This preview will be a bit brief, as the BBitJ has other things demanding its, er, my attention this week. I hope the brevity will be properly counterbalanced with content, as once again I share details on three Common miniatures. This week, we look at a new gnome, a reimagination of an old classic, and an interesting design challenge. Therefore, allow me to present them in descending order of point cost. Deep Legionnaire
The Deep Legionnaire is mostly a filler mini. At 7 points, he can fit into most warbands that need just one more activation. He works best in multiples, where his Phalanx Fighting boosts his AC to 22. These deep gnomes don't like moving a lot, as they gain DR 5 if they don't move on their turn thanks to their Stonebond ability. That said, they still have the ability to move their line forward swiftly, utilizing Stonestep, a short-range teleport ability. Darkmantle
Put simply in skirmish game language, the Darkmantle is a Constricting Wandering Monster with Hide and Blindsight. Prisoner
The interesting part of the Prisoner's design was trying to find a way to make it compelling in the skirmish game. We initially thought about making the Prisoner start unarmed but allowing it to pick up an attack/damage line by liberating a weapon from a fallen foe. That got a bit weird, though, when we thought about him snagging a weapon from a fallen Marut. We tried to create an incentive for the opponent to 'free' the prisoner by awarding extra VP for eliminating it, but that just made him a target. As we thought about the problem, it became clear that we wanted two things to happen with the prisoner -- first, players should some incentive to include him in a warband; second, he should also carry some risk for his controller. With those things in mind, we settled on a combination of two abilities -- Chained and Objective. Objective satisfies the first criteria. It lets the controller score double VPs for occupying a victory area with the prisoner in tow. (I think of it as the prisoner giving up the location of buried treasure or something similar.) Meanwhile, Chained requires the Prisoner to end each round adjacent to a non-Prisoner ally. If he doesn't, the Prisoner is eliminated, and the opponent scores an additional +10 VPs. Ultimately, it's a gamble. If you can get a couple of rounds with him on a victory area, he's definitely worth it. Meanwhile, your opponent might try to maximize his gain by targeting the creatures around the Prisoner, but he still has the option of attacking the prisoner. Of course, the prisoner cannot attack and doesn't threaten squares. Next week -- 3 Bs.
About the Author Stephen Schubert is a Developer for RPG R&D and has been involved in many facets of the D&D product line. He's recently been Lead Developer for the upcoming Monster Manual V, Lead Designer on the Eberron adventure Eyes of the Lich Queen, and he's the Lead Developer for the D&D Miniatures Game.
Now we bring the return of the mystery silhouette. Shown below are all the figures that we'll feature in these previews. Can you guess their identities? Feel free to try!
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