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3. HQ25 - Choose your monsters + stats

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

3. HQ25 - Choose your monsters + stats

Postby Sjeng » January 3rd, 2014, 7:45 am

Time to get creative!

Post your monsters for the chosen factions for the 25th ann. Quest Pack. We decided upon Chaos and Dragonkin!

So, post your Chaos Beastmen, Shamans, Dwarves, Knights etc. with stats and spells should they carry any.
And make up some Dragonkin: Kobolds, Kobold Sorcerers, Dragon Trolls, Dragon Ogres, Dragon Priests, etc.
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Re: 3. Choose your monsters + stats

Postby Goblin-King » January 3rd, 2014, 9:16 am

oh boy oh boy oh boy oh boy!

For starters I would like to throw a Basilisk in there. I think it fits in great with both kobolds and chaos; it being reptilian and generally an evil angry MF'er. It could also fit the bill of the "big" monster.
I imagine a double base and a mechanic revolving around it's petrifying gaze.

Basilisk - relatively weak for a big monster, but with a deadly ability
M:8 A:3 D:5 BP:4 MP:3
Like other creatures on double bases it can attack all adjacent squares, even the diagonals (MotM)
But in addition, if it attacks a model directly in front of it, all black skulls rolled does un-defendable damage to the target's MP. Or perhaps it results in a stun (hero looses his turn)? Or is unable to defend the rest of the turn?

Kobold (warrior) - weak, but dangerous in great number
M:10 A:2 D:1 BP:1 MP:1
Either ambush: When discovered on the board they aren't placed until the beginning of Morcar's turn.
OR gang-up: Gets +1 attack dice for each kobold warrior that has already attacked that particular hero that turn.

Kobold Sorcerer - Special character with a new deck of spells
Chaos cultists - great for all kinds of all-around purposes - could either go berserk, become possessed or maybe even summon demons
Demon - heavy hitter, rare monster

And then idunno... a little stuck on the chaos part :oops:
Chaos is a pretty broad term in the HQ/WH universe...

I think kobolds + sorcerer + basilisk + support from fimirs is kinda enough to constitute a "pack". I can easily imagine doing themed quests with them.


Chime in guys! |_P.
Last edited by Daedalus on December 14th, 2016, 1:28 pm, edited 2 times in total.
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Re: 3. Choose your monsters + stats

Postby knightkrawler » January 3rd, 2014, 11:28 am

Beastman
Move 7, Attack 2+2, Defend 3, Mind 2, Body 2
Special Rule: two attacks; if both are made against the same opponent, he may defend against both.
Alternatively, to keep things even simpler, combine two attacks into one with 4 AD

Minotaur
Move 6, Attack 5, Defend 5, Mind 1, Body 5
Special Rule: Rage Attack - may attack after movement of up to 10 squares if the opponent is in Line of Sight at the beginning of its turn.

Cultist
Move 8, Attack 2, Defend 2, Mind 3, Body 1

Nurgling Swarm
Move 4, Attack 1, Defend 1, Mind 8, Body 8
Special Rule: if attack is successful, hero loses 1 Body point each turn until disease is negated by a potion or spell of healing; no BP are restored by this, only the effect is stopped.

_______________________________________________________________

Kobold
Move 11, Attack 1, Defend 2, Mind 2, Body 1
Special Rule: equipped with Sling; may attack any one opponent in Line of Sight.
Whenever the EWP activates a Kobold he rolls a Combat Die; if the result is a black shield, the kobold is updated to a Dragonshield (+1 Attack, +1 Defend, no ranged attacks)

Fimir Shaman
Move 6, Attack 2, Defend 3, Mind 5, Body 2
Special Rule: Fimir Spells set (6 spells to be written)

Dragon Hatchling
Move 8, Attack 6, Defend 8, Mind 8, Body 6
Special Rule: may move through occupied squares; doesn't leave the room (base is 2x2 squares); 6x Fire of Wrath spell (or unlimited supply/once per turn in addition to attack).
This one should be a subplot Big Bad towards the climax of the quest pack (at quest 20 or 21 of 25, or so).

Fimir Noble
Move 7, Attack 4, Defend 4, Mind 3, Body 3 .
Last edited by Daedalus on January 18th, 2015, 11:16 pm, edited 2 times in total.
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Re: 3. Choose your monsters + stats

Postby Gold Bearer » January 3rd, 2014, 1:39 pm

Fimir patriarch. Has upped stats and spells and allows any fimirs in sight of him or in the same room or corridor to cast his spells and gives them +1DD. Giving fimirs spells is a very common house rule by the looks of it and it's a slightly more interesting way of doing it without contradicting the standard game..
Last edited by Daedalus on September 12th, 2014, 6:49 pm, edited 2 times in total.
Reason: tagged for link
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: 3. Choose your monsters + stats

Postby Gold Bearer » January 4th, 2014, 11:04 am

Dragon Ogres: A5 D6 B4 M2 S8 - Immune to fire and absorb lightning.

Expensive minis and not easy to use stand ins though..
Last edited by Daedalus on September 12th, 2014, 6:50 pm, edited 1 time in total.
Reason: tagged for link
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: 3. Choose your monsters + stats

Postby knightkrawler » January 4th, 2014, 11:17 am

And much too much too much too big.
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Re: 3. Choose your monsters + stats

Postby Gold Bearer » January 4th, 2014, 12:32 pm

knightkrawler wrote:And much too much too much too big.
Guarding the dungeon maybe.

knightkrawler wrote:Dragon Hatchling
Move 8, Attack 6, Defend 8, Mind 8, Body 6
Special Rule: may move through occupied squares; doesn't leave the room (base is 2x2 squares); 6x Fire of Wrath spell (or unlimited supply/once per turn in addition to attack).
This one should be a subplot Big Bad towards the climax of the quest pack (at quest 20 or 21 of 25, or so).
No killing baby dragons! It's just mean. Dada?
Last edited by Gold Bearer on January 4th, 2014, 1:29 pm, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: 3. Choose your monsters + stats

Postby knightkrawler » January 4th, 2014, 12:46 pm

You're probably right. Let's kill the real deal!

Ancient Dragon
Move 16, Attack 32/24/16/8 (4 Attacks), Defend 46 and a half, Mind 17, Body 29
Special Rule: 24x Fire of Wrath, 12x Heal Body, 2 each of all Chaos spells and Wizards of Morcar spells.
The Dragon may make up to 6 actions per turn, 4 among them attacks plus 2 spells.
It may move through any occupied space (Flight).
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Re: 3. Choose your monsters + stats

Postby Gold Bearer » January 4th, 2014, 1:23 pm

knightkrawler wrote:You're probably right. Let's kill the real deal!

Ancient Dragon
Move 16, Attack 32/24/16/8 (4 Attacks), Defend 46 and a half, Mind 17, Body 29
Special Rule: 24x Fire of Wrath, 12x Heal Body, 2 each of all Chaos spells and Wizards of Morcar spells.
The Dragon may make up to 6 actions per turn, 4 among them attacks plus 2 spells.
It may move through any occupied space (Flight).
That would make a great enemy if I wanted to use every hero I've made in one quest. :)

Ball of flame would make more sense than fire of wraith though, line of sight.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: 3. Choose your monsters + stats

Postby TMU » January 4th, 2014, 1:32 pm

No dragon for fraggles sake :P
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