Date: Wed, 2 Apr 1997 23:57:03 -0800 From: Donald Wachenschwanz Subject: goblin fanatics High Level Fanatics Those night goblin fanatics are great monsters--their easy to paint, and they look good on the board. But unfortunately, they are only challenging for levels 4 and 5. After that, they're really only a minor annoyance. But deep in the dungeons of the orc lords, warriors may sometimes encounter fanatical gobbos who are different from their brothers. These goblins use a special deadly mushroom--well, deadly for those they encounter. The warriors should pray to whatever deity they believe in that they never meet the effects of the bizarre fungi known as Bad Zaps. Bad Zaps. Never encountered on the battlefield, goblins reserve this rare fungus to protect their most important habitations. Bad Zaps are a very rare mushroom, botanically related to the more common Mad Caps. When a night goblin fanatic consumes it, his body becomes very dense. This density has two effects on the fanatic. The first is that the number of wounds of the night goblin fanatic is increased. The second is that the fanatic's damage dice is increased by one. Combine this with the effects of the Mad Caps, and you encounter a killing machine. Night Goblin Bad Zapper Fanatics The stats are the same as Fanatic except for: Wounds 12 Gold 830 Damage 2D6 Ball & Chain attack: The ball and chain attack is as for the regular fanatic described in the rules, except that the damage is 2D6 + 3. Use zappers only for levels 6 and 7 (and 9 through 10 if you have 12 of the fanatic models). Level 6: 1D6. Level 7: 1D3+3. Level 8: 2D6. Level 9: 1D6+6. Level 10: 12 Please Note: The above article is meant in no way to support the use of drugs. Drugs are used in WHQ by monsters, not by player characters. Please Note: The above disclaimer is meant in no way to discredit Bugmans Triple X ale, the medicinal qualities of which are appreciated by warriors everywhere. Donald