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New spells, equipment, monsters, heroes and a few new rules

PostPosted: November 12th, 2011, 5:40 am
by Templar
Hello!
In a splash of HQ-mania the past few weeks, I have started to make some modifications for my european version base game. The changes are mainly to inrease the options players have, and to adress the fact that few people pick the wizard as the first character.

I don’t want to make major changes to the core system…it’s simpleness is what makes the game great in my opinion. So I’ll be adding or changing as few rules as posssible, just what I think is necessesary. Thats why I don’t change how magic works, just adding new schools, for instance. Also I have made rules for attacks that affects mind instead of body points, because in the base game, there is no advantage of having higher mind points unless affacted by the sleep spell...but I will get to these...

I have already started a thread adressing new magic schools…
viewtopic.php?f=34&t=974
I have also started a thread for my new heroes…
viewtopic.php?f=35&t=975
And I will be adding these to this thread in due time.

But now, lets talk WEAPONS! :twisted:
These are the weapons I have added to the armoury. They are filling up slots I think is missing, and the prices are guessed in relation to existing weapons. Also note that I allow the players a maximum of two different weapons at any given time, and you can not switch weapon after you have attacked in your turn.
Edit: I have decided to make the staff and spear two handed weapons.

Throwing knife:
With the throwing knife, you may roll one battle dice when attacking. You may also throw the knife against an opponent you can see up to nine squares away, but if you do, you risk losing it. If thrown, the throwing knife allows you to attack with two battle dice.
Price 25 gold
May not be used by a wizard.

Club:
With the club, you may roll two battle dice when attacking.
Price 125 gold.

Bow:
With the bow, you may roll two battle dice when attacking. You may not use the bow against an opponent next to you. You may not use a shield when using the bow.
Price 275 gold
May not be used by a wizard.

Longsword:
With the longsword, you may roll three battle dice when attacking. The longsword enables you to attack diagonally (this is from the US version)
Price 300 gold.
May not be used by a wizard.

Flanged Mace
With the flanged mace, you may roll three battle dice when attacking. An opponent attacked by the flanged mace rolls one battle dice less for defence.
Price 325 gold.
May not be used by a wizard.

Battle Club:
With the battle club, you may roll three battle dice when attacking. The battle club enables you to attack diagonally. You may not use a shield when using the battle club.
Price 200 gold
May not be used by a wizard.

Heavy throwing axe: (Edit: Used to be Fransiska)
With the heavy throwing axe, you may roll three battle dice when attacking. You may also throw axe against an opponent you can see up to twelve squares away, but if you do, you risk losing it. You may not use a shield when using the heavy throwing axe.
Price 200 gold
May not be used by a wizard.

Greatsword:
With the greatsword, you may roll four battle dice when attacking. The greatsword enables you to attack diagonally. You may not use a shield when using the greatsword.
Price 500 gold
May not be used by a wizard.

Pole axe:
With the pole axe, you may roll three battle dice when attacking. Alternatively, you can attack with five battle dice, but only if you give up your movement that turn. The pole axe enables you to attack diagonally. You may not use a shield when using the pole axe.
Price 600 gold
May not be used by a wizard.

The following weapons are mostly for fun, and I dont expect players to want them, but I will let them be found in quests… 8-)
Sledgehammer:
With the sledgehammer, you may roll three battle dice when attacking. An opponent attacked by the sledgehammer rolls two battle dice less for defence. You may not use a shield when using the sledgehammer.
Price 400 gold
May not be used by a wizard.

Pickaxe:
With the pickaxe, you may roll two battle dice when attacking. An opponent attacked by the pickaxe rolls one battle dice less for defence.
Price 150 gold.
May not be used by a wizard.

Flail:
With the flail, you may roll one battle dice when attacking. You may attack TWICE. An opponent attacked by the flail rolls two battle dice less for defence.
Price 300 gold (Edit: Used to be 250)
May not be used by a wizard.

Scythe:
With the scythe, you may roll three battle dice when attacking. You may not use a shield when using the scythe.
Price 175 gold
May not be used by a wizard.

Throwing spear:
With the throwing spear, you may roll one battle dice when attacking. You may also throw the spear against an opponent you can see up to 15 squares away, but if you do, you risk losing it. If you throw the spear, you attack with three dice instead.
Price 150 gold (Edit: Used to be 200)
May not be used by a wizard.

As usual, any comments you may have are highly appriciated!
I will post my new armour cards, other equipment, and my additional rules next...but now its lunchtime :D

(1st Edit: Changed effects and prices after recieved feedback)
(2nd Edit: New rules for scythe, and you do not automatically loose throwing weapons. See rules below.)

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 12th, 2011, 7:49 am
by Ethica
HQ Mania..I hear that! :ugeek:

Club- Doesn't the staff (european rules version) make your club redundant because it's cheaper and you also get to attack diagonally. Besides the only character this might benefit is the wizard and I can't see them weilding a club.

Bow- Nice stepping stone to the crossbow.

Longsword- Fair price increase for diagonal advantage. Don't americans have the broadsword?

Battle club- Advantage of attacking diagonally + 50 gold cheaper than a broadsword doesn't make up for the fact you can't use a shield in my opinion, I'm not sure theres a place for this weapon...?

Fransiska- I was wondering why you wouldn't be able to use a shield? I realise, this balances it with the broadsword, but surely if it's light enough to throw it's light enough to weild single handedly?

Greatsword- Very similar to the battleaxe, but with a diagonal advantage. Hmm, I suppose it's somewhere to go once you have the battle axe and you have the spare cash.

Poleaxe- I like the drawback it has. I reckon you could stipulate on the card that you can roll 4 dice if you moved or 5 if you don't. With super heavy weapons like this I have said that they can't be used by the wizard or the elf, something to consider.

Flail- This is more useful than you realise I think. With this weapon you get- 75% chance of killing a goblin, 66% chance of killing orc/skeleton, 29% chance of killing zombie/fimir/mummy (european single body points) I think these odds are quite good, I've seen lists of the odds for standard weapons against various monsters on Old Scratches Forum somewhere but I can't find them now.

Scythe- I don't like it. I don't see how if the first opponent blocked the scythe the others would have to deal with it as well.

Throwing spear- I think I like this. My only gripe is that I would rather save up for a crossbow.

Keep the ideas coming, I've already pinched a few for myself :)

I hope something I said is useful?

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 12th, 2011, 8:51 am
by Templar
Ethica wrote: Club- Doesn't the staff (european rules version) make your club redundant because it's cheaper and you also get to attack diagonally. Besides the only character this might benefit is the wizard and I can't see them weilding a club.

You are correct! I allways thoght that the staff and spear needed two hands to wield, but appearantly not...hmm
I want to keep the club for the wizard if he wants to use it, more options cant be bad. I think I will just change the rules for the staff and the spear so they cant be used with the shield. Also, I noticed that the spear and the dagger cost the same and are identical, but you can throw the spear. Doesn't seem right :?

Ethica wrote:Battle club- Advantage of attacking diagonally + 50 gold cheaper than a broadsword doesn't make up for the fact you can't use a shield in my opinion, I'm not sure theres a place for this weapon...?

Awww, but it's so cool :( . Do you think it can be viable if I decrease the cost even more?

Ethica wrote:Fransiska- I was wondering why you wouldn't be able to use a shield? I realise, this balances it with the broadsword, but surely if it's light enough to throw it's light enough to weild single handedly?

Actually I was imagening the Franks throwing axemen in Age of Empire 2. They use two hands to hurl it, although I dont think this is historically correct ;)

Ethica wrote:Poleaxe- I like the drawback it has. I reckon you could stipulate on the card that you can roll 4 dice if you moved or 5 if you don't.

Good idea, I will change it!

Ethica wrote:Flail- This is more useful than you realise I think.

Fair enough, nothing that a price increase wont fix.

Ethica wrote:Scythe- I don't like it. I don't see how if the first opponent blocked the scythe the others would have to deal with it as well.

Honestly, I'm not fond of either...but I really, really want a scythe for the heroes to find and have moderate use of. Any suggestions?
Not that you haven't helped already ofc. :P I need to work some more on this. Thank you!

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 12th, 2011, 9:35 am
by Templar
Here are the armour pieces and miscellaneous items I have made

Armour
Leather armour
The leather armour allows you to roll two battle dice for defence
Price 250 gold
Note: This one is to help two of my characters to even things out defence-wise. Like the chainmail and the breastplate, it gives a standard value for your defence, rather than adding to it.

Full body armour
The full body armour allows you to roll five battle dice for defence. HOWEVER, you may only use the lowest dice for movement when you have the full body armour
Price 1500 gold
May not be used by a wizard.

Tower shield
The tower shield allows you to roll one extra dice in defence. You roll an additional extra dice for defence against ranged attacks. Allows you to defend with one dice against spear traps. May not be equipped at the same time as the shield.
Price 250 gold
May not be used by a wizard.

Great Helm
The great helm allows you to roll one extra dice in defence. You roll a dice less for falling rock traps. Additionally, you do not roll a dice less when in a pit. May not be equipped at the same time as the helmet.
Price 250 gold
May not be used by a wizard.

Miscellaneous
Healing potion (Not really made up by me, but the players should be able to buy them)
Gives the player back up to four body points when used. If you drink it, you lose it.
Price 300 gold

Blessed potion (Mainly for low-mind characters who has suffered at the hands of my new traps and monsters :twisted: )
Gives the player back up to two mind points when used. If you drink it, you lose it.
Price 200 gold

Protective stone
When used, it allows the player to roll two more dice when he or she is the target of a mind-based attack or spell. If you use it, you lose it.
Price 150 gold

Life stone
Gives the player 1 additional body point.
Price 500 gold

Parrying dagger
With the parrying dagger you may reroll your attack rolls. The parrying dagger may only be used alongside a weapon that allows for the use of a shield. You may not reroll a throwing attack. You may not use the parrying dagger when using a shield.
Price 250 gold.
May not be used by a wizard.

Enchanted glove
With the enchanted glove, you may roll one extra battle dice when attacking. The enchanted glove may only be used by itself or alongside a club.
Price 275 gold.
May only be used by a wizard.

Bear trap
The bear trap can be set up in a square next to you whenever you want, unless you have an opponent next to you. The first monster or player who moves over this square is attacked by the bear trap with five battle dice. Figures may try to jump over the square with the bear trap as if it were a pit, but a failed jump triggers the bear trap. If you set it up, you lose it.
Price 200 gold
May not be used by a wizard.

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 12th, 2011, 12:16 pm
by Goblin-King
Bear trap
The bear trap can be set up in a square next to you whenever you want, unless you have an opponent next to you. The first monster or player who moves over this square is attacked by the bear trap with five battle dice. Figures may try to jump over the square with the bear trap as if it were a pit, but a failed jump triggers the bear trap. If you set it up, you lose it.
Price 200 gold
May not be used by a wizard.
*******

The way WE play, this item won't work as the monsters will just move around the trap. It's meta gaming to the max I know, but that's the way the die rolls!

You could change it so that you may activate it during Morcar's turn once a monster moves to a square next to you.
If you think that is too powerful you could say that it can only be used on the FIRST monster who moves next to you in a turn.

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 13th, 2011, 6:11 am
by Templar
Goblin-King wrote:The way WE play, this item won't work as the monsters will just move around the trap. It's meta gaming to the max I know, but that's the way the die rolls!

You could change it so that you may activate it during Morcar's turn once a monster moves to a square next to you.
If you think that is too powerful you could say that it can only be used on the FIRST monster who moves next to you in a turn.

Yes, as it is now, its not a very good item in rooms...I think it could be used in doorways and corridors, but it might still need an option like you described.
The main problem is that I am running out of space for text on the card! :D

Now, I think it's time to tell you about the few new rules I have concocted...

Door traps: I dont know how it works in the expansion packs, but my door traps triggers when the door is opened. Also, it allways have to be disarmed. The standard door trap is a spear trap, but it can also be a magic trap as described below.

Metaphysical attacks: These attacks cannot be defended against by armour rolls. Instead you roll one battle dice for each mind point of the defender. I one or more monster shield(s) is rolled, the whole attack is avoided.

Occult attacks: These attacks affects mind points rather than body points.

Psycic attacks: These attacks are both Metaphysical and Occult.

Magic traps: Magic traps can be set up on squares, on doors or in treasure chests. When activated, the victim suffers a metaphysical or psycic attack (as desrcibed in the quest notes) with three dice. If detected before activated, the players will find out which kind of trap it is. They cannot be disarmed! Avoiding the attack is in effect the same as disarming it.

Immaterial defence: A monster/player with immaterial defence can only be harmed by spells OR close combat attacks where the attacker rolls one dice for each mind point he/she/it has. Also, the monster/player can move through other figures and is not affected by non-magical traps.

Thrown weapons: When a weapon is thrown, the player risks loosing it. When a weapon is thrown at a figure, the card is handed to the evil wizard and a token is placed on the targeted square. When a player moves over this token he can try to get his card back by rolling a dice. On a result on 3-6, the weapon is found in a workable condition and is returned to the player.

In addition to these "new" concepts, I only allow a player to be equipped with one of each armoury item on a quest, with the exception of throwing knives. Also, no more than two different wepons are allowed to be equipped at once, as I mentioned in my first post. This is to allow for a slow kind of weapon switch, but on a minimal level. I don't like it when players run around in the catacombs with as much weapons as Gordon Freeman...

But this is just my opinion ofc. ;)

(Edit 1: Added rules for picking up used throwing weapons)

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 20th, 2011, 5:39 pm
by Templar
Now its time to add my spell schools to this thread. I will show the cards I've made for them and translate the text into english.

Keep in mind, these are just pictures I've found on the internet and glued together in paint. I will try to get my hands on a better picture program before I print the cards out. If anyone wants to know where I got a picture, I can provide a link.

Image
Light Spells
1) Teleportation: You have to give up your movement this turn. Choose any square you can see, or a square you can't see no more than 8 squares away. Move your miniature there immideatly.
2) Portable Sun: You, and all other heroes in the same room or corridor rolls one extra dice when attacking, until the spell is broken. The spell is broken at the end of your next turn.
3) Spear of light: Choose a square no more than four squares away. Monsters and heroes on a square crossed by an uninterrupted line between you and the target square is attacked with two combat dice each.

Image
Death spells
1) Hunger: Select a square you can see. All living creatures and players who are in that square, or any of the eight surrounding squares in the same room or corridor, roll a dice less in defense and attack. This effect last until the end of your next turn.
2) Age: Choose a living monster or a player anywhere on the board. Roll four dice. For each one rolled, you loose one body point. For every other number rolled, the victim loses one body point. You and the victim then roll one battle dice for each respective intelligence point. For each shield rolled, reduce the damage by one.
3) Plague: Choose a player or living monster that gets attacked with one combat dice. Before the evil wizard's turn choose another living figure in the same room or corridor as the first victim, who is also attacked with a combat dice. Choose a new miniature each round in the same room or corridor until there is no new legal target.

Image
Witchcraft
1) Forked Lightning: All monsters and heroes who are in the square directly in front of you and in the squares diagonally in front of you is attacked with three combat dice.
2) Luck: This spell can target any player. This player can reroll one battle dice when attacking and defending himself, until the spell is broken. The spell is broken when the player hit two monster shields in attack or defense. That roll is not influenced by luck.
3) Familiar: This spell summons a familiar that can do one of the following: give one of the summoner's items to another player anywhere on the board OR take an item from another player anywhere on the court and give to the summoner OR disarm all the traps in the same room or corridor the summoner is in.

I am actually pretty pleased that I could find so many decent pictures for my spells...anyone who can guess where the back of the deathspells are from gets a gold star!

More spell schools coming soon.

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 20th, 2011, 10:44 pm
by cynthialee
I am guessing the deathspell back comes from a tarot deck!

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 21st, 2011, 8:57 am
by Goblin-King
anyone who can guess where the back of the deathspells are from gets a gold star!

My guesses are:

Decent?
Immortal (ad Vitam)?
Advanced D&D?
Bard's Tale?
Legend of Kyrindia?
Orcs & Humans - Warcraft?

Were any of my guesses right? ;)

Re: New spells, equipment, monsters, heroes and a few new ru

PostPosted: November 21st, 2011, 1:57 pm
by Daedalus
The Death spell back comes from...
Cover of Diablo 2. :ugeek: