Posted by
Marchomer on
Feb 08, 2011; 2:00am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Converting-Warhammer-Creatures-to-HeroQuest-tp5079334p6002594.html
[Fourth and last(?) update with summary]
MovementIn Warhammer the speed of a creature increase with his size, not in HQ, where the speed decrease with the size (from 10 to 4).
Small size (goblins, giant rats...) 10
Medium size (men, orcs...) 8
Big size (minotaurs, trolls...) 6
Cavalry (dragonogres, wolves..) 10
Bad ones (dragons, stegadons...) 12
Undeads like zombies, mummies or similar move 4.
BodyWounds
MindLeadership - 4,5 rounded upwards (min. 1, the undeads always have 0)
Leadership * 4/5 if the monster is a spell caster
AttackAs much combat dice as the Strength
Combat dice setting 8 - WS or BS or Weapon Strength, max. '3+' (example: 8 - WS 3= 5, hit with 5+)
Modifications*If a weapon in Warhammer, adds +1 or +2 to the Strength of the creature. In HeroQuest it means that you must add a +1 dice to Attack.
*If a creature got more than 1 Attack, in HeroQuest it means that you must add a +1 dice to Attack for every Attack above the first.
Defense Save: 0 = 2
6+ = 3
5+ = 4
4+ = 5
3+ = 6
Defense dice settingMonsters defense with '6+' + modifications , max 4+ (example: light armour and/or shield: 5+)
Modifications*Any combination of scaly skins, light armours, shields, light protections...: +1
*Any combination of heavy armours, shields...: +2
*Toughness of 5+: +1
DetailsThe conversion of a special skill and the use of the Psychology depend on the good sense of the GM.
Sometimes two different creatures may have the same statistics when converted, in that case the GM could differentiate them modifing something (for example reducing the Movement of the creature with the slowest Initiative)
Some examples of Skill:
-Scout
Add a +2 to Movement.
-Curse
When the monster dies, he explodes dealing a Fireburst Trap (see “Wizards of Morcar”).
-Fog
The monster is invisible and can't be detected unless he attacks.
-Paralysis
If the monster rolls a “6” during an attack, the character hit lose 1 round.
-Fear
The characters in the line of sight of the monster must, roll 7+ on 2d6, or he will immediately flee.
-Regeneration
The monster restore 6 of his Body Points per Round.
-Energy Drain
If the monster rolls a “6” during an attack, the character hit lose 1 Mind Point.
-Fire Breathe
Replace an attack, The Fire Breathe deals 4 attack dice (usually 4+) to every creature under the flamer template.
-Poison
If the monster rolls a “6” during an attack, the character hit lose 1 Body Point.
-Vomit
The monster can use this skill only one time. This attack deals 5 attack dice (usually 4+), the target can't defense.
-Scaly Skin
Add +1 to the Defence dice setting.
+ Other planes lie beyond the reach Of normal sense and common roads But they are no less real Than what we see or touch or feel. +