Shadows of Brimstone: Swamp Slugs of Jargono Enemy Pack
The vicious Swamp Slugs that lurk in Jargono are terrifying to behold! These massive molluscs can grow to enormous size with an underbelly lined with razor-sharp mandibles and a maw filled with tiny grinding teeth to devour their prey! Acidic mucus oozes from their gnarled skin to help ward off enemies and to aid in digestion once they have caught a meal.
This Enemy Pack contains everything you need to add the Swamp Slugs to your games of Shadows of Brimstone. There are 3 large Swamp Slug models included, as well as the large Enemy Record Sheet and all of the Threat Cards needed to add them to your games.
Posted by Ben on 23rd Aug 2017
This pack provides a nice bit of replayability to Jargono themed games. The minis are of the usual quality I've come to expect from FFP (which is good). This pack is very easy to assemble and paint.
Posted by Panner on 4th Jun 2017
The models are made of HIPS plastic. They come in two pieces and are very easy to assemble, though I recommend squeezing the halves together very hard while the glue sets, or there will be gaps. The models feel very sturdy. I tested dropping one model from coffee table height onto a carpet, right on the eye stalks, and they sustained no damage whatsoever.
Two mold ports are located on top of the model's head, which means you will be looking right at them when playing. If you're using unpainted models (like me), they will be quite obvious. The models look unique and definitely stand out among other Shadows of Brimstone models.
These models do their job well and I rate them 4/5 - Good.
Swamp Slugs are strange enemies, in that their primary damage output doesn't come from their attacks, but from a special ability - Acidic Mucus - that damages adjacent heroes at end of turn. This is refreshingly different, and I would've liked if even more focus was placed on it. The Slugs depend on the Endurance ability to keep them alive, which makes them rather tough for characters relying on heavy hits, but easy prey for those built to generate many attacks.
It's very unintuitive that the Swamp Slugs have a specified Range To Hit without actually having a ranged attack unless they happen to get one from an elite ability. I wish this had been handled differently.
The Swamp Slugs' rules feel like they could have used another pass, but they definitely get the job done. My rating is 3/5 - Decent.
When you think of animals that are slow, what do you think of? Probably along the lines of sloths, turtles, and slugs. But are these slugs slow? Nope, they are in fact among the fastest enemies in the game! This makes absolutely no sense to me, and I have no idea why they chose to stat them that way.
I quickly started using house rules for the Swamp Slugs - lowering their Speed to 3 but always giving them their ranged attack (without ignoring defense). This is much more thematic to me, and makes target selection more important - choosing between the immediate threat of other enemies or the future threat of the quite dangerous slugs.
For theme, I give the Swamp Slugs a score of 1/5 - Terrible.
With an overall score of 53%, I recommend buying other enemy packs before Swamp Slugs of Jargono. If you're willing to house rule or simply don't care about flavor, I would recommend this enemy pack.
Posted by Mike X on 21st Jun 2016
My group noticed that, despite these creatures being slugs, they're incredibly fast. With a movement speed of 9, they will always outrun a player's D6 movement (even after any item bonuses).
Since they're initiative 3, we've houseruled that their movement should also be reduced to 3. That way they're a creeping threat that should be dealt with before they get close enough to start dealing AoE damage on top of their normal attack.
Aside from that, a great addition to the game.
Posted by Chris on 9th Jan 2016
I am not sure if any balancing has ben done to theese since the gencon version. But they are really tough! They are fast and also with the acidic mucus they hit everyone around them at the end of the turn, and with the low initiative they are gonna group up on you after you have made your own movement, so I guess scatter is the way to go. Combined with the 6 damage on a hit and also tougnhess, theese seem a little bit too much? An early run encountering theese had 3 spawns and we were beginning fresh with 3 players on the second room in the first mission. It was devastating to say the least.
I like the enemy model and the general thought, but something should maybe be balanced to them, like a lower speed. The combo of insane speed (for a slug!) and the AoE damage is a tad to much imho.
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