Monster Weapons for HeroQuest

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Monster Weapons for HeroQuest

MortiS-the-Lost
Administrator
What follows are MortiS Quest rules, but they are still compatible with basic HeroQuest

Here are the rules I use in my games to add variety to the 'rank-and-file' 'foot troop' monsters. These rules make the assumption that the statistics given on the HeroQuest Monster Cards (or charts) represent the basic 'rank and file' version of the creature in question armed with a single Hand Weapon and Un-Armoured. (the exception to this is the Chaos Warrior which is assumed to already have it's Heavy Armour included in it's profile)

The following rules allow you to adapt those statistics to suit the variety of differently armed and armoured models you may want to use in your games. Allowing you to have Skeleton Archers, Armoured Orcs, Chaos Warriors with 2 handed axes, Fimir with 2 maces and so on

Please note that these rules should be applied sensibly, certain Monsters will be unable to wield certain weapons or wear armour (or in some cases can't wield weapons at all)
As a quick example you shouldn't try and give a Dire Wolf a 2 handed axe, as it doesn’t have any limbs capable of holding and using it, the wolf is also unlikely to be wearing armour. Like wise you shouldn't arm a River Troll with a Blunderbuss or put Heavy Armour on a Giant Bat.
As a rule of thumb you should look at the models in your collection using a 'what-you-see-is-what-you-get approach' and apply the rules relating to the weapons and armour depicted on the model

The weapons listed here do not cover all possible weapons in the Warhammer world but is intended to cover all the weapons most commonly used by normal troops. Rules for special weapons such as Skaven Ratling guns, a Goblin Fanatic's Ball and Chain, Skink's Poison blow-darts and a Balgorg's Flaming Sword are not presented here and should be induced in the statistics of special monsters than uses them already

It should also be noted that the weapon rules are simplified and not intended to be applied to Monsters and not Heroes

Close Combat Weapons


Daggers: (Base Attack -1) some Miniatures that are armed with Ranged Weapons will not have any Close Combat Weapons represented on them, but it is assumed they are carrying a Dagger or similar weapon for use in Close Combat.
Using a Dagger subtracts -1 from the model's Attack Value

Hand Weapons: (as Base Attack) the following all count as Hand Weapons and have no effect on the Model's Attack value; Sword, Axe, Mace, Hammer, Club, Staff and Morning Star.

2 Handed Weapons: (Base Attack +1) 2 Handed Weapons add +1WCD  to the troops Attack value, the following are examples of 2 handed weapons; Great Sword, 2 Handed Axe, 2 Handed Mace, 2 Handed War Hammer, Large Flail

Spear, Halberd and Pole Arms: (as Base Attack, Reach 1”) Spears, Halberds and Pole Arms have no effect on the Troop's Attack value but do have Reach, allowing them to attack a model 1” or less away

Additional Hand Weapons: (extra Attack) a model holding a Hand Weapon in each hand may attack twice in the same turn. Note that some model like Chaos Mutants may have 3 or even more arms and will gain an extra Attack for each additional hand weapon they wield!


Armour

 
Shield: (+1 Defence) a Miniature carrying a Shield adds +1 WCD to it's Defence

Buckler: (+1 Defence in Close Combat Only) a Miniature carrying a Buckler adds +1 WCD to it's Defence but only if attacked in Close Combat

Basic Armour: (+1 Defence) Chainmail, Ring Mail, Scale Mail, Composite Armour or a few scattered Plates of Armour on a Miniature all count as Basic armour and adds +1 WCD to the model's Defence.

Heavy Armour: (+2 Defence) Full Plate Armour covering all or most of the body counts as Heavy Armour and adds +2 to Defence. Note that Chaos Warriors always wear Heavy Armour and it is already included in their Defence on their card.

Ranged Weapons


Bows: (as Base Attack, Range 24”)  Bows use the Model's Base Attack with a range of 24”

Crossbow: (3 WCD, Damage on Special, Reload, Range 30”) Cross Bows use 3 WCD at a range of 30”, rolling a 'Special' counts as rolling a 'Skull' and after a Crossbow has been fired the Troop using it must spend an action Reloading it before it can be fired again.

Repeater Crossbow: (3 WCD, Damage on Special, Range 30”) Repeater Crossbows work exactly the same as regular crossbows (See above) but do not require an action to Reload. Only Dark Elves may be equipped with Repeater Crossbows

Slings: (as Base Attack, Range 18”) Slings use the model's Base Attack with a range of 18”

Black Powder Pistol: (2 WCD, Misfire on Special, +1 Damage after Defence, Reload, Range 12”) a Black Powder Pistol uses 2 WCD at a range of 12”, rolling a 'Special' counts as a Misfire and causes 1 point of damage to the user which may be defended normally. and after a Black Powder Weapon has been fired the model using it must spend an action Reloading it before it can be fired again. If a model has a brace (2) pistols they may both be reloaded in the same turn at one action.
Once the Target of a Black Powder Weapon has rolled defence, add +1 to any damage caused, if no damage was cause do not add +1 damage. Also note that Misfires do not cause +1 damage to the user.

Black Powder Rifle: (3 WCD, Misfire on Special, +1 Damage after Defence, Reload, Range 24”) a Black Powder Rifle uses 3 WCD at a range of 24”, rolling a 'Special' counts as a Misfire and causes 1 point of damage to the user which may be defended normally. and after a Black Powder Weapon has been fired the model using it must spend an action Reloading it before it can be fired again. Once the Target of a Black Powder Weapon has rolled defence, add +1 to any damage caused, if no damage was caused do not add +1 damage. Also note that Misfires do not cause +1 damage to the user.

Blunderbuss: (3 WCD for first Target, 3 RCD for additional models under template, +1 Damage after Defence, Reload, Blunderbuss Template) a Blunderbuss uses the Blunderbuss Template to work out what it hits. The nearest model to the Blunderbuss under the template takes 3 WCD of Damage and any additional models under the template take 3 RCD of Damage. Rolling a 'Special' counts as a Misfire and causes 1 point of damage to the user which may be defended normally. and after a Blunderbuss has been fired the model using it must spend an action Reloading it before it can be fired again. Once the a model under the Blunderbuss Template has rolled defence, add +1 to any damage caused, if no damage was caused do not add +1 damage.

Please note Black Powder Weapons are included here for the sake of completeness and are not a common weapon to find in the hands of Monsters
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
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Re: Monster Weapons for HeroQuest

Nuadha
Nice.   I like your Black Powder rules.    I had thrown some simple rules together years ago for the Witchhunter (using the WHQ fig), but was never happy with it being a regular ranged attack.
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Re: Monster Weapons for HeroQuest

Nuadha
What do you use for a Blunderbuss template and what symbols are on the red combat dice?
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Re: Monster Weapons for HeroQuest

MortiS-the-Lost
Administrator
Nuadha wrote
What do you use for a Blunderbuss template and what symbols are on the red combat dice?
The blunderbuss template I use is from an old edition of Warhammer, I believe an Blood Bowl expansion also included a similar template (I'll take a picture when I have it to hand next)
Currently Gale Force 9 make a plastic template for Warmachine which is a similar shape if your looking to get hold of a Blunderbuss Template for your own games

The Red Combat dice I use in my games are from HeroQuest's lesser known sister game BattleMasters; They have 3 Skulls, 1 Shields and 2 Blank sides (again I'll take some pictures later)
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
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Re: Monster Weapons for HeroQuest

guzzi
In reply to this post by MortiS-the-Lost
Spear, Halberd and Pole Arms: (as Base Attack, Reach 1”) Spears, Halberds and Pole Arms have no effect on the Troop's Attack value but do have Reach, allowing them to attack a model 1” or less away
said Mortis. Don't forget these weapons can be used diagonally. Very useful for gaining entrance to monster-blocked doorways, in HQ of course.
Be sure your sins will find you out.
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Re: Monster Weapons for HeroQuest

uncle phil
If you want this conscisent with the WH world it should really be "Black Powder Musket", (Hakbut in Reikspek, according to my old Warhammer Armies) which gives you the option of later including a Black Powder rifle, perhaps as a treasure found in a quest.

Because of the rifling black powder rifles were generally slower to load, since it was harder to force the bullet down the barrel. There was also a greater chance of fouling so it needed to be cleaned more often between shots.
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Re: Monster Weapons for HeroQuest

MortiS-the-Lost
Administrator
uncle phil wrote
If you want this conscisent with the WH world it should really be "Black Powder Musket", (Hakbut in Reikspek, according to my old Warhammer Armies) which gives you the option of later including a Black Powder rifle, perhaps as a treasure found in a quest.

Because of the rifling black powder rifles were generally slower to load, since it was harder to force the bullet down the barrel. There was also a greater chance of fouling so it needed to be cleaned more often between shots.
As noted in the text these are simplified and generalised rules weapon rules designed for a GM to quickly apply to models from their base stats - the Black Powder Rifle rules covers a range of similar weapons (everything from a arquebus to a advanced Dwarven rifle is going to look similar on a model and will behave in a similar way on the table top) distinct weapons like Hochland long-rifles, Empire Repeater Handguns and so on have their own rules in the hands Heroes (as do special Skaven 'Warp-lock' weapons in the hands of the special troop types that use them) but the difference in loading time between a smooth-bore and rifled musket makes little difference in game terms for system like HQ
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
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Re: Monster Weapons for HeroQuest

uncle phil
I'd forgotten that the majority of firearms in WHFB/Mordheim were designated Aquesbuses. My initial observation stands, however, for concistency as well as accuracy these should be called guns, not rifles.
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Re: Monster Weapons for HeroQuest

MortiS-the-Lost
Administrator
uncle phil wrote
I'd forgotten that the majority of firearms in WHFB/Mordheim were designated Aquesbuses.
Well in Mordheim yes they are mostly Aquesbuses, but that is set about 2000 years back in the Warhammer time line in 'contemporary' Warhammer they are mostly rifles

uncle phil wrote
My initial observation stands, however, for concistency as well as accuracy these should be called guns, not rifles.
True - I was using the term Hand-gun for a while, but it came up in play-testing that players confused the term Hand-gun with Pistol (probably due to the terms hand-gun and pistol being used interchangeable when referring to modern weapons)
I thought Rifle would better describe a medium sized gun - I suppose musket would work too, but then some one would just argue the other way

I guess I need to find a more universal term that isn't confusing
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~