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Subject: (spoiler) Kobold Trap Maker

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Ryoga
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Colombia - Bogota / Italia

06/18/2007 12:37 PM  
 
Kobold Trap Maker
Lawful Evil, 10 Points
L/S:4 S:6 AC:14 HP:15
Melee: +1 (5)
Ranged: +0 (5)
Type: Small Humanoid - Kobold - Reptilian

Special Abilities:
Jittery
Set Trap [][] (Replaces attacks: Place a trap counter in an adjacent square; on its turn, any creature that moves into the counter's square or any square adjacent to the counter, or that activates within these squares triggers the trap's effect; once it is triggered, remove the counter from the battle map) Crushing Stone (20 damage to triggering creature, DC 15 negates)

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GuJiaXian
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Holladay, Utah

06/18/2007 12:56 PM  
Excellent. I can always use more targets...er, kobolds for my roleplaying campaign.

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Ryoga
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Colombia - Bogota / Italia

06/18/2007 12:59 PM  
DC 15 negates kill this unit.... sad soo sad

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warty_nosed_goblin
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06/18/2007 1:53 PM  
Against all but fodder yes, but the traps could be used pretty creatively to prevent enemies from being able to flank I suppose...

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originally posted by grim:
While he is clearly insane, he does have a point.

Pedro
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Czech Republic

06/18/2007 3:13 PM  
Unusable in skirmish. Would you like to waste 10 points on something, that will maybe kill a Bat? Or would you take Mialee instead and kill it outright?

3 No can has other ceiling cat!! U gotz other Ceiling Cat, I shoot yous wit mah lazer eyes.


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Sirohk
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USA

06/18/2007 3:43 PM  

Nice piece, but for a cost of 10 points it will see little action.Â

 

 


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Adelaide

06/18/2007 4:05 PM  
I hates it
Stop with wards, traps and the like.
Over complicates skirmish which is getting complicated enough with different map terrians without needing more counters subsituing for effects on the map. And with impending mounted rules to throw into mix.


/rant

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Pedro
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Czech Republic

06/18/2007 4:12 PM  
I like the trap idea, well, at least useful trap idea, not this

3 No can has other ceiling cat!! U gotz other Ceiling Cat, I shoot yous wit mah lazer eyes.


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greyhaze
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06/18/2007 4:12 PM  
Posted By Pedro on 06/18/2007 3:13 PM
Unusable in skirmish. Would you like to waste 10 points on something, that will maybe kill a Bat? Or would you take Mialee instead and kill it outright?
Mialee can't be pulled in to LE.  I think the best use of the trapmaker is to provide a little protection to your back yard, and the second is to run it up and drop a trap directly ontop of a low save beater before it activates and hope for the 20 damage.  It's not a great piece, and I agree, imo overcosted, but these'd be the two best uses I could think of (other than trapping an enemy only VA).


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Adelaide

06/18/2007 4:17 PM  
Needed scout

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Pedro
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Czech Republic

06/18/2007 4:19 PM  
Posted By greyhaze on 06/18/2007 4:12 PM
Posted By Pedro on 06/18/2007 3:13 PM
Unusable in skirmish. Would you like to waste 10 points on something, that will maybe kill a Bat? Or would you take Mialee instead and kill it outright?
Mialee can't be pulled in to LE.  I think the best use of the trapmaker is to provide a little protection to your back yard, and the second is to run it up and drop a trap directly ontop of a low save beater before it activates and hope for the 20 damage.  It's not a great piece, and I agree, imo overcosted, but these'd be the two best uses I could think of (other than trapping an enemy only VA).

It was just an example, but otherwise you are correct.

3 No can has other ceiling cat!! U gotz other Ceiling Cat, I shoot yous wit mah lazer eyes.


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scruffydude7
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Rock Hill, SC

06/18/2007 4:26 PM  
I kinda like it. It might take a bit of creativity to use it, but I think it could be useful in some circumstances. What I want to know is how the Kobold avoids setting off his own trap the round after he sets it.

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Myrtle Beach, SC

06/18/2007 4:37 PM  
What I want to know is how the Kobold avoids setting off his own trap the round after he sets it.


I was thinking the same thing.

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Adelaide

06/18/2007 4:39 PM  
Place trap and move, dont move and place trap.

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Lord_rock
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Portland OR

06/18/2007 6:27 PM  
I like the wards and traps!!! brings back the ability to control the battle field that tiles used to have... I'm hoping/thinking Evards tentacles will use it too.

complex piece to work and not kill yerself... too bad he's not immune to his own traps... by the wording it looks like they are thinking more traps for the future... interesting...

yet another piece that would probably get used if it wasn't for "save negates" even save reduces dmg to 5 would work...

scout would have made him emmensely more useful...

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Lima, Perú

06/18/2007 7:21 PM  
if only this little fellow have speed 10, or scout, to better use that. But if you forgot to setup and run, and do the opposite it was devastating.

DC 15 negates is the worst of all.

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Draxx
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06/18/2007 10:17 PM  
heres a thought, can a single square be trapped multiple times? at dc15 its a rather low save but what if a creature was forced to take 2 traps, now what if the kobolds were to trap subsequent squares so that an area like the keep? if all 4 victory area squares are covered it could be amusing. the other thought is on a map like hellspike, a quare can make turn 1-2 tilegrabbers a more risky option in that the 2x2 or other area is unsafe as the trap threatens adjacent squares.

anywhoo just saying might be more depth to this mini

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WakeXX
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Edinboro PA

06/18/2007 10:44 PM  
I don't think this will see much play....

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06/18/2007 10:46 PM  
It is easy for the trapmaker to avoid the trap. The wording on the trap is "on its turn ...... moves INTO the trap square or an adjacent square". Since the trapmaker is adjacent when it places the trap, it just needs to back away from the trap after placing it. Or alternately, place it adjacent to an enemy that has yet to activate that round. If you are feeling really froggy, you can "motivate" him with the Marshal to get him out of Dodge.

Overall, I think this piece has potential. It costs 10 points, which is the same amount as one turn worth of victory points. And, the trap has a very good chance of preventing your opponent from getting victory points for at least one round (tile grabber goes boom!). If played on maps with far away victory areas (but close to the other side), it can be very easy to trap the victory area before an opponent's tile grabber gets to it. Also, 20 damage is not something easy to ignore. Storm PORC is flush with mid to low level pieces, making a DC 15 reasonably dangerous. Finally, after the traps are layed, the little guy can run around taking pot shots with his ranged attack. Sure, it isn't likely to hit, but it gives him something to do and doesn't require him to risk himself while doing it.

-SYB


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Myrtle Beach, SC

06/19/2007 12:22 AM  
If he has to place the trap and move then he is REALLY bad because there is no way it would be effective.

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Pedro
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Czech Republic

06/19/2007 4:41 AM  
Posted By SYB on 06/18/2007 10:46 PM
It is easy for the trapmaker to avoid the trap. The wording on the trap is "on its turn ...... moves INTO the trap square or an adjacent square". Since the trapmaker is adjacent when it places the trap, it just needs to back away from the trap after placing it. Or alternately, place it adjacent to an enemy that has yet to activate that round. If you are feeling really froggy, you can "motivate" him with the Marshal to get him out of Dodge.

-SYB

Set Trap [][] (Replaces attacks: Place a trap counter in an adjacent square; on its turn, any creature that moves into the counter's square or any square adjacent to the counter, or that activates within these squares triggers the trap's effect; once it is triggered, remove the counter from the battle map) Crushing Stone (20 damage to triggering creature, DC 15 negates)

3 No can has other ceiling cat!! U gotz other Ceiling Cat, I shoot yous wit mah lazer eyes.


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Wolfgang
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Milton, Ontario Canada

06/19/2007 8:41 AM  
I can't see this being used in skirmish at all

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06/19/2007 2:50 PM  
One interesting note is that it appears that the trap will effect something no matter if its flying, burrowing, incorporeal or what have you. Another is that it is apparently legal to trap a pit square. Probably will never be done, but still worth noting. And finally, I'm just waiting for the story of how somebody killed a Bahamut with one of this little guy's traps in epic...ones, they happen- even to gods.

Call me: W.N. Gobo!
originally posted by grim:
While he is clearly insane, he does have a point.

juanchoquinche
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colombia/bogota

06/19/2007 3:45 PM  
thank you for the spoiler RYOGA

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06/19/2007 6:59 PM  
As I feared, useless........

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Lima, Perú

06/21/2007 12:14 AM  
Posted By Wraithborne on 06/19/2007 6:59 PM
As I feared, useless........

You still can use it in RPG, or use it in 50 points format in a kobold warband against Gobos =)

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Spain

06/21/2007 1:02 AM  
Probably another skirmish useless creature but...what did you espect?It is a common monster.RPG masters will have another kobold (we do not need more but...it is ok).It could be funny in drow outpost if you put the mini in the narrow path.but dc negates makes this kobold useless

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West Virginia

06/21/2007 2:40 AM  
I likely won't want it for RPG either, as it's a very niche piece.

Hey Woman, Hey Woman!! Listen here. Since your ol' man ain't got no heart, maybe you'd like to see a real man. I bet you stay up late every night dreamin' you had a real man, don't ya'? I tell you what, bring your pretty little self over to my apartment tonight and I'll show you a real man!

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greyhaze
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06/21/2007 7:50 AM  
rpg-wise, I kinda picture this guy as a kobold that's working on something, he could fit in to a village scenario fairly well, but as a common - that's just plain too many of em.


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Called Shots: Ghast in Against the Giants, Darkenbeast in Demon Web.
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