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
Race
Training Cost
Human or Dwarf
100gp
Elf
200gp

Black Powder Materials
Flint Lock Pistol
100gp
Flint Lock Rifle
200gp
Powder & Shot
10gp

Black Powder Weapons
Weapon
Range
Damage Dice
Flintlock Pistol
24 squares
6
Flintlock Rifle
36 squares
8

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
Roll
Result
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.