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Champions of Chaos

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Re: Champions of Chaos

Postby lestodante » Wednesday September 29th, 2021 4:52pm

Pancho wrote:The Ogre would die! It’s unlikely that the Ogre would get that card before he got one of the Gaze of the Gods ones (+1 mind) but there is still a chance and it’s too harsh. I’m thinking of adding a rule to that card, something like the Ogre being too dumb to be worthy of that kind of punishment, and he loses one BP instead.


What about a penalty for the next quest for him instead? Something like ALL of his stats are reduced to one less die (except Mind).


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Re: Champions of Chaos

Postby Pancho » Thursday September 30th, 2021 1:53am

lestodante wrote:
Pancho wrote:The Ogre would die! It’s unlikely that the Ogre would get that card before he got one of the Gaze of the Gods ones (+1 mind) but there is still a chance and it’s too harsh. I’m thinking of adding a rule to that card, something like the Ogre being too dumb to be worthy of that kind of punishment, and he loses one BP instead.


What about a penalty for the next quest for him instead? Something like ALL of his stats are reduced to one less die (except Mind).

That’s a better suggestion, cheers


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Re: Champions of Chaos

Postby Kurgan » Sunday October 3rd, 2021 11:52pm

Interesting.. so who Gm's this one, Mentor? J/k (maybe). I'm reading with interest... the "play as the bad guys quest" is something I'm always interested to see attempted.


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Re: Champions of Chaos

Postby Pancho » Monday October 4th, 2021 1:58am

Kurgan wrote:Interesting.. so who Gm's this one, Mentor? J/k (maybe). I'm reading with interest... the "play as the bad guys quest" is something I'm always interested to see attempted.

Yep, Mentor is the GM.


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Re: Champions of Chaos

Postby Pancho » Monday October 4th, 2021 9:04am

Equipment
I am thinking of not having equipment cards for this pack. Printing off new equipment cards can be a pain, and the players can't visit the armoury anyway. All of the following available equipment can only be found in the quests in this pack, so maybe it makes sense to just include the descriptions in the quest notes?
(It's possible actually to not even have the Chaos Gifts as cards - I could have a table that the players roll on instead at the end of each quest).

Dagger - same as normal game, but can only be used by Chaos Warlock & Knight.
Toolkit - same as normal game, but can only be used by Chaos Warlock & Knight.
Shield - same as normal game, but can only be used by Chaos Knight.
Helmet - same as normal game, but can only be used by Chaos Knight.
Battle-Axe - same as normal game, but can only be used by Chaos Knight, Chaos Ogre & Stone Gargoyle. Ogre & Gargoyle can use it one-handed, and they may throw it in the same way as a hand-axe. If thrown, it is lost.
Crossbow - same as normal game, but can only be used by Chaos Knight.
Sorcerer's Staff - same as normal game, but can only be used by Chaos Warlock.
Sorcerer's Cloak - Allows one extra combat die in defence, can only be used by Chaos Warlock.
Chaos Armour - A special type of Plate Armour, it allows the wearer to roll 4 combat dice in defence without effecting his movement. It can be added to with a shield and/or a helmet. Can only be used by Chaos Warlock & Knight.
Large Spiked Club - Allows 5 combat dice in attack, but can only be used by Chaos Ogre. The Ogre may use it one-handed.
Ogre Armour - Allows 6 combat dice in defence and doesn't restrict movement. Can only be used by Chaos Ogre.
Great-Halberd - Allows 6 combat dice in attack, including diagonally, but can only be used by Chaos Ogre & Stone Gargoyle. Two-handed only.
Great-Sword - Allows 5 combat dice in attack, including diagonally, but can only be used by Chaos Knight & Stone Gargoyle. The Chaos Knight must wield it two-handed, but the Gargoyle only requires one hand.
Gargoyle Whip - Stone Gargoyle Only. The whip requires one hand to use and adds one combat die to the Gargoyles attack. This attack may be made against a figure that is up to two spaces away, as long as the intervening space is not blocked by another figure, piece of furniture or similar.
Man-catcher - This lethal weapon has spring loaded blades at the end of a long shaft that are designed to fix around an enemy's neck. It allows 5 combat dice in attack, including diagonally, but can only be used by the Chaos Knight, Chaos Ogre or Stone Gargoyle. It must be wielded with two-hands. If four skulls are rolled during an attack made with a Man-catcher, the enemy is instantly killed with no opportunity to defend regardless of remaining Body Points or armour.


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Re: Champions of Chaos

Postby Pancho » Monday October 4th, 2021 9:11am

The Chaos Gift Extra Arm is designed to work alongside the equipment available in this pack.
For example, if the Chaos Knight grows an extra arm he can then use a Crossbow and a Broadsword at the same time. Or a battle-Axe and a Shield.
The Gargoyle could wield a Whip and a Man-catcher at the same time!

All this is very open to revision. For example, there isn't really a use for Extra Arm for the Chaos Warlock. Maybe he can cast two spells per turn if he has an extra hand?


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Re: Champions of Chaos

Postby Pancho » Monday October 4th, 2021 9:25am

Quest Ideas (work in progress)
Each quest will start with a 'Message from Morcar'!
My aim here is to have the 14 quests running alongside the established "history" of Heroquest, i.e. the quests intersperse the official expansions. Morcar will be sending his Chaos Heroes to carry out missions that set up the stories in the official packs, showing that he isn't just passively waiting for the Emperor's Heroes and has lots of cunning plans in motion...

1. Tooling Up -
2. Suffer No Rival -
3. On the Eve of War -
4. The Turning of Sir Ragnar -
5. Awakening the Witch Lord -
6. Punish the Weak -
7. The Dirgrusht Ogre Clan -
8. An Ancient Enemy -
9. Mentor's Pet -
10. Hall's of the Stunted Ones -
11. The Elven Gate -
12. The Dwarven Cur -
13. Awakening the Frozen Horror -
14. The Revenge of Morcar -


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