Shrooms

MOV: 5/8   BF: 10   DF: 10   DIS: 5   PSY: 6
ATK: 1     WDS: 1   Size: Small

Formation: Skirmish
Weapon: Limbs (DFT Mod 0)
Point Value: 15
Unit Size: 5 - 10
Availability: Rare
 

Shrooms are formed when a goblin is buried alive in the center of a ring of mushrooms (known as a "fairy ring"). Similar to the creation of Deadwoods and Swamp Terrors, the mushrooms become animated by the spirit of the goblin.

Special: There are several types of shrooms, each with an ability listed below. Each unit represents one ring of mushrooms, so the entire unit will be of the same type. The above point value is the base point cost. Some shrooms are more expensive. Any additional points (per figure) are listed below.
 

Madcap (+ 5 points): Madcap shrooms may eject a cloud of hallucinogenic spores durring the missile phase (may still use cloud if in combat). Use the splash template, with a distance of 3". Any figures caught in the must make a DIS test at +2, or become subject to visions and confusion. Any models so affected must move at HALF its normal move in a random direction in the move phase (roll once for all figures in the same unit), and and attack any figures encountered, in the combat phase. It may test to recover durring subsiquent Rally phases.

(I'm using small mushroom shaped counters placed next to the affected figures.)
 

Death Caps (+ 10 points):  Poisonous spore cloud, similar to above. 3" Splash template attack. Anyone in area must make a DF test or be slain. Do not remove casualties until the END of the current turn (so the figure may still fight in combat).
 

Slippery Jack: Slippery Jacks are frequently infested with fly eggs/larvae, and are constantly surrounded by a cloud of flies. All attacks against them are made at a penalty of -2 BF.
 

Base: small round

(These are still being developed, so any input is welcomed)
 

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