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3. HQ25 - Choose your monsters + stats

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: 3. Choose your monsters + stats

Postby wolfie907 » July 11th, 2014, 5:07 pm

TMU wrote:
Goblin-King wrote:Just to summarize... Going from the "definite list"...

New monsters are:
Chaos Dwarfs
Beastmen
Minotaurs
Cultists
Kobolds
Basilisks

How can we all get the minis needed? Someone buys one each and sends it over to Billdask or someone who then casts it and we all get the same minis? We would pay some :2cents: of course.

I like this idea


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Re: 3. Choose your monsters + stats

Postby StratosVX » July 12th, 2014, 2:31 am

TMU wrote:
Goblin-King wrote:Just to summarize... Going from the "definite list"...

New monsters are:
Chaos Dwarfs
Beastmen
Minotaurs
Cultists
Kobolds
Basilisks

How can we all get the minis needed? Someone buys one each and sends it over to Billdask or someone who then casts it and we all get the same minis? We would pay some :2cents: of course.



Maybe a new line of products for Thantos…

EDIT - I have DragonStrike and if I remember correctly, there were some Kobolds in there. I can see about trying to cast them, if possible. As for Beastmen, there were some in the Battle Masters set and I can try casting them as well. Only downside is that I am on my way to work in the morning, and my sister will be visiting next time I am home, so I wouldn't be able to try right away.


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Re: 3. Choose your monsters + stats

Postby Sjeng » July 12th, 2014, 3:02 am

Thantos can surely create some original miniatures that fit the HQ style for these. But another option is simply buy them from any manufacturer. Reaper Bones are very cheap. They have great Kobolds and Minotaurs. I think Bones 2 had some beastmen and some human cultists if I recall correctly. The Basilisk and chaos dwarves might be a bit harder to come by, but I'm gonna use my Mantic dwarves, and some Bones mini for the basilisk.
There are plenty of cheap alternatives out there.
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Re: 3. HQ25 - Choose your monsters + stats

Postby Gold Bearer » July 20th, 2014, 5:30 am

Anyone mind if I up the cultists movement to eight? Six seems too slow for completely unarmoured human, and it will be good for the cultists running around the citadel corridors to join up with others so there's enough of them to cast.
: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. HQ25 - Choose your monsters + stats

Postby knightkrawler » July 20th, 2014, 7:48 am

I don't mind.
By cultists, I had in mind funnily robed spellcasting novice thralls with stats roughly like these:
Mov 8, Att 2, Def 2, Mind 5, Body 1 PLUS Ball of Flame as a ranged attack or something. Could be really any offensive spell that's not overpowered..
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Re: 3. HQ25 - Choose your monsters + stats

Postby Gold Bearer » July 20th, 2014, 8:46 am

They defend with one dice and cast as a group. ;) Ball of flame is one of their spells actually.
: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. HQ25 - Choose your monsters + stats

Postby Sjeng » July 20th, 2014, 1:29 pm

Gold Bearer wrote:Anyone mind if I up the cultists movement to eight? Six seems too slow for completely unarmoured human, and it will be good for the cultists running around the citadel corridors to join up with others so there's enough of them to cast.

viewtopic.php?p=34950#p34950

Cultists have 8 movement, 1 DD, 2 AD, 3 MP, 1BP. and chaos spells. That's what we agreed on.
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Re: 3. HQ25 - Choose your monsters + stats

Postby Goblin-King » July 20th, 2014, 2:54 pm

So how do we deal with chaos spells for cultists?
It's just like the basilisk, they kinda need to have a specific rule that always applies to them.
Top of my head:

At the beginning of each of Morcar's turn, if at least one Chaos Cultist is on the board, draw a single random chaos spell card.
A single Chaos Cultist may cast that spell instead of attacking during that turn.



EDIT: I apparently skipped a couple of posts. KK and GB, where did you get the stuff about Ball of Flame? And "cast as a group"?
Did I miss something somewhere?
Regardless I believe the monsters abilities were never actually finalized for the sake of moving on..
Last edited by Daedalus on September 23rd, 2014, 5:05 pm, edited 2 times in total.
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Re: 3. HQ25 - Choose your monsters + stats

Postby knightkrawler » July 20th, 2014, 3:07 pm

Goblin-King wrote:At the beginning of each of Morcar's turn, if at least one Chaos Cultist is on the board, draw a single random chaos spell card.
A single Chaos Cultist may cast that spell instead of attacking during that turn.


Sounds good.
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Re: 3. HQ25 - Choose your monsters + stats

Postby Count Mohawk » July 20th, 2014, 4:57 pm

Goblin-King wrote:So how do we deal with chaos spells for cultists?
It's just like the basilisk, they kinda need to have a specific rule that always applies to them.
Top of my head:

At the beginning of each of Morcar's turn, if at least one Chaos Cultist is on the board, draw a single random chaos spell card.
A single Chaos Cultist may cast that spell instead of attacking during that turn.



EDIT: I apparently skipped a couple of posts. KK and GB, where did you get the stuff about Ball of Flame? And "cast as a group"?
Did I miss something somewhere?
Regardless I believe the monsters abilities were never actually finalized for the sake of moving on.

Gold Bearer and I have been hashing out ideas for the cultists' chapter in its own thread (to save space in the big thread), which you can find here.
Currently we are operating under the assumption that Cultists need to be in a group of three or more in the same room or corridor to cast their chaos magic, the specifics of which varies by Quest and is described in sufficient detail in the Quest Notes.
The two of us have many other ideas which are slowly coalescing into playable Quests. Once those are posted, I will be deferring to Sjeng (or whoever has the Mandate of Heaven if it's not him) as far as which concepts stay and which ones go.


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