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Re: Nuadha's Tome of Terrors - New Monsters for Heroquest

Posted by Nuadha on Aug 10, 2011; 4:30pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Nuadha-s-Tome-of-Terrors-New-Monsters-for-Heroquest-tp6666938p6673131.html

I wouldn't want to up the power of the fanatic too much, as I like them as a simple replacement for the goblin, but I think you're right that it wouldn't be right to leave them at the same power as a regular goblin.   So I think in the future I will up their attack dice to 3 and their Body to 2, but have them roll two dice on themselves so they could still potentially kill themselves on the first swing.    This will make them a little more of a threat, but nothing some smart heroes can't deal with.     If they ask why the change, the last fanatics were tired from swinging the ball around long before the heroes came to the dungeon.     These ones are fresh.   ;)

So updated Fanatic looks like this (changes bolded):

Attack: 3 WCD (Special)
Defense: 1 WCD
Body: 2
Mind: 1 (however automatically fails any "smarts tests")

Special Rules: Madcap 3-The Fanatic always moves and then attacks; never the opposite.    The Goblin Fanatic madly swings a giant metal ball and chain, rolling 3 attack dice to all figures (friendly and foes) that are adjacent to him at the end of his move (including diagonally adjacent figures).      Roll randomly amongst the heroes he can see when the Goblin moves to see whom he charges on his first move.    After the first move, include all figures in the potential targets.   He will move to be adjacent to as many figures (friendly and foe) as possible as long as it includes being adjacent to his charge target, even if it would also mean he would end up killing his allies.  (The other goblins will have to just be smart enough to move out of the fanatic's way.)    After he has rolled attacks on all of the adjacent figures, he will roll two attack die against himself.    If he hits himself he can not defend against the hit and is dead.    The life of a fanatic is a  short but wild ride.



For your further enjoyment, I am coming up with my own rework of the 4th Quest to make it a little more interesting.   "Prince Magnus' Gold" is basically another quest with a bunch of Orcs and Goblins.      Since the previous two quests featured the greenskins so well, I wanted to switch it around a little.   I am moving it off the game board to a map I have for D&D of a cave hideout where half of the map is outside in the woods and the other half is in the cave.    I am also switching around the bad guys a little.     Instead of the regular Chaos Warrior representing Gulthor, there is a Khorne Champion (see below).   The Fimir will be replaced with a regular Chaos Warrior.    A few of the Orcs in Gulthor's band will be replaced with Chaos Archers (see below), and half of the Orcs actually will show up in the woods after the heroes find Magnus' Gold and will try to steal it away from them.  



Khorne Champion
"Blood for the Blood God!"  

Attack: 5
Defense: 3
Body: 3
Mind: 2

Special:   Bloodthirsty 1 (If the Khorne Champion dealt a wound in the previous ZM (Zargon-Morcar) turn, he gets an additional die in attack.)

Chaos Archer
Figures are from Battlemasters, an excellent source for a whole bunch of figs to add to HQ.

Attack: 2 (Range: 24)
Defense: 2
Body: 1
Mind: 3