8th Ed. Playing with a LOTR Fellbeast roaming the field?

Discussion in 'Lizardmen Discussion' started by JamJar, Nov 8, 2013.

  1. JamJar
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    JamJar Well-Known Member

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    Since I happen to have a LOTR Nazgul converted to only be the beast - I thought I could add some extra randomness to some battles.

    I thought of some characteristics, as well as looking at the LOTR characteristics
    Here is what I have - any thoughts and ideas on this would help.

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    _M__WS__BS__S__T__W__I__A__Ld
    4D6*__5__0__6__6__6__3__3D6__10

    Rules: Fly, Armour piercing, Terror, Stubborn, Fly, Hard to kill, Swoop attack, Scaly skin (4+), Regenerate

    Movement: The Fellbeast moves at the beginning of each player’s turn. If the Fellbeast finishes its move over a unit, place it in contact with the closest of the front, rear, and flanks. If the Fellbeast cannot land anywhere for any reason, place it in the closest open space where it can still touch the unit. If this is not possible either due to terrain, or other models in the way, then it cannot land. Continue its move in its original direction and place it in the next open space as if it were a unit fleeing though a friendly unit. In this move past the unit, the Fellbeast will make a Swoop attack if it had not already earlier in its move. If the Fellbeast is in contact with a unit after this extra move, it will not attack that unit; simply place it so it is not touching the unit.

    As explained above, if the Fellbeast finishes its move over a unit it will attack it. While in combat, the Fellbeast does 3D6 attacks, which are distributed as shooting attacks. Characters and champions can be hit only is there are less than 5 rank-and-file models present, and are hit randomly. If a unit comes into contact with the Fellbeast for any reason they are will be engaged in close combat.

    Combat resolution is determined as usual but the Fellbeast will not pursue if the unit flees, it will immediately move randomly as normal. If it does come into contact with a unit that is fleeing, the unit is destroyed and the Fellbeast completes its move. If it comes into contact with a non-fleeing unit the combat begins in the next player’s turn. If the Fellbeast flees from combat it simply moves in its normal random movement. The Fellbeast is unaffected by a unit that comes into contact, even if it has fled from combat, and will engage it in combat

    Hard to Kill: (because it's flying) all units attacking the Fellbeast must re-roll hit when shooting and in combat

    Swoop attack: If the Fellbeast passes over any unit, the unit(s) ducks for cover in hope they will not be plucked from the ground. To represent this, the unit can only act as if it had just rallied as they pick themselves back up from the ground. In addition the Fellbeast attempts of pick out some troops from the unit:

    If the Fellbeast completes its move over a unit (even if it runs into combat with another unit) the first unit it passes over becomes the victim as the beast attempts the take some members from the unit during its flight. D3 models in the unit must pass an initiative test or be slain with no saves allowed. These are distributed as shooting attacks for mixed units, ridden monsters, etc.

    To determine who is hit, roll a separate D6 for each of the number of models to be picked (determined by the D3 roll). Use the standard or given distributed hits for shooting attacks on the unit. If a character (including a champion) is present within the unit, on the roll of a 6, a randomly chosen character is picked and must pass the test as explained above. A “Look Out Sir!” roll can be made for a character who is picked, but is only saved on the roll of a 4+ as if he were outside the unit. This represents the unit diving to the ground first. This is only applicable if there are at least 5 rank-and-file models present.

    Obviously the Fellbeast could not pick up a monster of monstrous infantry as easily as it can take infantry, so the wounds on different units types are worked out differently:

    Taken automatically (no matter how many wounds) – infantry (including characters, cavalry, war beasts, chariots and war machines (either destroyed or dropped and damaged beyond repair)
    Take 2 wounds – monstrous infantry, monstrous cavalry, and monstrous beasts
    Take 1 wound – monsters, unique units
    Swarms are unaffected by the Fellbeast

    The wounds on the unit who is not automatically taken add up cumulatively for the unit. For example, the Fellbeast swoops over a unit of monstrous infantry that has 3 wounds per model. If two monstrous infantry fail the initiative tests, they take 2 wounds each, consequently killing one and placing 1 wound on the unit (as usual hits).
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    move uses the scatter dice
    I did think of using 2 artillery dice, instead of 4D6 but can't think of what to do for misfires, maybe it just counts as 0 move
     

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