke Grenades (+10 pts)—If Milo or anyone in base contact with him would gain a cover save, treat them as having total cover (they cannot be seen)

Special Rules
Hasty—If Milo is ever capable of charging an enemy model with less Fight value than him in the Movement phase, he must do so. If there are multiple enemies he could charge, you may choose who he pursues.

Oldrian the Ranger

Oldrian the Ranger

Oldrian of Instag—95 Points

Fight—6/3+
Strength—4
Defense—5
Attacks—2
Wounds—2
Courage—6
Might—2
Will—3
Fate—2

Gear
Flaming Short Sword (hand weapon)
Elven Bow
Armor
Locke the Owl—Oldrian counts as being able to see the entire battlefield

Special Rules
Rapid Shot—Oldrian may fire three arrows in the shooting phase.
Woodland Stride—Oldrian can always move through forest terrain at full speed

Spells
Entangle—Range 6”, Success 4+
All enemies within 6” of Oldrian are knocked to the ground. One foe resists for everyone.
Channel: All affected enemies also suffer a Strength 2 hit.

Carter the Sorcerer

Carter the Sorcerer

Amora, the Fighter

Amora, the Fighter

Carter and Amora—90 Points

Carter
Fight—3/3+
Strength—3
Defense—4
Attacks—1
Wounds—*
Courage—6
Might—1
Will—6
Fate—4

Amora
Fight—6/4+
Strength—4
Defense—5
Attacks—3
Wounds—*
Courage—6
Might—3
Will—0
Fate—4

Gear
Clothes and light armor
Koia the snake, Flaming ball and chain (elven blade)

Special Rules
Resistant to Magic—Carter and Amora may resist Magical effects without spending Will. If they do so, they roll one die to resist.
Time-travelers—Carter and Amora are time-travelers whose enchantments protect them from harm. To represent this, they do not have wound values; however, if either of them ever reaches 0 Fate then they are both immediately removed from the board as they port out to a new point in the timeline. Treat them as casualties as normal.
Koia—With Carter comes a small snake model. This model may be moved as if it were an independent model (4” move) during the movement phase, but must always end its move within 6” of Carter. Carter can move away after to increase the distance; if Mori cannot end his move within range of Carter he must get as close as possible. When casting a spell, range may be measured from either Carter’s base or Koia’s.
Grapple—At the start of the Fight phase, Amora may grapple any single model in base contact with her. If she does, she immediately completes a combat against that model using her full attacks. If she wins the combat and the enemy model is not killed, it must stay in base contact with Amora until the next Combat phase. As long as it remains in base contact with her, treat it as though it were Immobilized (as the spell). If there are any other models in base contact with Amora when she initiates a grapple, she fights them as normal but with Fight and Attacks values of 1, and if she wins the combat she will not strike to wound.

Spells
Obscuring Snow—Range 6”, Success 2+
For the rest of the game, if target would offer cover to anyone, it offers total cover instead.
Channel: The target and anyone within 3” can only be hit by ranged attacks on a 6.
Hold Person—Range 12”, Success 3+
Target can’t move, halves their Fight & Attacks, and won’t strike to wound. Lasts 1 turn.
Channel: Target has 1 Fight and 1 Attacks instead.
Sap Will—Range 12”, Success 3+
Target loses 1d3+1 Will.
Channel: Target loses all Will instead.
Suggestion—Range 12”, Success 4+
Target is Immobilized (as Hold Person) except Carter also moves them half their speed.
Channel: Target has 1 Fight and 1 Attacks instead of halved as normal.
Unluck—Range 12”, Success 4+
Whenever target would roll a die, they roll 2 dice and take the lowest possible. Lasts 1 turn.
Channel: Lasts until Carter is Exhausted instead.
Shivering Touch—Range 6”, Success 5+
For the rest of the game, target moves at half speed, has their Fight & Attacks halved.
Channel: Target has 1 Fight and 1 Attacks instead. Target also suffers a Str 3 hit.

Chava Bhairravi

Chava Bhairravi

Chava Bhairravi—80 Points

Fight—4/3+
Strength—4
Defense—4
Attacks—2
Wounds—2
Courage—5
Might—2
Will—2
Fate—3

Gear
Crossbow
Armor
Shortsword

Special Rules
Stealth—Chava counts as always wearing an elven cloak. She cannot be seen by models more than 6” away from her.
Sneak Attack—If Chava wins a combat and her side outnumbers that of her opponent, she treats her opponent as if they were trapped.

Yantse the Anansi

Yantse the Anansi

Yantse the Anansi—90 Points

Fight—4/4+
Strength—3
Defense—4
Attacks—1
Wounds—2
Courage—6
Might—3
Will—3
Fate—2

Gear
Trident
Armor

Special Rules
Bluff—All enemy heroes within 6” of Yantse must spend 2 points of Might to modify a die roll or use Heroic abilities instead of 1.
Sneak Attack—If Yantse wins a combat and his side outnumbers that of his opponent, he treats his opponent as if they were trapped.

Hall, Yantse's Guardian

Hall, Yantse’s Guardian

Hall, Yantse’s Guardian—70 Points

Fight—6/4+
Strength—4
Defense—5
Attacks—2
Wounds—2
Courage—4
Might—2
Will—2
Fate—0

Gear
Greataxe (2-handed weapon)
Armor

Special Rules
Bodyguard—As long as Yantse lives, Hall passes all Courage checks.

Spells
Fury—Range 6”, Success 3+
Hall & all Men (humans) in 6” automatically pass Courage tests & recover lost wounds on the roll of a 6. Lasts until Hall is exhausted.
Channel: Targets recover lost wounds on the roll of a 5 or 6 instead of just a 6.

Herren "Akorn" Oakbreaker

Herren “Akorn” Oakbreaker

Herren “Akorn” Oakbreaker—80 Points

Fight—4/4+
Strength—4
Defense—6
Attacks—2
Wounds—2
Courage—6
Might—2
Will—2
Fate—2

Gear
Dwarven Waraxe
Throwing Knives
Dwarven Armor
Ring of Invisibility (+25 pts)—Akorn may put on the Ring of Invisibility during the Move Phase, in which case he becomes Invisible (as it were the One Ring). It does not require a Courage check to remove, and works even against Sauron and the Nazgul.
Poisoned Knives (+5 pts)—When rolling to wound with his throwing knives, Akorn must re-roll all ones.

Special Rules
Assassinate—At the end of each round, if Akorn neither shot nor fought in combat, he may choose an enemy model that is not in complete cover and place a token by it. A model may have any number of tokens. He may spend these tokens to re-roll attempts to wound when he attacks the targeted model later.
Sneak Attack—If Akorn wins a combat and his side outnumbers that of his opponent, he treats his opponent as if they were trapped.

Tero the Necromancer

Tero the Necromancer

Tero the Necromancer—65 Points

Fight—3/5+
Strength—2
Defense—3
Attacks—1
Wounds—2
Courage—5
Might—2
Will—6
Fate—2

Special Rules
Studious—Tero recovers 1 spent point of Will per round if he does not move or fight.

Spells
False Life—Range 12”, Success 2+
Targeted ally gains one point of Fate. Ally need not have lost Fate, or even be a hero.
Channel: Targeted ally instead recovers one lost Wound.
Drain Courage—Range 12”, Success 3+
Target loses 1 Courage permanently.
Channel: Target instead loses 1d3 Courage.
Sap Will—Range 12”, Success 3+
Target loses 1d3+1 Will.
Channel: Target loses all Will instead.
Animate Dead—Success 4+
Place a zombie in base contact with Tero. They may move this turn but not charge.
Channel: Place 1d3 zombies in base contact with Tero instead.
Enervation—Range 12”, Success 5+
Target suffers a Strength 9 hit.
Channel: A wounding hit will deal 1d3 wounds instead of just 1.
Soul Vessel—Range 12”, Success 4+
Target is Immobilized (can’t move or shoot, halves his/her Fight/Attacks & won’t strike wounds) except Tero also moves them half their speed.
Channel: Target has 1 Fight and 1 Attacks instead of halved as normal.

Zombie—3 Points

Fight—2/5+
Strength—3
Defense—3
Attacks—1
Wounds—1
Courage—2

Special Rules
Shambling Husk—Zombies have a move speed of 4”. They are mindless and cannot fail a Courage check for any reason. If their summoner is not on the battlefield, they must always move towards the nearest enemy and attack.

Kara, Angel of Chaos

Kara, Angel of Chaos

Kara, Angel of Chaos—85 Points

Fight—3/3+
Strength—2
Defense—4
Attacks—1
Wounds—2
Courage—5
Might—2
Will—4
Fate—2

Gear
Armor
Elf Bow
Knives (hand weapon)

Special Rules
Diplomacy—Whenever an enemy hero within 6” of Kara takes a heroic action, they must roll 1d6. On a 1-3, the heroic action fails.
Resistant to Magic—Kara may resist Magical effects without spending Will. If she does so, she rolls one die to resist.
Seductress—Enemy models in base contact with Kara get -1 to their Duel Roll (minimum 1).

Spells
Banishment—Range 6”, Success 4+
Targeted Spirit or Undead unit suffers 1 wound.
Channel: Target suffers 1d3 wounds instead.
Cast Blinding Light—Range 12” Radius, Success 2+
Negates darkness in range. Targets shooting at Kara or anyone within 6” of her only hit on a 6. Lasts one round.
Channel: Instead lasts until Kara is exhausted.
Dominate Person—Range 6”, Success 5+
Move target up to their full speed, even if they have already moved. Target cannot charge its allies or take shots in the shooting phase; otherwise treat target as one of your own models this round.
Channel: Target may make charges against its allies and shoot them in the shooting phase. It will strike blows as normal if it wins a Duel.
Renew—Range 12”, Success 3+
Targeted ally recovers one lost Wound.
Channel: Target instead recovers 1d3 Wounds.

Kieran & Cyw

Kieran the Wanderer

Kieran the Wanderer—105 Points

Kieran
Fight—3/3+
Strength—3
Defense—4
Attacks—1
Wounds—2
Courage—6
Might—2
Will—3+1
Fate—2

Cyw
Fight—4/5+
Strength—4
Defense—4
Attacks—2
Wounds—1
Courage—2

Gear
Elven Bow
Shortsword
Armor
Cyw (+25 pts)—Cyw’s movement speed is 10″

Special Rules
Life Bond—Kieran may spend Fate points to prevent wounds dealt to Cyw. Cyw makes all Courage checks using Kieran’s Courage value, if necessary.
Nature’s Champion—Kieran gets one free point of Will every turn.
Woodland Stride—Cyw and Kieran always move through forest terrain at full speed

Spells
Cast Light—Range 12” Radius, Success 2+
Negates darkness in range. Targets shooting at Kieran or anyone within 6” of him only hit on a 6. Lasts one round.
Channel: Instead lasts until Kieran is exhausted.
Entangle—Range 6”, Success 4+
All enemies within 6” of Kieran are knocked to the ground. One foe resists for everyone.
Channel: All affected enemies also suffer a Strength 2 hit.
Panic Steed—Range 12”, Success 2+
Steed throws rider and flees battle permanently (roll on Thrown Rider table).
Channel: Also affects all enemy models within 3” of target.
Renew—Range 12”, Success 3+
Targeted ally recovers one lost Wound.
Channel: Target instead recovers 1d3 Wounds.
Strengthen Will—Range 12”, Success 4+
Targeted ally gains one point of Will.
Channel: Target gains 1d3 points of Will instead.

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Responses

  1. […] also went back a couple posts and updated my D&D SBG post to include close-up pictures of all of the player characters, even though they’re not painted […]

  2. […] new Hobbit rules (which mostly revolve around updating spells). If you’re interested in that, here’s the link. Any feedback can go in the […]


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