The Missing Minions, Part 2: Animals

In Part 1 of the Missing Minions, we looked at people: mercenaries, pirates, and thieves.  In part 2, we’ll be looking at animals, wild and domestic.  As before, these were drawn from the 1st edition of the Witch Hunter core rulebook and updated to the 2nd edition of the game.  My conversion notes can be found in Part 1.

The tricky thing about animals is that many have Talents that are not listed in the core rules: armor, poison, etc.  I’ve included a list of these “Wild Talents” at the end of the article. Once again, I’ve taken some liberties with these in some instances to give the minion a bit more zing!

Something to remember about animal minions is that many will not band together.  Bears do not generally hunt together, for instance.  When designing animal minions, you want to make them tough enough to be a solitary threat.  A tough solitary minion should have a Threat Rating of 3, but also should have higher attack and damage bonuses than usual.  Expect that a tough brought low after no more than 2 rounds of combat, so any abilities they have need to count!  In general, giving them a +2-4 bonus to Attacks and +4-6 to damage would make them comparable to a band of minions.

But any real challenge to the players should be built as a Lieutenant or a Villain.  The lions from The Ghost and the Darkness, the shark from Jaws, even Bart the bear from The Edge would all fit the bill as animal villains…even Masterminds in the case of the Ghost and the Darkness.  Mor’du, the demon bear from Brave is another great example of an animal as a villain.  You should design these threats accordingly.


Bear

Large Animal

Threat Rating: 3
Hell’s Favor: 0
Pace: 5
Special Attacks: Claws and Bite +2/+4
Talents: Brutal Charge

Bird of Prey

Tiny or Small Animal

Threat Rating: 1
Hell’s Favor: 0
Pace: 7 (Fly)
Special Attacks: Claws +3/+2
Talents: Night Vision

Crocodile

Medium to Large Animal

Threat Rating: 3
Hell’s Favor: 0
Pace: 4/6 (Swim)
Special Attacks: Bite +3/+4, Tail +3/+3
Talents: Night Vision, Sweep

Dog

Small Animal

Threat Rating: 1
Hell’s Favor: 0
Pace: 5
Special Attacks: Bite +1/+2
Talents: Night Vision

Dray/Riding Animal

Medium to Large Animal

Threat Rating: 1
Hell’s Favor: 0
Pace: 6
Special Attacks: Kick +1/+4
Talents: Night Vision

Great Cat

Medium to Large Animal

Threat Rating: 2
Hell’s Favor: 0
Pace: 5
Special Attacks: Bite and Claws +2/+4
Talents: Incredible Leaper, Night Vision

Wolf/Large Dog

Small to Medium Animal

Threat Rating: 2
Hell’s Favor: 0
Pace: 5
Special Attacks: Bite +2/+3
Talents: Night Vision

Shark

Medium to Huge Animal

Threat Rating: 3
Hell’s Favor: 0
Pace: 6 (Swim)
Special Attacks: Bite +4/+7
Talents: Night Vision

Poisonous Snake (Viper)

Tiny to Small Animal

Threat Rating: 3
Hell’s Favor: 0
Pace: 5
Special Attacks: Bite +3/+0
Talents: Poison

Warhorse

Large Animal

Threat Rating: 3
Hell’s Favor: 0
Pace: 5
Special Attacks: Kick +3/+5
Talents: Night Vision
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2 thoughts on “The Missing Minions, Part 2: Animals

  1. Pingback: The Missing Minions, Part 1: People | …and a Brace of Pistols

  2. Pingback: 2015: A Retrospective | …and a Brace of Pistols

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