For Final Editing: 4/21
GNOLL RAIDERS
General: VALKRILL
Species: Gnoll
Type: Common Squad
Class: Raiders
Personality: Wild
Size: MEDIUM 5
Points: 55
Stats
Life: 1
Move: 5
Range: 1
Attack: 3
Defense: 4
Special Powers
FERAL PACK MOVEMENT
Before moving, roll the 20-sided die. If you roll a 1-3, you may move 1 Gnoll Raider you control. If you roll 4-9, you may move 2 Gnoll Raiders you control. If you roll 10-15, you may move 3 Gnoll Raiders you control. If your roll 16-19, you may move 6 Gnoll Raiders you control. If you roll a 20, you may move 9 Gnoll Raiders you control. After moving, you may attack with any 3 Gnoll Raiders you control, even Gnoll Raiders that did not move this turn.
AURA OF CHAOS
When an opponent rolls the 20-sided die for a figure’s special power, if that figure is adjacent to at least 1 Gnoll Raider you control, your opponent must subtract 1 from that roll.
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==Nomad wrote:Sorry.
I just missed it. Thanks for catching it. I am sure I would make a hundred mistakes without your eyes.
Try again?
Gnoll Raiders
Valkrill’s legion grows as he summons the Gnolls of Eberron to his sinister cause. The jackal-headed Gnolls, with her dirty yellow fur and their savage countenance and wicked fangs have the perfect temperament for the general of chaos. The Gnolls are known for their brutal methods and they have terrorized all races with their lust for blood and scavenging ways. Well-muscled and merciless, the Gnollls are bullies and tyrants from an early age. They constantly struggle even with each other over food, plunder, and power. When there is a common purpose, or a common enemy, they can sometimes be rallied by a powerful leader, but they are from controlled – merely directed down a path – weaving destruction in their wake.
Gnolls are naturally tall and strong, able to wear heavy plate armor and metal shields. They prefer cleaving weapons such as battle axes, but are just as skilled with spears and their own talons can serve as weapons too.
Among the tribes there will be a few Gnolls that are share a latent demon heritage. This demonic taint manifests in battle, when the Gnolls are whipped into their bloodlust. The taint warps the battlefield, creating a mystical blight of confusion and misfortune for their enemies.
Dark Rangers
Hailing from Eberron with the Gnoll Raiders, the Dark Rangers of Droaam are slightly more civilized and cunning than their cousins, though just as ferocious. The Dark Rangers act as mercenaries, trading their services as scouts, raiders, and assassins for more advanced weapons and armor, and dark delights of food and rare treasures.
As rangers, they are skilled archers and trackers, and with their keen senses and relentless disposition, they can stalker and slay any prey. They often follow packs of raiders, who rush into battle with their insidious hyena’s howls and merciless rage. The Dark Rangers follow, picking off targets that are flushed from their hiding places. And since the Raiders care little about formations or protecting their flanks, the Rangers take the role of guardians and snipers.
Le-Orex
The Gnoll warrior called Le-Orex is a distant descendent of the demon lord of gnolls, Yeenoghu. As part of the demon bloodline, Le-Orex was blessed with greater intelligence and prowess than his kinsmen. Rising quickly as a leader, both through brutal bullying and dominance in battle, Le-Orex led the gnolls and daring raids against humans and elves. He even attacked a wizard’s stronghold, capturing talented weapon-smiths and metalworkers. Under pain of torture, the smiths created better weapons for Le-Orex’s pack. He also commanded them to make him a great shield and spiked flail that the demon gods had sent him in a vision. The weapon and shield were tempered in his blood.
Armed with his Claw Shield and Flail, Le-Orex continued his assault on the settlements of Eberron. His attacks brought more gnolls, but other agents of chaos came to share in the ‘kill’ – orcs, giants, and trolls. There was no grand plan, not strategy for the humans and elves to counter. Brute force needed to be met with brute force. In a grand battle, the Gnolls were pushed back by a great cavalry charge of elves of Valenar.
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[quote="Derek S"]
NWHC WAVE 2- TAUNTING TIDE
- Rulings and Clarifications -
_______________________________________
- Combinations and Synergies -
Synergy Benefits Offered
- Dark Ranger : FERAL WAR CRY
As a Gnoll common squad, the Gnoll Raiders may benefit the Dark Ranger in their FERAL WAR CRY activation and attack bonus.
Synergy Benefits Received
- Skull Demon: VALKRILL ATTACK AURA 1
As a figure that follows Valkrill with a Range of 1, the Gnoll Raiders may benefit from the Skull Demon's VALKRILL ATTACK AURA 1 ability.
- Le-Orex: Lead the Pack
As figures with the FERAL PACK MOVEMENT, the Gnoll Raiders may benefit from Le-Orex’s LEAD THE PACK 20-sided die enhancer.
Synergy Imposed
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Squad Figures are:
Aberrations #51 Gnoll (C)
Dungeons of Dread #31 Gnoll Maruader (C)
Blood War #46 Demonic Gnoll Priestess (U)
Hero:
Legendary Encounters 20035 Gnoll Warrior
Last edited by Lord Kai on Mon Jun 02, 2014 8:59 pm; edited 13 times in total