Badders in Oz

Aspect of Veles

First Post
I've been running a 4e campaign set in Oz for a while now, and am planning on running a small side quest involving a clan of zealously religious Badgers fighting to protect their most holy artifact from a crack team of goblin sabateurs. I was thinking of pulling the Badder stats from Gamma World, but I won't be able to pick up the book for another coule days, and was wondering exactly how much alteration the Badders would need to be an apropriate challenge for a low-level party, if that's possible. I've had some contact with the new Gamma World, and know that encounters are much more deadly; but can Badders be used as is in D&D (as what level, what XP tag, etc..)?
 

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The badder steading guard is a level 1 artillery, and the badder slave driver is a level 3 controller (leader). The statblocks work perfectly in normal 4e. Their powers have no Gamma World-specific keywords, and they even wear ring mail and wield medieval weapons!
 

Thanks. I was just afraid that their damage output may be higher. I'll probly still end up restatting them a bit, giving one or two of them divine powers to fit in with the adventure, or equiping them with firearms from the setting, but nothing too major.
 

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