Posted by
MortiS-the-Lost on
May 28, 2010; 3:55pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Converting-Warhammer-Creatures-to-HeroQuest-tp5079334p5113696.html
In case you're all wondering I moved this to it's own thread to stop the Dragon Strike one going too far off topic.
It would be nice to be able to convert Warhammer profiles over to HeroQuest but the systems are so different problems are bound to arise in any system used to convert between the 2. Your formulas as they stand create creatures slightly (and in some cases massively) more powerful than their standard HQ equivalents. This isn't such a problem as long as you make sure all the creatures stats that you use in your games are converted via this process (IE your using them instead of the original HQ monsters and not as well as them) and you beef-up the Heroes stats to a similar degree (my Fate Point rules alone won't be enough)
I long ago abandoned the idea that Warhammer Fantasy Battle profiles could be converted directly to HQ stats. However you might crack it yet, so to help you here a few suggestions based on my own workings on the subject
Defence in HQ is effected by how much armour a character is wearing and thus should be based on the Warhammer Armour Save roll rather than Toughness, some thing like the following should work:
No Armour Save = Defend 2
+6 = Defend 3
+5 = Defend 4
+4 = Defend 5
having said that creatures with Toughness higher than 5 should probably get +1 Defend as well.
Also compare the Save given by each kind of armour in Warhammer to the number of Combat Dice a Hero gets to roll in HeroQuest for the equivalent armour type
Mind, as I've mentioned before is equivalent a Resistance to Magic/ Save Vs Magic stats like you see in D&D based games, Warhammer (apart from the Ward Saves granted by some magic items) doesn't really have an equivalent. Leadership incidentally, is a measure of the creature's bravery which HeroQuest has no equivalent Stat.
Body Points is where my own workings on converting from Warhammer really fell down, the problem being that Body Points are the equivalent of Hit Points in D&D games, thus how much damage a creature can take before it dies, therefore the Warhammer stat that Body Point needs to be worked from is in fact Toughness (which represents how much damage a model takes to be injured/killed). The function of Wounds in Warhammer Fantasy Battle is in fact not quite (as you might think) the same as Body Points in HQ (in fact some expansions for HQ included rules for creatures that had both Wounds and Body Points)
A creature with multiple wounds in Warhammer should of course get extra Body Points when converted though.
Your 'combat dice setting' is an interesting and very clever way to fit the Warhammer stats into the HeroQuest combat system, but I'm afraid you've got your conversion equivalents the wrong way round.

The number of Dice rolled should be based on the Warhammer 'Strength' stat (the number of dice rolled in HQ effects the maximum amount of damage you can potentially do) the likely hood of doing said damage in HQ is down to how many Skulls are on the dice and there for the 'Dice Setting' should be based on Warhammer's WS and BS stats (depending on if it's a close-combat or ranged attack respectively) because WS and BS in Warhammer represent how good a model is at hitting an opponent.
For example, lets pretend I have some custom made Combat Dice with 2 Skull, 2 Shields and 2 blank sides. And lets say I also have some of the original HQ Combat Dice with 3 Skulls, 2 Sheilds and 1 Monster Shield.
Now lets roll these dice, lets say we roll 4 of each
so, both the 4 custom '2 skull' dice and the 4 HQ Combat Dice can potentially do up to 4 damage when rolled.But each of the custom has a 1-in-3 (2-in-6) chance of rolling a Skull, while each HQ dice has a 50-50 (3-in-6) chance of rolling a Skull. Therefore both rolls can potentially do the same damage but the HQ dice are more likely to do damage than the custom dice.
Please note that in Warhammer ranged weapons have their own set Strength and do not rely on the user's Strength. Therefore the creatures Strength should not be applied to Ranged Weapons when converting to HQ
Sorry hope that all makes sense and is useful.

Marchomer wrote
Problem: powerful monsters (like greater deamons) tending to became TOO POWERFUL MONSTERS!
I don't see this as a problem really, creature like Greater Daemons and Emperor Dragons are supposed to be extremely powerful and require whole armies to defeat in combat. 4 Adventurers alone won't (and shouldn't) have a chance against something that powerful.
I have (and plan to do so again) ran adventures where the Hero's faced a Greater Daemon. But in one instance (with a Baalrukh/Balrog) they didn't have to fight the Greater Daemon to complete the quest (just escape from it) and in another (were the Heroes faced a Great Unclean One) there were 6 players with very powerful characters and a large number of henchmen at their disposal (and the henchmen did get disposed) and even then the Heroes only narrowly managed to defeat it by running into a corridor too narrow for the huge bloated demon, just out of range of it's Stream of Corruption attack and throwing fire balls back into the chamber. At lot Fate Points and healing-spells were spent in that battle and the Heroes where close to death for most of it!

Billiam Babble wrote
Surely there must have been an official GW article on this in times gone by?
Hmm

not that I'm aware of ...
Billiam Babble wrote
Suddenly flashing back to Imagine and WD articles to conversions between utterly incompatible systems
There where 2 articles like that in Warlock Magazine for converting monsters from other game systems to Fighting Fantasy, I'll see about digging them out but, I have good reason to believe that most of the conversion methods may well be horribly inaccurate due to the author's ignorance of the mechanics of a certain popular RPG game system.
Billiam Babble wrote
Even the relationship between Warhammer Quest (descendent of HQ and AHQ) and Warhammer seems strecthed when it comes down to Wounds - but that goes right back to the fundamentals of the differences between wargames and RPGs, I guess.
Actually Warhammer Quest and Warhammer Fantasy battle could easily be converted between, there was an article spanning WD199 and WD200 which explained how to convert your WHQ character into a Hero for your 4th/5th edition Warhammer Army.
In earlier times the gap between RPG and Wargame rules wasn't as wide as you might thing WFRP 1st edition stats can easily be converted to WFB 3rd edition (and vice-verser) which allowed all the rules for the forces of Chaos in Rogue Trader, Warhammer and WFRP to be published together in the 2 classic Realm of Chaos books. And 1st and 2nd edition Warhammer included roleplay rules in the core rulebooks.
As for Advanced HeroQuest, despite the claims in the preview in WD115, HQ and AHQ aren't compatible and (with the exception of 1 short list of equivalent rules) AHQ doesn't have a system to convert between them. AHQ is in fact not (as it name suggests) a more advanced version of HQ, although it is more advanced AHQ has an entirely different set of rules to HQ (the situation is the same with SpaceCrusade and Advanced SpaceCruade).
However, I haven't looked into it yet, but it is conceivable that their might be an easy way to convert between Warhammer and AHQ.
PS if anyone has any questions regarding the latter part of this post (eg where I talk about converting between games other than Warhammer and HQ) please start a new thread in the appropriate Forum Section and include a quote.
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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~