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HQ25 monster stats and abilities #2 the Beastman

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Which Beastman would you like to see in the Inn's HQ25 Quest Pack?

a) Mv:8 At:2 De:2(2) BP:1 MP:1
0
No votes
b) Mv:6 At:3 De:3 BP:2 MP:2
0
No votes
c) Mv:5 At:4 De:5 BP:2 MP:2
0
No votes
d) Mv:8 At:4 De:2 BP:3 MP:2
0
No votes
e) Mv:7 At:2+2 De:2 BP:2 MP:2
0
No votes
f) Mv:7 At:2+2 De:3 BP:2 MP:2
0
No votes
g) Mv:6 At:3 De:2 BP:2 MP:2
1
8%
h) Mv:7 At:3 De:3 BP:2 MP:2
0
No votes
i) Mv:7 At:3 De:2 BP:2 MP:2 winner--4 votes
4
31%
j) Mv:7 At:4 De:2 BP:2 MP:2
0
No votes
k) Mv:8 At:4 De:2 BP:4 MP:2
1
8%
A) Ability: short bow
0
No votes
D) Ability: none (already unique enough as statted)
0
No votes
E) Ability: may attack twice or once with 4 AD
0
No votes
F) Ability: 2 attacks with both defendable or one 4 AD attack
0
No votes
G) Ability: +1 AD if no move (heavy attack)
1
8%
H) Ability: immediate counter-attack when BP are reduced to 1, (use 3 AD)
2
15%
I) Ability: immediate counter-attack when BP are reduced to 1, use 2 AD
4
31%
J) Ability: immediate counter-attack when BP are reduced to 1, skulls from defend roll count as hits
0
No votes
K) Ability: +1 AD for every adjacent Beastman
0
No votes
 
Total votes : 13

Re: HQ25 monster stats and abilities #2 the Beastman

Postby Anderas » October 30th, 2015, 3:10 am

Beastman intermediate conclusion

The weakest statline received most votes.
* A Beastman with 3 AT, 2DE, 2BP it is.
* It will have the counter attack ability.

However, there were some variants in discussion.
* Counter attack with 2 dice only
* Counter attack with the defense roll
* Counter attack with three dice.

Could you remove the unwanted (zero voted ) options and add the discussed options? That way we could finalize the Beastman.

I also would prefer the guy, if he stays with this statline, to have 7 or 8 movement.


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Re: HQ25 monster stats and abilities #2 the Beastman

Postby Daedalus » November 13th, 2015, 1:49 am

OK, I'll modify some 0-vote options. First, here's the results of the Beastman poll as of 11/13 before modification:

a) Mv:8 At:2 De:2(2) BP:1 MP:1 . . . 0 . . . No votes
b) Mv:6 At:3 De:3 BP:2 MP:2 . . . . . 0 . . . No votes
c) Mv:5 At:4 De:5 BP:2 MP:2 . . . . . 0 . . . No votes
d) Mv:8 At:4 De:2 BP:3 MP:2 . . . . . 0 . . . No votes
e) Mv:7 At:2+2 De:2 BP:2 MP:2 . . . .0 . . . No votes
f) Mv:7 At:2+2 De:3 BP:2 MP:2 . . . .0 . . . No votes
g) Mv:6 At:3 De:2 BP:2 MP:2 . . . . . 1 . . . 7%
h) Mv:7 At:3 De:3 BP:2 MP:2 . . . . . 0 . . . No votes
i) Mv:7 At:3 De:2 BP:2 MP:2 . . . . . 4 . . . 29%
j) Mv:7 At:4 De:2 BP:2 MP:2 . . . . . 1 . . . 7%
k) Mv:8 At:4 De:2 BP:4 MP:2 . . . . . 1 . . . 7%

A) Ability: short bow . . . . . . . . . . 0 . . . No votes
D) Ability: none (already unique enough as statted) . . . . . . . . . . . . 1 . . . 7%
E) Ability: may attack twice or once with 4 AD . . . . . . . . . . . . . . . .0 . . . No votes
F) Ability: 2 attacks with both defendable or one 4 AD attack . . . . . .0 . . . No votes
G) Ability: +1 AD if no move (heavy attack) . . . . . . . . . . . . . . . . . 1 . . . 7%
H) Ability: immediate counter-attack when BP are reduced to 1 . . . . 4 . . . 29%
I) Ability: attack same target twice if don't move . . . . . . . . . . . . .0 . . . No votes
J) Ability: may counter attack every time it is attacked in melee . . . 0 . . . No votes
K) Ability: +1 AD for every adjacent Beastman . . . . . . . . . . . . . . . 1 . . . 7%

Total votes : 14

I changed ability choices I) and J), two 0-vote options. The three open choices for counter attack are now H), I), J). Anyone should feel free to vote once for one of these choices.
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Re: HQ25 monster stats and abilities #2 the Beastman

Postby Count Mohawk » November 16th, 2015, 2:00 am

Reposted from the Mintaur thread, as I thought this was relevant:

Daedalus wrote:If we treat Beastmen as the new grunt in the lasts Quests, there is a danger Quests may prove too difficult. That's why I changed my Beastman ability vote to a reduced 2-AD counter attack--I'd prefer to see them in numbers. If the Beastman counter attack remains at 3 AD, I feel an artifact will be all but necessary to help against them.

The difference between a 2-AD counter and a 3-AD counter, against high-level teams, cuts counter damage approximately in half, but is more incremental against lower-level teams - i.e., Not A Big Difference. Why not approach the argument from a different angle? Beastmen with any counter are more dangerous in close-combat quarters. The stronger the counter, the more we encourage Heroes to take them out with ranged weapons and magic spells. We probably don't need them to have a counter so strong that it will force the Heroes to re-evaluate their fighting style, especially if crossbows have not been purchased across the board yet. I'll be switching my vote in the other topic to a 2-die counter, conditional on the counter attack being a separate roll from the monster's Defense because if a Wizard is dumb enough to cast Fire of Wrath on an adjacent Beastman, I want him to suffer for that mistake.


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Re: HQ25 monster stats and abilities #2 the Beastman

Postby Anderas » August 10th, 2018, 5:36 am

So I made this card now.
Any remarks, wording, layout?

Are they Beast People or Chaos?
Last edited by Anderas on August 16th, 2018, 2:56 am, edited 1 time in total.


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Re: HQ25 monster stats and abilities #2 the Beastman

Postby mitchiemasha » August 10th, 2018, 10:45 am

Don't beast with horns like this Charge and Ram things... That's why we discussed RAM attack in a different thread. Surprised that wasn't an option here. It seems that everyone has over looked the 1 unique feature that sets the creature apart from all others.


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Re: HQ25 monster stats and abilities #2 the Beastman

Postby Anderas » August 10th, 2018, 10:56 am

No it wasn't forgotten. I think it is in the Minotaur special rules. Check the Minotaur poll - I was about to make the Minotaur card too, today, but I am missing a great picture and good wording for exactly that feature.


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Re: HQ25 monster stats and abilities #2 the Beastman

Postby j_dean80 » August 10th, 2018, 8:46 pm

Your icon and your picture are two different kinds of beasts. Not sure if that matters, but brought it to your attention just in case.
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Re: HQ25 monster stats and abilities #2 the Beastman

Postby Anderas » August 11th, 2018, 1:21 am

I was just realizing that GimmeYerGold was making a great piece of Artwork for the Beastman; and that Daedalus dug it up for me. Wow. Thanks a lot!

So a version of the card with a different Artwork, and I like it better. Thanks again!

ImageImage

If anybody wants to tinker with the pictures or the card or make their own rules or anything... here's my entire Beastman folder for you to download


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Re: HQ25 monster stats and abilities #2 the Beastman

Postby Daedalus » August 16th, 2018, 1:37 am

Anderas wrote:So I made this card now.
Any remarks, wording, layout?

Are they Beast People or are they Chaos?

I had them pegged as Chaos since they were paired with Chaos Dwarves in the Quest narrative arcs. The problem in Hero Quest is Chaos is used very generically. If we alter the narrative arcs to fit written Quests, Beast People could also work should they show a more independent character. How about Beastfolk?
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Re: HQ25 monster stats and abilities #2 the Beastman

Postby Anderas » August 16th, 2018, 12:17 pm

Beast
Beast; Chaos
Beast People
Beast Folk
Chaos

What does he have in common with:

Beastman/Gor
Basilisk
Skaven
Minotaur
Harpye

Well we don't need to care for the others, Harpye, Pan, who come from the same corner somehow (maybe Pan would be the Boss, as God....) but I somehow would like to put those beasts in one category that marks them as animal-like, chaos related


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