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"Nightwatch Creature Traits" Topic

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vlad4803 Jun 2022 11:56 a.m. PST

This is a question about the Nightwatch fantasy skirmish rules by Patrick Todoroff.
While the core mechanics are tremendous, an issue some have the rules is the totally generic dice-stats for the 4 levels of monsters in the game.
Each level of monster gets its own activation dice (eg Vermin, always one d6) but nothing else to distinguish say a rat from a kobold or small goblin.
Has anyone created a more detailed Bestiary for this otherwise fine game? It would certainly make it more polished and satisfying.

cloudcaptain03 Jun 2022 6:53 p.m. PST

He's a local and will likely be by this post shortly :)

Personal logo Dentatus Sponsoring Member of TMP Fezian04 Jun 2022 7:25 p.m. PST

The benefit of an open miniature game is intentionally abstract categories in the effort to accommodate the huge variety of miniatures in people's collections. It's also the problem with a open miniature game.

Have you tried flavoring your enemies with Atrocity traits? (p. 43) Someone modded the rules to allow for individual Alpha/Champion types at Horde/Terror level. Same Quality dice but add 1 or 2 traits respectively.

There's no reason you couldn't do the same with a particular type of adversary in your scenarios.

hollyhocks06 Jun 2022 1:08 p.m. PST

I was thinking of adding minion characteristics for the hordes of nasties in Nightwawtch, just to give them a bit of a specific flavour.

Maybe you could use 'keywords' to indicate these characteristics, for instance;
- "FAST" = Movement of 8" per action instead of the usual 6"
- "FLYING" = Move of 10", no penalty for terrain or obstacles
- "VENOMOUS" = First (or subsequent) hit also negates characters 'Free' movement action

Or whatever you want!

I was also considering "BURROWER" as a minion type, where instead of arriving at the designated 'spawn points', the nasties erupt from the ground at the feet of the (unlucky!) character randomly chosen

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