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Author Topic: Giant Snapjaw Crocodile  (Read 6023 times)

jmmeye2

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Giant Snapjaw Crocodile
« on: July 01, 2013, 10:13:38 PM »
Giant Snapjaw Crocodile
Creature - Reptile
Cost 21
Full Action
0-0 Zone
Level 5 Nature
4 Armor
15 Health
[Attack] Snapping Jaws - Quick Action - melee - 5 - d12: 10+ Jaw Lock
Beastmaster Only
As a full action Giant Snapjaw Crocodile may ready his charge (use a ready marker).  On its next turn it has fast and has +6 to the condition roll.

(A Jaw Locked creature is restrained and dazed and is moved along with Giant Snapjaw Crocodile unless it is unmovable. Only one creature may be jaw locked at one time from this creature.)
« Last Edit: July 02, 2013, 06:55:40 AM by jmmeye2 »

nitrodavid

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Re: Giant Snapjaw Crocodile
« Reply #1 on: July 01, 2013, 11:01:13 PM »
I would suggest it can't lock uncontainable or immovable creatures.

first thing I considered
you attack my iron golem (on guard)and lock jaw.
I move all my units out of that zone. because you can't unlock your jaws by attacking anything else your gator is stuck in that zone

second thought
 if I force push my creature does the gator follow (even through attack walls)

third thought
6 dice for quick attack with a cripple effect is simply to much for a lvl 5 creature. I would suggest one of the following
- full action (add a weaker quick like steel claw)
- slow creature
- effect only granted after full action "charge"


like the idea though I had a similar thought of goblins with grapel cables able to attach to flying creatures
Being Aussie we place all our cards face down, apart from enchantments which are face up

jmmeye2

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Re: Giant Snapjaw Crocodile
« Reply #2 on: July 02, 2013, 06:55:18 AM »
Per the codex: "Uncontainable creatures and all conjurations cannot be Restrained."

I added text to prevent moving of unmovable creatures.

For power level balance I added "Beastmaster Only" and reduced the attack dice to 5.