aluman
06-07-2008, 07:45 PM
4E introduces (well Swarms were in 3E, but they are improved, imo.) two 'classes' of monsters I think can be adapted to Skirmishing fairly easily.
First and the biggest, are Swarms.
The key points of warms are:
*1/2 Damage from Melee/Ranged attacks vulerable to area affects
*Immune to forced movement from melee and ranged attacks, AoE attacks can still move them as normal.
*A swarm can enter and pass through an enemy's space this movement doesn't provoke OA (the 4e verision of AoO), and can pass through an opening that is large enough for at least one of the smallest consitutes.
Most swarms presented also have an aura of daamge, so anything that starts adjacent to them takes damage.
So groups of 20 soliders could make a large swarm, lose the reach of large creatures and you have single stat block for small group of soliders, and wit hthe cherry picking I think we could do with minions (see below) we can create rough stat blocks that involve very little die rolling (thus speeding up skirmish combat) that is still interactive with the players (thus keeping a real feeling for th game).
Minions:
These are meant as cannon fodder, designed to die quickly but still be more than nusiance while standing.
Have 1 HP (not going to be used I don't think)
If an attack that misses normally deals damage misses the minion it deals no damage. (with normal HP this is irelevant)
Static Damage (this I want to use more than the rest of it)
So a group of 20 soliders turned into army-swarm could look like this:
Anuriean Infantry Level 3 Solider XP 150
Large Humanoid (Swarm, Human)
Swarm Attack Aura 2 The infantry swarm may make a basic attack against all enemies who start within range of their halberds as a free action
+5 Initiative Perception +6
HP 47 Bloodied 23
AC 18 Fortitude 16 Reflex 15 Will 14
Immune: Melee and Ranged deal 1/2 Damage
Vulerability: Vulerable 5 against close and area attacks
Speed 5
Melee Basic Attack Halberd (Standard at will) Weapon
Reach 2 +10 v AC, 8 Damage. Targetr is marked until the end of the next turn
Powerful Strike (Standard, Recharge 5,6) Weapon
Requires Halberd reach 2 +10 v AC 12 damage and the target is knocked prone
Crossbow (basic range) (standard at will) weapon
Ranged 15/30 +9 v AC 6 damage
Alignment Any Langauges Anuerien
Skills Streetwise +7
STR 16 (+4) CON 15 (+3) DEX 14 (+3) INT 10 (+1) WIS 11 (+1) CHA 12 (+2)
Equipment: Chainmail, Halberd crowssbow with 20 bolts.
Notes: the modifer after attribute includes the 1/2 level boost for skills not listed.
First and the biggest, are Swarms.
The key points of warms are:
*1/2 Damage from Melee/Ranged attacks vulerable to area affects
*Immune to forced movement from melee and ranged attacks, AoE attacks can still move them as normal.
*A swarm can enter and pass through an enemy's space this movement doesn't provoke OA (the 4e verision of AoO), and can pass through an opening that is large enough for at least one of the smallest consitutes.
Most swarms presented also have an aura of daamge, so anything that starts adjacent to them takes damage.
So groups of 20 soliders could make a large swarm, lose the reach of large creatures and you have single stat block for small group of soliders, and wit hthe cherry picking I think we could do with minions (see below) we can create rough stat blocks that involve very little die rolling (thus speeding up skirmish combat) that is still interactive with the players (thus keeping a real feeling for th game).
Minions:
These are meant as cannon fodder, designed to die quickly but still be more than nusiance while standing.
Have 1 HP (not going to be used I don't think)
If an attack that misses normally deals damage misses the minion it deals no damage. (with normal HP this is irelevant)
Static Damage (this I want to use more than the rest of it)
So a group of 20 soliders turned into army-swarm could look like this:
Anuriean Infantry Level 3 Solider XP 150
Large Humanoid (Swarm, Human)
Swarm Attack Aura 2 The infantry swarm may make a basic attack against all enemies who start within range of their halberds as a free action
+5 Initiative Perception +6
HP 47 Bloodied 23
AC 18 Fortitude 16 Reflex 15 Will 14
Immune: Melee and Ranged deal 1/2 Damage
Vulerability: Vulerable 5 against close and area attacks
Speed 5
Melee Basic Attack Halberd (Standard at will) Weapon
Reach 2 +10 v AC, 8 Damage. Targetr is marked until the end of the next turn
Powerful Strike (Standard, Recharge 5,6) Weapon
Requires Halberd reach 2 +10 v AC 12 damage and the target is knocked prone
Crossbow (basic range) (standard at will) weapon
Ranged 15/30 +9 v AC 6 damage
Alignment Any Langauges Anuerien
Skills Streetwise +7
STR 16 (+4) CON 15 (+3) DEX 14 (+3) INT 10 (+1) WIS 11 (+1) CHA 12 (+2)
Equipment: Chainmail, Halberd crowssbow with 20 bolts.
Notes: the modifer after attribute includes the 1/2 level boost for skills not listed.