24 September 2009

Hellfont, the Devils text...

With monsterpocalypse NOW! coming out within a few weeks time (About 2.5 weeks i think), Privateer Press have given everyone a downloadable copy of the NOW! Rulebook.
There are some pretty interesting things coming, such as abilities that benefit not only you, but your opponent too.
Which is strange.

An ability that I particularly favour is "Roller - If a monster hits this building with a brawl attack, move the building a number of spaces equal to the number of strikes rolled on the A-Dice for that attack and then destroy it. This movement must be in a straight line in a direction chosen by the attacker. Crush or destroy any units or buildings the building moves through. If the building comes in contact with a figure it cannot destroy, the building stops and the figure takes 1 damage. Leave this building’s hazard or rubble tile on the foundation where it was originally placed."
C'mon. Indestructable + Roller = Good times for all. Not going to happen, but still cool. "Monpoc Soccer" if you will. 2V2 monster games would be awesome.

Along with abilities coming in, there are some new Hazards coming.
Chemical Spill—If this building is hit or destroyed, replace it with a chemical hazard. Figures moving onto that hazard take 1 damage. Mechanical monsters at full health do not suffer this damage.

Hellfont—If this building is hit or destroyed replace it with a hellfont hazard. Once each unit activation, the active player can use 1 unoccupied space of that hazard to spawn an Occult unit.
Awesome.
Chemical Spill is odd for requiring a Mechanical monster at full health. Gives a monster a starting point for where it doesn't want to get power attacked. But otherwise, it's another hazard to use.

I could be wrong, but I believe that if a mechanical monster is thrown on top of a building that causes a Chemical Spill, the monster won't suffer the effects of the Chemical Spill from that attack.

But now we can look at the other hazard: Hellfont. Lords of Cthul, and any other faction with Occult figures, have additional spawn points in the form of hazards.
Yes, you the opponent can get rid of it with a Stomp, or with Extinguish. But another ability comes into play for that.

Ignite—Flip an adjacent rubble tile to its hazard side. Figures occupying the same space(s) as that hazard suffer its effects as if they had collided with it.
It's true. But you can't turn just any rubble into any hazard. No, you have to remember where you placed buildings. Buildings that leave hazards can changed.

So adding in more Spawn points will be cool. Because it specifies Occult, this limits it quite a bit, however I believe (and this is only a belief) that not only will Lords of Cthul be able to take avantage of this hazard but so will the Elemental Champions.
So if there are any Elemental Champions fans out there, keep an eye out!

1 comment:

  1. Completely unrelated but any chance you can do an ulgoth writeup? I love the model but I have no idea how to play him, he seemed to be one of your favourites in the past.

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