Thursday, October 20, 2011

New Hero - Squig Hopper!

"You are da squig hopper, an' yer squig is always 'ungry!  Draw a Squig card every turn instead of moving or attacking normally."

Attack, throw 3 Combat dice
Defend, throw 2 Combat dice
Move, special

Mind 1 Points
Body 9 Points

(Squig Hopper is a goblin and may use goblin wargear.)
The suggested model is the Orcs & Goblins Squig Hopper

Notes: Like the nasty skulker from last week, the full potential of the squig hopper is not revealed here because we have yet to prepare the "Squig Cards" that determines how well the goblin handles this most belligerent mount.  It introduces a big random element, because sometimes the squig will be stubborn and won't budge, at best snapping at monsters that disturb it.  Other times it'll be full of boundless energy, allowing huge moves and jumping over models to get to monsters which it will attack savagely.
Like all the Orc Raid heroes, the squig hopper uses "Squabble Cards" to gather loot and teef from monsters and has unique wargear.

Thursday, October 13, 2011

New Hero - Nasty Skulker!

"You are da nasty skulker, a bad piece o' work.  You can attack wandering monsters before they can attack you."

Attack, throw 2 Combat dice
Defend, throw 2 Combat dice
Move, throw 2 Standard dice

Mind 3 Points
Body 6 Points

(Nasty Skulker is a goblin and may use goblin wargear.)
The suggested model is the Orcs & Goblins Nasty Skulker

Notes: The nasty skulker isn't all too impressive yet.  His ability to shiv wandering monsters is nice, but otherwise he seems unremarkable.  Orc Raid uses orc wargear, in particular the "Stabba", a weapon for exclusive use by the nasty skulker.  In addition, orcs fight over loot and treasure whenever it is found, drawing from a set of "Squabble Cards" at which the nasty skulker excels due to his sneaky and backstabbing nature.

Orc Raid!

Well, after taking a break from Send The Dwarf In! I'm back.  As of tomorrow, and for the next few Fridays, I will be adding to the new heroes articles with some fun new greenskins we're trying out for Ste's Orc Raid variant of HeroQuest.

The Orc from back in July spurred on this idea, and is already a valid hero for the Orc Raid game.  Tomorrow I will include the first of the new orc and goblin heroes...  Nasty Skulker!  In future weeks look for the Black Orc, Squig Hopper, Shaman and Goblins as well a new loot, wargear and monsters such as stunties, wimpy humies and pointy-eared pansy elves!

Friday, September 02, 2011

Quest Treasures Update

Well, I'm back from my honeymoon in Poland to find Bren has filled the site with a host of new sparkly stuff.  I thought I'd compliment this today by uploading them again in printable card form.

The Dolorous Blade

The Grail

The Sword of Khaine
The Runefang

The Hammer of Sigmar

The Cyeos

The Staff of Volans
Thoughts and comments appreciated.

Saturday, August 27, 2011

New Quest Treasure - The Staff Of Cyeos!

"The Staff of Cyeos is one of many magical items carried by Balannaer, given to him by the High Loremaster Cyeos, the wisest and most powerful of the High Elf mages."

The Staff of Cyeos allows you to re-roll one Combat dice in defence against attacks and spells.

Notes: The Staff of Cyeos is a protective quest treasure, allowing it to be combined with another weapon or armour and improve combat dice rolls.

And thus ends "Quest Treasure Week".  Seven new quest items for your HeroQuest games.

New Quest Treasure - The Runefang!

"One of twelve legendary blades forged by the mad Dwarf smith Alaric, some of these swords have been lost during wartime or claimed by the forces of chaos."

The Runefang allows you to roll three Combat dice in attack or four Combat dice in attack against Skaven, Rat Ogres and Giant Rats.

Notes: This is the last weapon of these quest treasures, a reasonable weapon, and quite potent against the warp-tainted ratmen.

Friday, August 26, 2011

New Quest Treasure - The Hammer Of Sigmar!

"The finest weapon ever made by Dwarf smiths, it is called Ghal Maraz or Skull Splitter, and was awarded to the founder of the Empire.  Ever since it has been possessed by his inheritors or chosen champions."

(If on the board, Barbarian or Dwarf must take the hammer of sigmar when found)

The Hammer of Sigmar allows you to roll five Combat dice in attack.

Notes: Simply put, the Hammer of Sigmar is the most potent weapon in HeroQuest, using all the combat dice for every attack.

Thursday, August 25, 2011

New Quest Treasure - The Dolorous Blade!

"Glowing with a strange green light, the Dolorous Blade is a mighty weapon, capable of cutting down droves of enemies."

(If on the board, knight must take the dolorous blade when found)

The Dolorous Blade allows you to roll four Combat dice in attack and in defence.

Notes: The second magical weapon, and yes it is another sword.  The Dolorous Blade is potent against most foes, and acts as armour too!  However, this does mean than any other armour worn is likely useless.  Still, 4 dice for attack and for defence is nothing to scoff at.

Tuesday, August 23, 2011

New Quest Treasure - The Staff Of Volans!

"Carried by the supreme patriarch of the colleges of magic, the Staff of Volans symbolizes the bearer's mastery over spellcraft."

(If on the board, Wizard must take the staff of volans when found)

Victims of your spells "Ball of Flame", "Fire of Wrath", "Sleep" and "Genie" roll one less Combat dice in defence against these spells as long as you have the Staff of Volans in your possession.

Notes: There isn't much to say here, the staff makes the wizard or elf all the more formidable with offensive magic.

New Quest Treasure - The Sword Of Khaine!

"Known as the Godslayer and the Widowmaker, the Sword of Khaine is forever hungry for blood, compelling its wielder forever into battle."

(If on the board, Elf or Wardancer must take the sword of khaine when found)

The Sword of Khaine allows you to roll three Combat dice in attack and you may re-roll one dice.  You may never move away from a monster while you have the Sword of Khaine in your possession.

Note: Another magical sword?  Yes indeed.  But instead of giving a big lump of extra dice, this allows you to re-roll one of your failing dice in hope of another success, which is always nice as any HeroQuest player will tell you.  However, your hero will always have to seek out combat with monsters once he has it, and that could lead him to a grisly death if he's not careful.

Monday, August 22, 2011

New Quest Treasure - The Grail!

"The grail is the holy symbol of the Lady of the Lake, pursued by her questing knights.  It has the power to restore life and vigour."

(If on the board, Damsel or Knight must take the grail when found)

The Grail may be discarded to prevent any player on the board from being eliminated when his Mind or Body points reach zero.  The player reappears on his turn in the same square with 1 Mind point and 1 Body point.

Notes: The grail is the first quest treasure for this week, and also unique in that it is the only quest treasrure that can be discarded, potentially allowing for future quests to recover it again.  Obviously, it is not intended that there should be multiple grails.

Friday, August 19, 2011

No Friday Hero

As I said before, I'm gearing up to do a series of shorter daily posts next week, dubbed "Quest Treasure Week" it will have new items to sit next to Borin's Armour and the Talisman of Lore.

That being said, I'm done with the weekly heroes for now and I've been busy doing a review of the Barbarians of Lemuria role-playing game all this week, so there's no post today.

Come back Monday for the first new HeroQuest quest treasure.

Monday, August 15, 2011

What's Next?

Don't worry, the delay getting the Damsel up was due to a wedding and me being away from home, but posting will continue.  In fact, next week is going to be "Quest Treasure Week" and will see daily updates of new unique artifacts for HeroQuest.

New Hero - The Damsel!

"You are the Damsel, a servant of the Lady of the Lake.  Brave and wise, you use your enchantments and sword with equal skill."

Attack, throw 2 Combat dice
Defend, throw 2 Combat dice
Move, throw 2 Standard dice

Mind 4 Points
Body 6 Points

The suggested model is the Bretonnian Damsel with Sword, Foot & Mounted

At the start of each game, the Damsel may choose three Enchantment Spells.

Damsel's Enchantment Spells

Entangling Vines
A growth of roots erupts from the ground, snaring any monsters or players on its (2 square by 2 square) tile.  A victin on the tile or who moves onto it must roll a shield on one dice or be unable to move further this turn.  The tile vanishes after the evil wizard's turn.

This spell may be cast on a monster anywhere on the board.  The opponent must roll as many dice as Mind points, if he does not roll a shield the victim must immediately move and attack any target of the Damsel's choice.

This spell may be cast on a monster.  The opponent must roll as many dice as Mind points, if he does not roll a shield, the victim is turned into a goblin until the end of the Damsel's next turn.

Song of Silence
This spell is a beguiling song that prevents any other spells from being cast until the beginning of the Damsel's next turn.

This spell summons a troublesome faerie to harass any monsters on its (2 square by 2 square) tile.  These foes may either move or attack on the evil wizard player's turn, but not both.  The spell is then discarded.

Lady's Blessing
This spell may be cast on any player.  It will restore up to four Body points that have been lost.  The spell is then discarded.

Notes: The damsel is the last of my new heroes, for now at least.  She is very similar to the elf, as a reasonable fighter and magician, her unique-but-limited spells let her bring something new to the game, with a focus on short-term spells of befuddlement makes her quite unlike the other magic-users in HeroQuest.

Friday, August 05, 2011

New Monster - Skaven Warrior

Way back in 1991 a little one-shot magazine was published, "The Hero Quest Winter  Special".

It was a joint production by Marvel, Games  Workshop and Hasbro and it included expansion ideas and cut-out tiles to add to the game. It also included new monsters in the form of Skaven asAdvanced HQ was newly released and it was a great way to tie them in together.

I've used my copy to put together a monster card for printing, this is currently a WIP and I'll improve the quality later if folks like the idea.

Skaven Warrior Monster Card

Obviously, any of the Skaven Warriors produced by GW would be suitable for the game.

New Hero - The Halfling!

"You are the Halfling, a diminutive but hearty hero.  You are resistant to magic, roll one Combat dice when a spell is cast on you.  If you roll a shield ignore the effects of the spell.  You ignore wandering monster cards when searching for treasure."

Attack, throw 2 Combat dice
Defend, throw 2 Combat dice
Move, throw 2 Standard dice

Mind 4 Points
Body 6 Points

(The Battle Axe, Broad Sword and Plate Armour may not be used by Halfling)
The suggested model is the Mordheim: Halfling Thief

Notes: Figuring out how to make the thief and halfling distinct from one another was a bit of a headache as they both fulfil similar roles.  In the end, I decided that the halfling's diminutive size and resistance to magic were the better traits to focus on.  He's unique in having two special abilities, which is my absolute limit on heroes, but both are simple to use.  Overall, I doubt the halfling is terribly impressive, but he is quietly survivable.  Given a magical treasure weapon he'll pack a bit more punch, but until then he's probably best off with the spear and the crossbow.

Friday, July 29, 2011

New Hero - The Thief!

"You are the Thief, a crafty rogue.  You don't set off traps when searching for treasure and can always disarm traps you find.  You may remove any visible trap in the same room or passage."

Attack, throw 2 Combat dice
Defend, throw 2 Combat dice
Move, throw 2 Standard dice

Mind 4 Points
Body 6 Points

(The Battle Axe and Plate Armour may not be used by Thief)
The suggested model is the Mordheim: Johann the Knife

Notes:  I suspect it is very easy to see the strengths of the thief, and used by a cautious player in a patient group, this hero can really earn his gold.  Avoiding traps while searching is a big advantage over the long-term campaign, though it does mean the other players have to trust the thief to hand over an honest share of what he finds...

Friday, July 22, 2011

New Hero - The Wardancer!

"You are the Wardancer, a Wood Elf warrior of quickness and skill.  You may attack during movement and continue moving afterwards."

Attack, throw 2 Combat dice
Defend, throw 2 Combat dice
Move, throw 2 Standard dice

Mind 4 Points
Body 6 Points

(The Plate Armour may not be used by Wardancer)
The suggested model is the Wood Elf Wardancer

Notes:  The Wardancer is an interesting proposition in that he breaks one of the core rules of HeroQuest, essentially by interrupting his own movement in order to attack before carrying on.  With a high movement roll, this can put him out of harms way simply by being out of line-of-sight for spells, or out of reach from slower foes.  In the hands of a crafty player, the wardancer could be extremely effective, particularly if equipped with a crossbow.

Wednesday, July 20, 2011

Experimental Rules: Champions

In HeroQuest, once a hero has succeeded at three quests he is declared a "champion of the empire" and granted lands and titles.  However, beyond some vague bragging rights, this amounts to nothing at all as far as the game is concerned.  I've always seen this as a missed opportunity, and I came up with this simple optional rule for champion heroes.

Experimental Rules: Champions
Valten... Champion, Chosen and Exalted hero of the Empire

The player of a champion hero may re-roll any one of his dice rolls once per game.  When revealing the contents of a room, the evil wizard player may place a wandering monster in the room even if the room would otherwise be empty.

e.g. Three heroes enter a dungeon and two of them are champions.  The evil wizard gets two wandering monsters to place in any room as it is revealed, allowing him to bolster a room already containing monsters or to add a surprise in an otherwise empty area of the dungeon.

A further option is to allow "levels" of champion heroes.  Doing so is moving further from the quick 'n' easy classic game, but it does not make the game notably more complicated except for a small amount more book keeping.

Experimental Rules: Champion Levels
A hero earns the title of champion after three successful adventures, but by using these rules, there are more stages of advancement available.

After completing a further six adventures the hero is declared a Great Champion and may re-roll up to two dice rolls per game.  The evil wizard player may place two wandering monsters in the dungeon instead of one.  These monsters may be placed at the same time or separately.

After completing a further nine adventures the hero is dubbed as Lord Champion and may re-roll up to three dice rolls per game.  However, such status demands wealth and the lord champion must deduct 50gc upon completing every adventure or lose lord champion status.  The evil wizard player may place three wandering monsters in the dungeon using the rules above.

After completing a total of twenty four adventures, the hero is considered a Chosen Champion.  Beyond the praise of the Empire this confers no advantages, but it does draw the vengeful attention of the forces of evil.  In the next dungeon the evil wizard player may place a Chaos Champion instead of a wandering monster or within a newly revealed room as described above.

The suggested model is the Warhammer Collectors: Tzeentch Champion with two Swords

Should the chosen champion survive this most deadly adventure he earns the begrudging respect of the powers of chaos and destruction.

Friday, July 15, 2011

New Hero - The Orc!

"You are da Orc an' you are dead 'ard!  You have to move and attack any monster you can see."

Attack, throw 3 Combat dice
Defend, throw 2 Combat dice
Move, throw 2 Standard dice

Mind 1 Points
Body 9 Points
The suggested model is the Orc Raider with Pig
Notes:  Okay, this is purely for laughs...  But as a bonus, I thought I'd put up the dubious "hero" that is the orc raider.  In fact, he is quite playable, and hell on wheels in combat, which is a good thing because he's going to be fighting a lot!  Obviously, there isn't much reason to pick the orc over the barbarian at the end of the day, but if that hero is already chosen or you just like the notion of running around and thumpin' everything in sight, why not?

New Hero - The Knight!

"You are the Knight, a proud and noble warrior.  You have sworn an oath to rid the land of evil."

Attack, throw 2 Combat dice
Defend, throw 3 Combat dice
Move, throw 2 Standard dice

Mind 3 Points
Body 7 Points
The suggested model is the Mordheim: Freelancer Knight

Notes: My second hero write-up is the Knight.  What confuses me is just how complicated a lot of online material for the knight/cavalier/paladin has been.  Really bizarre and over-powerful incarnations of what ought to be a simple fighter.  A high defence is a wonderful benefit for early play, and certainly makes the knight a good starting hero for rookie players.

Tuesday, July 12, 2011

Experimental Rules: Black Powder Weapons

Here's something we've cooked up for Advanced Hero Quest...

Experimental Rules: Black Powder Weapons
"This is my BOOMSTICK!"

Technology within The Empire marches on and the need for more powerful weapons is ever present in these times of strife. Refinements from the College of Engineers have led to the development of fire arms.
From a basic viewpoint these weapons are little more than hand held cannons. Consisting of a metal tube attached to wooden stock they can propel lead shot at great speed over long distances. Alchemist’s black powder provides the kick for these devastating instruments of war.
As they become more common place within The Empire they have found their way from the front line and into the hands of everyday citizens.  Dungeoneering adventurers have been quick to catch on to this new technology and many now sport flintlocks or rifles in there subterranean exploration.
Though slow to reload and often inaccurate the effectiveness of these weapons cannot be underestimated, tearing through armour and flesh with indiscriminate ease.  The roar of the muzzle alone in the confined tunnels of a dungeon can be enough to make most foes think twice.

Training and materials for black powder weapons does not come cheap but their effectiveness can make them a worthy goal for any adventurer.  Characters must pay to train in the use of black powder weapons. Once purchased it should be recorded in the notes section of the character sheet.  Elves look at such devices with mistrust and disdain. Elven trainers are hard to find and expensive.
Black Powder Training
Training Cost
Human or Dwarf

Black Powder Materials
Flint Lock Pistol
Flint Lock Rifle
Powder & Shot

Black Powder Weapons
Damage Dice
Flintlock Pistol
24 squares
Flintlock Rifle
36 squares

Black powder weapons are fired in exactly the same way as bows, however due to their unpredictable nature they have their own unique fumble and critical results.  All black powder weapons fumble on 1-2 and critical on 11-12.
If a critical is rolled the shot passes straight through the target causing full damage and hitting the next model behind it as long as it is within the weapons maximum range.
If a fumble is rolled consult the following table.
Black Powder Fumble Table
1 - 6
Misfire – The weapons lock snaps shut and a pathetic puff of smoke erupts from the barrel. Damp powder, bad loading or just bad luck means the shot was wasted. The powder charge and shot are wasted. Gun must be reloaded
7 - 10
Friendly Fire – The weapon kicks out and the shot goes wild, resolve the attack against the nearest friendly model in line of sight.
11 - 12
Explosion – The shot becomes jammed in the barrel and the weapon explodes sending metal and wood flying in all directions. Place the fireball template on the character and resolve the damage dice of the attack against all models covered by the template.

Each shot from a black powder weapon expends one powder charge and one lead shot; these cannot be recovered after combat.  Reloading a black powder weapon take one full exploration phase where the character may not move or two combat turns outside of any creature’s death zone and stationary. Any attack on the character interrupts the reloading process.

Friday, July 08, 2011

New Hero - The Ranger!

"You are the Ranger.  A master archer, you may attack any foe within line of sight with 2 Combat dice."

Attack, throw 2 Combat dice
Defend, throw 2 Combat dice
Move, throw 2 Standard dice

Mind 4 Points
Body 6 Points
The suggested model is the Mordheim: Kislev Ranger

Notes:  The first hero I'm putting forward is the ranger, notable for having a ranged attack from the very start of play.  Obviously, this could be a considered a powerful advantage, but with only 2 Combat dice, the ranger isn't going to outshine the other heroes.  It does help when monsters are spotted at range, or on the rare occasion that they may attempt to flee.

Wednesday, July 06, 2011

What The Hell Am I Doing Here?

I run Knights of the Black Banner, a role-playing game journal where I review games, discuss elements of the hobby and drift into other media from time to time.  Oddly, I seem to spend a lot of time ranting about superhero comics too...  I also run E-Space Adventures, a journal dedicated to science-fiction, particularly Doctor Who and the role-playing game I hope to get running soon.

So here I will be posting more or less weekly, adding new heroes and monsters to HeroQuest for a time and maybe discussing how the game can be expanded and advanced, inevitably veering more towards a role-playing campaign.

New heroes have been a staple of the online HeroQuest community for some time now, but I've got to be very honest and very critical and say that many of them are terrible is conception or execution.  Unbalanced, over-specialized and including a whole heap o' power bloat...  So I'm hoping to fix that with a new range of heroes for the game that don't entirely overshadow the classic heroes from the game.

Thursday, June 30, 2011

Welcome Heroes!

If, like us, you were a gamer born somewhere in the late '70's or early '80's, you will undoubtedly remember HeroQuest. A combined effort on behalf of GW and MB to get us all hooked on war gaming. Well it worked, after 20 years we still play the game and enjoy it as much as ever.

The aim of this blog is to amass as much information as possible for the game to allow others to enjoy it as much as we do. We'll focus on the core game, it's expansions and new rules cooked up in-house by our play group.

Of course, for those wanting more of a challenge this site will also cover the later game Advanced HeroQuest. A very similar game to the original with more in depth rules and a leaning towards character advancement and even a little role-play.

Just in case you can't remember the game, here's the '90's TV advert shown in the UK. Enjoy!