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Torgo's Monsters

Posted:
April 9th, 2017, 2:48 pm
by Torgo
As I posted elsewhere, when I run Heroquest I stick to the basic game quests and the first two expansions as I feel that 34 quests is sufficient to complete a campaign. I did introduce Ogres and Wraiths into the expansions (Ogres in KK Wraiths in ROTWL). Here are my stats:
Ogre
Move: 6
Attack: 6
Defend: 4
Body: 5
Mind: 2
Wraith
Move: 8
Attack: 2
Defend: 3
Body: 2
Mind: 0
Wraiths may only be harmed by the Spirit Blade or Spells.
Wraiths attacks cause damage to Mind Points with no chance to defend.
Ogres are death to the Wizard, Wraiths are death to the Barbarian.
Re: Torgo's Monsters

Posted:
April 9th, 2017, 3:07 pm
by Madmartigan
Torgo!

I love it!
One of the best lines EVER from MST3k
Joel wrote:Ah... That's not how you wear your DEPENDS, Torgo.
I can't wait to see this guy's avatar!

Re: Torgo's Monsters

Posted:
April 9th, 2017, 3:45 pm
by Torgo
Madmartigan wrote:Torgo!

I love it!
One of the best lines EVER from MST3k
Joel wrote:Ah... That's not how you wear your DEPENDS, Torgo.
I can't wait to see this guy's avatar!

Very well... But the Master... he would not approve.
Re: Torgo's Monsters

Posted:
April 10th, 2017, 6:07 pm
by Gold Bearer
Nice. Wraiths have always been my favourite fantasy monster and I've always really liked ogres as well.

I'd suggest though that you up their attack dice to three or four and let targets defend with as many dice as they have MP, still doing MP damage.

Re: Torgo's Monsters

Posted:
April 11th, 2017, 2:23 am
by Torgo
I'm going with slightly altered stats for the rest of the monsters for the next time I run Heroquest.
Fimir
Move: 6
Attack: 4
Defend: 3
Body: 2
Mind: 3
Gargoyle
Move: 6
Attack: 5
Defend: 6
Body: 6
Mind: 4
The Gargoyle is the baddest Mofo in the game and should be tougher as he's basically a mini-boss in most of the dungeons he appears in.
Also in ROTWL I always gave all Zombies, Skeletons, and Mummies one extra attack die as that's the end game for my campaigns and the undead of the Witch Lord should be a bit stronger than usual. Plus three attack dice actually makes the skellies and zombies more of a threat to geared up heroes.
Re: Torgo's Monsters

Posted:
April 11th, 2017, 3:19 am
by knightkrawler
Nice changes, indeed. Both Fimir and Gargoyle stats make absolute sense.
Especially with the campaign you're playing (GS + KK + RotWL).
My skeletons have diagonal attacks from the get-go.
Re: Torgo's Monsters

Posted:
April 11th, 2017, 11:07 am
by Jafazo
knightkrawler wrote:Nice changes, indeed. Both Fimir and Gargoyle stats make absolute sense.
Especially with the campaign you're playing (GS + KK + RotWL).
My skeletons have diagonal attacks from the get-go.
This seems like a good idea, giving skellies diagonal attack capability.
Re: Torgo's Monsters

Posted:
April 11th, 2017, 12:21 pm
by knightkrawler
It's one of the BIG THREE to loosen up a game strategically:
1. Monsters with default diagonal or even ranged attacks
2. Double-wide doors against the Phallic Phalanx
3. Double-wide hallways against boredomin general
Re: Torgo's Monsters

Posted:
April 11th, 2017, 5:32 pm
by mitchiemasha
knightkrawler wrote:My skeletons have diagonal attacks from the get-go.
With that huge Scythe it makes perfect sense... Mine do too.
Re: Torgo's Monsters

Posted:
April 11th, 2017, 5:46 pm
by cynthialee
Must agree if the ones from the game set is used. I will often proxy in other mini's for skeletons as I have a number of cool skeletons with short swords and some with shields and maces. We typically rule that the monster on the table is equipped the same as the miniature in play.