Kobolds in Super Dungeon Explore are numerous and come in a variety of types. This time I shall shine the spotlight on the Knuckleheads and Ironscales, both of whom are melee specialists.
Knuckleheads are Kobold Minions and the basic set comes with six of them. However, I'm only showing two of them - one red-skinned and one grey-skinned.
The Knuckleheads' strength lies in large, deadly mobs of its kin throwing themselves headlong into smaller bands of heroes. They use their small shields and iron helmets to take blows while frantically stabbing anything in reach with their crude weapons.
Knuckleheads are the basic rank and file soldiers of Kobold tribes. They have better stats than the rather poor Flingers and Gougers. They have an Attack value of 3 blue dice and an Armour value of 1 (note that is just a single value as opposed to a variable dice value).
The 3 blue Attack dice isn't too bad, but when coupled with their Mob ability, which can potentially raise that to 6 blue Attack dice, then you can see how fearsome they can be if allowed to gang up on an opponent. I've seen it happen and it didn't end well for the hapless Hero! The Mob ability is their one and only ability.
Ironscales are also Kobold Minions and are by far, the elite fighters of their tribes. The basic set comes with four Ironscale figures, but once again, I'm only showing two of them. Don't worry, I will be showing a group shot of all of my Kobolds next time.
The strongest and largest of their kind, the Ironscales are draped in heavy armour and fight from behind immovable heavy shields. Advancing with a rattling stomp, their kin swarm from behind their wall of protection to attack anyone foolish enough to stick around.
The Stats for an Ironscale are not too bad. They can perform two actions per turn, have an Armour value of 2 (this is a static value but see below) and an Attack stat of 1 blue die and 1 red die.
They come with two abilities - Mob, as per all other Kobolds, and Shieldwall. Shieldwall is an augment ability with a range of 1, meaning it affects the user and any friendly model in a square next to him. What it does is add +1 blue die to the target's Armour value. It's not much, to be honest, but it does offer better protection for the otherwise weak Kobolds.
Knuckleheads are Kobold Minions and the basic set comes with six of them. However, I'm only showing two of them - one red-skinned and one grey-skinned.
The Knuckleheads' strength lies in large, deadly mobs of its kin throwing themselves headlong into smaller bands of heroes. They use their small shields and iron helmets to take blows while frantically stabbing anything in reach with their crude weapons.
Knuckleheads are the basic rank and file soldiers of Kobold tribes. They have better stats than the rather poor Flingers and Gougers. They have an Attack value of 3 blue dice and an Armour value of 1 (note that is just a single value as opposed to a variable dice value).
The 3 blue Attack dice isn't too bad, but when coupled with their Mob ability, which can potentially raise that to 6 blue Attack dice, then you can see how fearsome they can be if allowed to gang up on an opponent. I've seen it happen and it didn't end well for the hapless Hero! The Mob ability is their one and only ability.
Ironscales are also Kobold Minions and are by far, the elite fighters of their tribes. The basic set comes with four Ironscale figures, but once again, I'm only showing two of them. Don't worry, I will be showing a group shot of all of my Kobolds next time.
The strongest and largest of their kind, the Ironscales are draped in heavy armour and fight from behind immovable heavy shields. Advancing with a rattling stomp, their kin swarm from behind their wall of protection to attack anyone foolish enough to stick around.
The Stats for an Ironscale are not too bad. They can perform two actions per turn, have an Armour value of 2 (this is a static value but see below) and an Attack stat of 1 blue die and 1 red die.
They come with two abilities - Mob, as per all other Kobolds, and Shieldwall. Shieldwall is an augment ability with a range of 1, meaning it affects the user and any friendly model in a square next to him. What it does is add +1 blue die to the target's Armour value. It's not much, to be honest, but it does offer better protection for the otherwise weak Kobolds.