MINOTAUR
Minotaurs
are huge humanoid creatures with the head of a bull. They are vicious,
violent and brutal, destroying anything and anyone to get in their
way. Their wanting for bloodlust and battle earnt them their feared
reputation, and their rage is unequaled throughout the Old World.
Although
often thought to be related to beastmen they are a race apart. They
can speak Dark Tongue and some common, but prefer to use gestures
to get their meaning across.
Minotaurs
aren't really choosy about who or what they fight and have no worries
about slaughtering the denizens of any dungeon. Some have been known
to battle alone side other races, but this is most definitely to
serve their own reasons more than anyone else's.
EQUIPMENT
The
Minotaur starts with an Axe inflicting Damage Dice + Strength.
When
finding armor in the dungeon he should roll a dice. On a 5-6 he
finds that it is large enough for him to use, or can be easily bent
a bit to fit. He gains all listed benefits of the armour. If the
other Warriors wish they can buy large armor from the Settlement,
similarly as the Ogre Mercenary can, but the item is double cost
and has +2 added to it's availability.
The
Minotaur can use all two handed weapons as a single handed weapon.
He will not use bows or any form of gun. Also, he will never use
magic spells of any sort, such as amulets that bestow spells. Items
such as rings and bracelets are worn as an earring or some other
bodily piercing, like through the nose.
The
Minotaur is allowed to use any items usable by the Barbarian and
Dwarf.
SPECIAL
RULES
Fear
Minotaurs
are able to cause fear in creatures smaller than themselves. Each
Monster type must roll 1D6 and add their "Monster Battle Level."
The result must be above 5 or they are afraid of him and are at
-1 to hit him. When rolling for Fear against Monsters with a higher
Fear value than himself the Minotaur adds +2 to the roll. He does
not have to roll for Fear of the Fear value of the Monster is less
than or equal to his own.
Rage
Every
time the Minotaur is in a battle he may become enraged, fighting
with much ferocity, but little accuracy. At the start of a battle
roll 1D6. On a 6, "rage" overcomes the Minotaur. Any other number
and he fights as normal. At the start of each turn the Minotaur
isn't enraged, make the same roll with a +1 modifier. Every turn
add 1 to the roll - this is cumulative.
When
the rage overcomes the Minotaur he is at -1 to hit, may re-roll
any one attack and have his maximum damage dice (whether he rolls
5-6 to hit or not!) In addition, when the Minotaur kills an enemy
he may charge into it's square for the next victim. Unfortunately,
while enraged, the Minotaur sometimes forgets who his enemy is and
who is allies are. So if a 1 is rolled to hit the Minotaur attacks
a random adjacent model instead, if there is one (if he rolls another
1 he misses). If he fells him he deathblows, (roll for direction)
onto the next model, and so on. Also while enraged, the Minotaur
cannot trade items with the other Warriors or give them bandages
or provisions. After the battle is finished roll 1D6. On a 1 he
makes a final attack at the closest Warrior, before he realizes
the battle is finished and calms down.
Battle
Roar
When
in battle, a Minotaur makes a huge amount of noise grunting and
roaring. When a battle starts roll an extra 1D6 with the power die.
If they both come up the same number an unexpected event occurs.
Push/Throw
Due
to a Minotaur's huge size he is able to push around smaller Warriors
and/or enemies. He is also able to lift and throw them.
Push
The
Minotaur chooses an adjacent model, same size or less, once per
turn. He then must roll 1D6 and add his Strength. Then subtract
the Strength of the model being pushed. The resulting number must
be 3 or more. He cannot push Monsters with a Strength of 5 or more.
Throwing
He
must sacrifice an attack and choose an adjacent model of human size
or less. Then he must roll 1D6 + Strength and get 7 or over to lift
up the target then is able to throw him 1D3 squares in any direction.
If the model lands on an occupied square, place it into an adjacent
square. If the Minotaur wishes he may sacrifice his entire turn
to use both hands to throw an adjacent model the same way as above,
only this time for 1D6 squares.
Lantern
The
Minotaur will never carry the lantern, unless he absolutely has
to! He can't be bothered with it.
Luck
Due
to the rash, wild, enraged life style of the Minotaur, he can never
have any Permanent Luck, although he can have temporary Luck due
to events etc.
White
Minotaurs
The
White Minotaurs of Norsca are ancient enemies of the Minotaur
and he will attack them on sight and fight to the death. Needless
to say a Minotaur and a white Minotaur can never be in the same
adventuring party.
Gold
The
Minotaur never carries any Gold, finding it too bothersome to worry
about. All Gold gained from kills is used only for experience. If
Gold is rolled for treasure he cannot take this as experience. He
will not take Gold from events, and therefore must gain all his
experience from battle.
SETTLEMENTS
The
Minotaur hates Settlements and will never enter them - of course
he would be attacked if he did! He prefers to prowl the wilderness
hunting prey and regaining his strength for the next quest. Once
the other Warriors leave the Settlement he meets them and they may
leave for the next quest. At this time the Minotaur is set back
onto full Wounds, for it is assumed that the "Settlement" time spent
by the other Warriors was used to heal and rest by the Minotaur.
The
Docks
At
some point in the Minotaur's career he will probably want to go
overseas - this means stowing away on a ship. To stow away the Minotaur
must sneak into the docks under cover of darkness and get aboard.
When attempting this roll 1D6. He may try once per day.
1 The
Minotaur is seen by 1D6 of the towns guards who attack him immediately
- fight a battle. The guards statistics are:
|
Guard
|
Move
|
4
|
Wounds
|
6
|
Weapon Skill
|
3
|
Ballistic Skill
|
5+
|
Strength
|
3
|
Toughness
|
3 (4)
|
Initiative
|
4
|
Attacks
|
1
|
Will Power
|
3
|
Damage Dice
|
1
|
Gold
|
50
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Guard |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Guard
Armed with Sword.
When
the battle is over the Minotaur is forced to return to the wilderness
because the commotion of battle brought more guardsmen.
2-4 The
Minotaur sees no break in the guards patrols and is unable to
enter the Settlement.
5-6 The
Minotaur enters the Settlement without incident, and stows away
on the ship that the other Warriors are using (they told him earlier).
Whilst on board the Minotaur may not take part in any events unless
they involve anything thing below deck or where the crew cannot
see him.
Training
When
a Minotaur reaches enough experience to train it is assumed he has
learnt the new skills throughout his adventures. He cannot instantly
go to the next level however, he still need time to refine what
he has learnt. The training takes 7 days - he may do this while
the other Warriors are in the Settlement.
Plagues
and Illness
A
Minotaur's body is hardened to the elements and heals quickly. He
may heal these hindrances by resting, while the other Warriors are
in the Settlement. To heal his ailment he must sacrifice experience
equal to the amount of Gold needed to cure it.
Provisions
Provisions
for the Minotaur are huge slabs or strips of raw meat that hang
from his belt. They heal 3 Wounds, but can only be used on other
Warrior to bring them back from zero Wounds (unless they are Minotaurs!)
Only a Minotaur can really stomach a slab of raw meat as a provision.
The Minotaur starts the game with 1D3+1 of these.
Hunting
When
journeying back to a Settlement with the Warriors the Minotaur may
break away from the group for a couple of days to hunt wild game
- he rejoins them before the week is out. He may do this once per
week of wilderness travel. When the Minotaur decides to hunt roll
2D6 on the next chart after the event has been completed:
The
Hunt
2 Hunting
near a small village, its inhabitants see the Minotaur and take
out their own hunting party! Soon they catch up with him and a
battle ensues. There are 1D6 of them. They fight with the following
stats:
|
Villager
|
Move
|
3
|
Wounds
|
6
|
Weapon Skill
|
3
|
Ballistic Skill
|
5+
|
Strength
|
3
|
Toughness
|
3
|
Initiative
|
4
|
Attacks
|
1
|
Damage Dice
|
1
|
Gold
|
60
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Warhorse |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Villager
Armed with Sword.
When
the battle is won the Minotaur can leave the area.
3 Moving
through the wilderness the Minotaur sees the carcass of some dead
animal hanging up on a tree. Ravenous from hunger, he charges
up to it and begins yanking it down from its secured position.
It is then he realizes that it is some kind of crude trap as the
ground beneath him gives way. He falls hard losing 1D6+3 unmodified
Wounds, but the pit is not deep, and not designed to keep in a
Minotaur. Clawing his way out he leaves the area.
4 The
smell of roasted meat comes to the Minotaur's nostrils. With his
keen sense of smell, he follows it to a campsite with (1 roll
on the Monster Table) around it. Over the camp fire cooks a large
animals carcass. Thinking more with his stomach than his mind
he storms into the clearing prepared to take what he now sees
as his. Fight a battle with the rolled creatures as normal. Once
the battle is finished he partakes of the cooked meat and regains
2D6 Wounds.
5 The
Minotaur tries to sneak up on a four legged deer-like animal.
Roll 1D6 and add his Initiative. Then roll 1D6 and adds the deer's
Initiative of 5. If the deer has the highest number it runs off.
If the Minotaur's number is higher he pounces on it and breaks
its neck. He makes 1 provision from it.
6 The
Minotaur spends the day chasing around a small herd of animals,
but eventually they evade him.
7 The
Minotaur comes across the carcass of an animal he has never seen
before. If he wishes to eat most of it roll 1D6:
1 The
carcasses flesh turns out to be toxic and causes 1D3 unmodified
Wounds to the Minotaur.
2-4 The
carcass has already started rotting, but ails the Minotaur only
with a disgusting taste in his mouth.
5-6 The
carcass turns out to be eatable, and the Minotaur regains 1D3
Wounds.
8 After
hours of tracking a set of tracks he finds that they end at a
cliffs edge.
9 Jumping
from nearby trees the Minotaur grabs a startled deer-like animal
and breaks its neck. He makes 1 provision from it.
10 After
finding a well travelled path in the undergrowth, the Minotaur
digs a pit on it and covers it with long leaves, then he waits
in the bushes. Roll 1D6 to see what comes along.
1-2 Nothing
3 Rabbit.
The trap catches a rabbit, nothing more. The Minotaur snatches
it up and eats it, regaining one Wound.
4-5 Deer.
A deer falls right into the trap. The deer falls right into
the pit and the Minotaur rips it up for 2 provisions.
6 Buffalo.
Amazingly a buffalo falls victim to the trap. The Minotaur makes
3 provisions from it.
11 Stalking
a buffalo, the Minotaur leaps on it and kills it. He then manages
to make two provisions from it.
12 Stalking
a buffalo, the Minotaur comes across a heard of buffalo drinking.
Leaping at the chance, he manages to kill 2 before the rest scatter.
He makes 4 provisions from the corpses.
Norsca
Hunting
is more difficult in Norsca due to the extreme cold and lack of
edible wildlife, so subtract -2 to the hunting roll.
Lost
Kingdoms
Hunting
in the Lost Kingdoms is easier for the Minotaur due to the rich
wildlife throughout it's lush jungles. He may add +1 to the hunting
roll.
Nehekhara
Hunting
in Nehekhara is quite difficult, due to there being a thin spread
of animals throughout the desert. He must subtract -2 to the hunting
roll.
SKILLS
2 BLOOD
LUST
The
Minotaur has developed a real taste for blood and devours his victims
regularly. During a battle when the Minotaur kills an enemy roll
1D6. On a 1-2 (1 if enraged) he can't resist the temptation to feed
and bites into it's flesh, tearing off chunks and eating them. Doing
this takes up the remainder of his turn - it will also heal him
1D2 Wounds. He can choose to devour the enemy, with no need to roll.
This can also be done once, directly after battle. The Minotaur
will not eat Undead, Chaos or Daemonic creatures, or any other Monsters
not suitable for eating (eg. Treeman etc.)
3 GORE
When
the Minotaur gores an opponent, he rips his horns into him mercilessly
and brutally. He may do this once per adventure and it inflicts
2D6 + Strength + Battle Level Wounds, unmodified for Toughness or
Armor.
4 DEATH
CHARGE
When
using this attack the Minotaur ducks his head and charges his opponents,
knocking them asunder like rag dolls. He must run in a straight
line at least 2 squares before contacting an opponent. When hitting
an opponent of humanoid size roll 1D6 on the following table. When
hitting an opponent goblin size or smaller, roll on the following
table with +1 modifier. When hitting an opponent the size of an
Ogre or Bull Centaur, roll on the next table with -2 modifier. When
hitting an opponent larger than a Minotaur go directly to the 1-2
result on the next table. He must sacrifice all other attacks to
do this.
1-2 The
opponent is very strong on his feet and manages to stop the charge,
but not before taking 1D6 + Minotaur's Strength damage.
3-4 The
opponent is knocked clear off his feet and is badly hit by the
Minotaur's horns for 2D6 + Minotaur's Strength + Battle Level
Wounds. Place him in an adjacent square if possible. Do not place
him in front of the Minotaur's charge!
5 The
opponent is horrifically impaled by the Minotaur's horns for 3D6
+ Minotaur's Strength + Battle Level Wounds. Place him in an adjacent
square if possible. Do not place him in front of the Minotaur's
charge!
6 The
Minotaur dips his head as he impales this opponent with his horns,
inflicting 4D6 + Strength + Battle Level Wounds. He then flicks
his powerful head back throwing his impaled enemy asunder. Roll
for a random direction (1D8) and 1D3 for how many squares traveled.
If the square landed on is occupied then both models take 1D6
Wounds (unless the thrown enemy is the size of a Rat, Bat , Giant
Spider , Snotling or smaller, in which case they are crushed!)
The falling enemy is then placed in an adjacent square, moving
other models out of the way if necessary.
5 ARC
OF CARNAGE
When
using this skill the Minotaur must sacrifice his attacks. He lets
out a loud below and swings his weapon in a murderous circle. Every
adjacent model is hit for 2D6 + Minotaur's Strength + Battle Level
Wounds. When coming to a fellow Warrior, he may stop his arc of
carnage (unless enraged, where he continues hitting the Warrior
like any other foe).
6 RIPPING
BITE
With
this skill the Minotaur picks up an adjacent human sized opponent
and rips a huge chunk of flesh from them. Roll 1D6 on the table
below to find the area bitten by the Minotaur and the effects it
has. He may use this skill once per combat but must sacrifice all
of his Attacks.
1 The
Minotaur cannot get close enough to an opponent to bite him this
combat.
2 The
Minotaur grabs his enemies leg and tears a chunk of flesh from
his thigh. The victim takes 1D3 unmodified Wounds and is at -1
Move.
3 The
Minotaur latches onto his enemies weapon arm with his mighty jaws.
Tearing viciously he rips off the entire bicep rendering his arm
useless. He takes 1D6+2 unmodified damage and is at -2 to hit,
having to use his other arm to attack with.
4 The
Minotaur's massive jaws latch around his victim's shoulder. There
is the sound of breaking bone and tearing flesh, as he rips a
big chunk off, inflicting 2D6 + 2 unmodified Wounds, and giving
him -1 to hit.
5 Lifting
his opponent up to him, he bites into his victims side, crushing
ribs and organs as he tears strips of flesh off. The victim takes
3D6 unmodified Wounds.
6 Grabbing
his victim with one hand the Minotaur clasp's his powerful jaws
around his entire face. The victims horrifying scream is muffled
by the sounds of his skull cracking and breaking, as the Minotaur
brutally rips the entire front of his skull and face off his head!
Spitting it out the Minotaur, back hands the corpses remaining
head, sending it sprawling to the floor like a puppet with its
strings cut.
7 BATTLE
RAGE
Battle
Rage sends the Minotaur into an absolute killing frenzy! He is out
for blood, and anyone wanting to see another sunset better run!
Firstly the Minotaur must be "enraged." Then at the beginning of
every turn after, roll 1D6. On a roll of 6 he enters the Battle
Rage. He must roll every turn, until activation.
While
the Minotaur is in the Battle Rage he must attack an enemy
if one is adjacent. He attacks a random adjacent model every attack.
He gains an extra Damage Dice while doing this. Once an opponent
is killed roll 1D6. On a 3-6 continue a deathblow in a random direction.
On a 1-2 the Minotaur charges into the victims square. Once all
adjacent Monsters are killed he will move to attack the nearest
enemy in the appropriate phases. He is still subject to the normal
rage rules also. He can never run away from combat while in the
Battle Rage.
8 IMPALE
This
skill can be used once per adventure, on a humanoid creature. With
this skill the Minotaur grabs onto the victim and slams his horns
into him. Roll 1D6 for where it hits, and what it punctures.
1 The
horns only graze their target for 1D6 Wounds.
2 The
horns rip though muscle and sinew across his victims chest, for
1D6+5 unmodified Wounds.
3 The
horns puncture the victims kidney, inflicting 2D6 unmodified Wounds,
and reducing his Initiative by 1. If the Monster's Initiative
is reduced to 0 he is dead from a punctured brain.
4 The
horns rip through one of the victims lungs, inflicting 3D6+4 unmodified
Wounds, and reducing the victims Weapon Skill to 1, as he is wheezing
and coughing up blood.
5 The
horn impales one of the victim's major arteries. He takes 2D6
Wounds (unmodified). He also takes 1D6 Wounds unmodified per turn
from the pumping out of his blood.
6 The
horn rips up through the victims throat under his chin. It drives
up into the victims brain, killing it.
9 DEADLY
BLOW
The
Minotaur sums up all of his strength into one deadly blow. Sacrificing
all attacks he may attack with one blow, which inflicts 1D6 damage
per Battle Level, up to a maximum of 8D6. He may use this skill
once per adventure.
10 SAVAGE
BITE
The
Minotaur may now attempt to bite a foe after his normal attacks.
The bite is at -1 to hit, with normal damage dice and 3 Strength.
11 FEARLESS
The
Minotaur feared little before, but now, after his many victories
he fears nothing. The Minotaur can add an extra dice when rolling
for all Fear rolls.
12 TRAMPLE
Once
per adventure this skill can be used. The Minotaur knocks any adjacent
model to the ground, (not Large Monsters) and begins trampling
him with his powerful legs. He inflicts 3D6 + Strength unmodified
Wounds on the victim.
ROLEPLAY
MODIFIERS
ACTION |
MODIFIER |
Barge
Aside |
+4 |
Bluff
Enemies |
3 |
Climb
on Shoulders |
-5 |
Climb
Wall |
0 |
Construction |
-4 |
Crawl |
-3 |
Difficult
Shot |
-2 |
Disarm
Enemy |
+3 |
Disarm
Trap |
-3 |
Distract
Enemy |
+2 |
Duck |
-3 |
Fight
Defensively |
- |
Hide |
-4 |
Hold
Door |
+4 |
Identify |
-3 |
Improvise
Weapon |
- |
Interrogate |
-2 |
Jump |
0 |
Kick
Over |
+4 |
Leap |
+1 |
Lift
Trapdoor |
+4 |
Listen
at Door |
-3 |
Loosen/Tie
Bonds |
-3 |
Make
Bandages |
-2 |
Make
Rope |
-1 |
Move
Heavy Objects |
+4 |
Pick
Lock |
-2 |
Play
Dead |
-2 |
Read |
-4 |
Search
Object |
-2 |
Search
Rooms |
-1 |
Start
Fires |
0 |
Stun
Enemies |
0 |
Swing
on Rope |
-1 |
Take
Cover |
- |
Understand
Speech |
-3 |
Wait/Interrupt |
- |
Wedge
Door |
0 |
BATTLE
LEVEL TABLE
Battle
Level |
Gold |
Title |
Move |
WS |
BS |
Str |
Dam.
Dice |
T |
Wounds |
I |
A |
Luck |
WP |
P |
Skills |
1 |
0 |
Beast |
5 |
4 |
6+ |
4 |
1/2
(5+) |
4 |
1D6+9 |
3 |
2 |
0 |
3 |
6+ |
0 |
2 |
2,000 |
Beast |
5 |
4 |
6+ |
4 |
1/2
(5+) |
4 |
2D6+9 |
3 |
2 |
0 |
3 |
6+ |
1 |
3 |
4,000 |
Beast
|
5 |
4 |
5+ |
4 |
1/2
(5+) |
5 |
3D6+9 |
3 |
2 |
0 |
3 |
6+ |
2 |
4 |
8,000 |
Rampager |
5 |
5 |
5+ |
4 |
1/2
(5+) |
5 |
3D6+9 |
4 |
3 |
0 |
4 |
6+ |
2 |
5 |
12,000 |
Rampager |
5 |
5 |
5+ |
4 |
2/3
(5+) |
5 |
4D6+9 |
4 |
3 |
0 |
4 |
5+ |
3 |
6 |
18,000 |
Rampager
|
5 |
5 |
5+ |
4 |
2/3
(5+) |
6 |
4D6+9 |
4 |
3 |
0 |
4 |
5+ |
3 |
7 |
24,000 |
Destroyer
|
5 |
6 |
4+ |
4 |
3/4
(5+) |
6 |
5D6+9 |
4 |
4 |
0 |
4 |
5+ |
4 |
8 |
32,000 |
Destroyer
|
5 |
6 |
4+ |
4 |
3/4
(5+) |
6 |
5D6+9 |
4 |
4 |
0 |
5 |
4+ |
4 |
9 |
45,000 |
Lord
|
5 |
7 |
4+ |
4 |
3/4
(5+) |
6 |
6D6+9 |
4 |
4 |
0 |
5 |
4+ |
5 |
10 |
50,000 |
Lord
|
5 |
7 |
4+ |
4 |
3/4
(5+) |
7 |
7D6+9 |
4 |
5 |
0 |
6 |
3+ |
6 |
Minotaur
by Ben Head.
|