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Henchmen

Discuss other HeroQuest expansion topics that do not fit into the above categories.

Henchmen

Postby Stoner81 » December 5th, 2015, 10:43 pm

I can't seem to find the costs for hiring henchmen or their stats can anybody point me in the right direction please?

Thanks!

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Re: Henchmen

Postby Showdown35 » December 6th, 2015, 12:40 am

Here ya go:

http://heroquestbyphoenix.yeoldeinn.com/quests/WoZ.pdf

That's the Wizards of Zargon/Morcar rule book. That is the expansion in which mercenaries was introduced. Page 11 of 13 has the quick reference chart with stats and cost.
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Re: Henchmen

Postby Count Mohawk » December 6th, 2015, 12:53 am

The expansions "The Frozen Horror" and "Wizards of Morcar" both feature Men-at-Arms. The rules for each expansion explain in detail how Heroes hire and pay for such henchmen, and the cards detail their stats. They mostly play how you would expect them to, although the cards by themselves don't indicate that the cost to keep an employed Man-at-Arms from the end of one Quest to the beginning of the next is a mere 10 gold coins, rather than paying their initial purchase price each time.

Also, depending on which source you reference, the Swordsman will have either 4 or 5 defend dice. I play him with 5, but it's up to you.


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Re: Henchmen

Postby Stoner81 » December 6th, 2015, 4:20 pm

Awesome guys! Thank you!

|_P |_P |_P

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Re: Henchmen

Postby Gold Bearer » December 9th, 2015, 4:18 am

In WoM: Twelve max. Four max for each hero. Six max of each type. Each cost 10gp to keep between quests.

75gp Swordsman: M4 A4 D5 B1 M2
75gp Crossbowman: M6 A2* D3 B1 M2 *=May be ranged.
50gp Halberdier: M6 A3 D3 B1 M2
50gp Scout: M8 A2 D3 B1 M2 May search for traps and secret doors.


The US rules are different. They're hired for one quest, to be kept they have to pay the full price again. Not sure how many they can have each.

100gp Swordsman: M5 A4 D5 B2 M2
75gp Crossbowman: M6 A3* D3 B2 M2 *=May be ranged.
75gp Halberdier: M6 A3* D3 B2 M2 *=May be diagonal.
50gp Scout: M9 A2 D3 B2 M2 May search for traps and disarm them like the Dwarf (slightly different rules in the US version).

In the US rules traps and secret doors is a separate search, they have to be on the trapped square to disarm it and the dwarf sets off the trap on the roll of a black shield.

Incidentally the US mercenaries prove that ranged weapons can't be used against diagonally adjacent targets or US halberdiers would be pointless.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Henchmen

Postby Gold Bearer » December 12th, 2015, 3:00 am

I made another two men-at-arms if you or anyone else wants to use them.

100gp Bowman: M6 A2* D3 B1 M2 *=May be ranged and can shoot twice if you don't move.
50gp Spearman: M6 A2* D4 B1 M2 *=Can attack diagonally with and can throw the spear.

It's still nice and neat, 3 50GPs, 2 75s, 1 100.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Henchmen

Postby QorDaq » December 12th, 2015, 9:31 am

I like those Gold.
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Re: Henchmen

Postby Stoner81 » December 12th, 2015, 3:28 pm

Gold Bearer wrote:I made another two men-at-arms if you or anyone else wants to use them.

100gp Bowman: M6 A2* D3 B1 M2 *=May be ranged and can shoot twice if you don't move.
50gp Spearman: M6 A2* D4 B1 M2 *=Can attack diagonally with and can throw the spear.

It's still nice and neat, 3 50GPs, 2 75s, 1 100.


Very nice! I might have to include these in my book will have to see if I can find some icons for them.

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Re: Henchmen

Postby Anderas » December 12th, 2015, 3:45 pm

But remove the stationary shoot twice rule if you like.


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Re: Henchmen

Postby Gold Bearer » December 12th, 2015, 5:07 pm

There are two perfect icons for them in heroscribe but I can't remember what folder they're in.

Anderas wrote:But remove the stationary shoot twice rule if you like.
No, that would simply be a crossbowman that costs 25gp more. The extra 25 is for that ability. I don't think it needs to cost more, most of the time it's not useful because you'll need to move to be able to shoot.

Look at it like this. One bowman costs the same as two halberdiers, who between them can attack twice with three dice and get two BP (although they can only attack once after losing the first BP). One bowman can attack at range but has one BP, attacks with two dice and can attack twice on occasion, and you want to take their two shot ability away?

What you should do though is play that you can't do anything else when shooting twice so that bowmen can't be used to open doors and get two shots, that would make them too effective. I forgot about that.

100gp Bowman: M6 A2* D3 B1 M2 *=May be ranged and can shoot twice if you do nothing else that turn.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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