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HQ25 monster stats and abilities #6 the Cultist

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

The Cultist (Vote once for each question)

What stats do you want for the Cultist?
0
No votes
a) Mv:8 At:2 De:2 BP:1 MP:2
1
8%
b) Mv:8 At:2 De:2 BP:1 MP:3
0
No votes
c) Mv:6 At:2 De:1 BP:1 MP:3
1
8%
d) Mv:8 At:2 De:1 BP:1 MP:3
0
No votes
e) Mv:7 At:2 De:1 BP:1 MP:3
0
No votes
f) Mv:8 At:2 De:2 BP:1 MP:5
0
No votes
g) Mv:8 At:1 De:1 BP:1 MP:3 WINNER, 4 votes
4
33%
h) Mv:8 At:1 De:2 BP:1 MP:3
0
No votes
i) Mv:7 At:1 De:2 BP:1 MP:3
0
No votes
j) Mv:7 At:1 De:1 BP:1 MP:3
0
No votes
k)
0
No votes
l)
0
No votes
m)
0
No votes
What ability do you want for the Cultist?
0
No votes
C) All Cultists roll 2AD, summon a Demon if 3+ combined black shields result.
0
No votes
E) Possession--defending with a black shield blocks all skulls.
0
No votes
F) Ball of Flame as a ranged attack
0
No votes
G, H) One Cultist may cast a randomly-drawn spell instead of attacking each turn.
0
No votes
I1) Rather than attack, roll 3 combat dice. If a black shield is rolled, cast a random Chaos Spell.
0
No votes
I2) Rather than attack, one Cultist may force a Hero he can "see" to defend that turn with 1 less combat die for each Cultist present.
1
8%
I3) Rather than attack, one Cultist may force a Hero he can "see" to reroll his next attack or defense.
0
No votes
I4) Rather than attack, one Cultist may target a Hero he can "see" and inflict 1 Body Point of damage for each other Cultist present. The victim rolls one red die for each of his Mind Points and reduces the damage for every 5 or 6 rolled.
0
No votes
J) Each turn, one Chaos Culstist may cast the single Game System Chaos Spell which he randomly starts with, excluding Escape.
0
No votes
K1) Sacrifice 3 Cultists to summon a daemon.
0
No votes
K2) Summon a Demon if a Cultist rolls a black shield.
0
No votes
L1) At least 3 Cultists as a group may cast a random spell rather than attack.
0
No votes
L2) At least 3 Cultists as a group may cast pre-selected spells rather than attack.
1
8%
M1) One Cultist may cast 1 of 3 specific spells each turn.
0
No votes
M2) One Cultist may cast 1 of 3 weak spells each turn if roll a black shield on 1 combat die.
0
No votes
N) One Cultist each turn may cast normally from a set of randomly drawn Chaos spells = the # of Cultists.
0
No votes
O) Cast Chaos spells, effect increased by 1 for each extra Cultist.
0
No votes
P1) Roll 1 AD for each Cultist as a single ranged attack.
0
No votes
P2) Roll 2 AD for a Cultist in a group as a single ranged attack, defended with Mind.
0
No votes
Q) A Cultist in a group may cast 3 weak Chaos spells
0
No votes
R) Cultists may either draw a random Chaos spell or cast from this pool, though spells that can ever affect more than 1 Hero are discarded. WINNER, 4 votes
4
33%
S)
0
No votes
T)
0
No votes
U)
0
No votes
 
Total votes : 12

Re: HQ25 monster stats and abilities #6 the Cultist

Postby Anderas » Friday August 3rd, 2018 3:02am

I used the german and Phoenix' NA version as references. In both it is spelled "Zanwrath".

Didn't know the UK was having their Sonderweg again. :D

The High Mage is "translated" to german as "High Priest". Well done!

I guess I just keep the wrath.


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Re: HQ25 monster stats and abilities #6 the Cultist

Postby Anderas » Friday August 3rd, 2018 5:32am

Daedalus wrote:That's a whole lot of Morcar/Zargon fun. I see for numbers 53 and 54 you chose the Zanwrath NA localization over the original EU Zanrath. I've always preferred the original--oh well, at least it's consistent with the NA group.

What first caught my eye is that number 53 has a misspelling, Zanwarths. I'd also add an apostrophe there. I'd also change arquebussier to arquebusier.

Also, number 39, the Witch Lord reincarnated, has some obscured spells.


Gone through all of them and corrected them; though I did not find the obscured spells of the Witch Lord?


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Re: HQ25 monster stats and abilities #6 the Cultist

Postby Count Mohawk » Friday August 3rd, 2018 10:35am

Anderas wrote:Gone through all of them and corrected them; though I did not find the obscured spells of the Witch Lord?

He might be referring to cell O39, which shows some of the Witch Lourde's spells, but not all due to space limitations. (Nothing a little Text wrapping wouldn't fix, though)

Also, I see you found some of the monsters I'd statted for future Quest Packs that never did come about (rows 104 through 124)! Let me give you a hand with their Movement and Mind Points:
Image

On-topic, I am in favor of the Cultist's stats as currently favored in the big poll at the top (8/1/1/1/3, with random Chaos drawing, ignoring multi-target spells). This makes sense anyway, as those were the stats i assumed for the Cultists when I wrote the four Cultist quests back in 2015!


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Re: HQ25 monster stats and abilities #6 the Cultist

Postby Daedalus » Friday August 3rd, 2018 11:59am

Assuming no more votes will be forthcoming, I think your Quests should be considered for the final Cultist choice. I could live with either the current leader or your preference and swing my stats vote to match your choice. Do you think the +1 AD difference matters enough in your Quests' balance to keep Cultists 1AD?
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Re: HQ25 monster stats and abilities #6 the Cultist

Postby Count Mohawk » Friday August 3rd, 2018 12:21pm

Having looked back at those Quests, I think they would be beatable regardless of whether the Cultists can swing for one die or two. Most of those Quests feature three or four rooms with a handful of Cultists each, only sometimes with bodyguards. And while a 2AD Cultist is certainly more dangerous, I think the Heroes will likely be trying to kill them first anyway, not only because they are very squishy defense-wise but also because I make frequent use of the Quest Notes to have them team up and cast stronger ritual magics if left alone for too long!

Short version: At worst I'd have to remove two or three monsters from each Quest if Cultists sit at 2AD; it's not a major problem.


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Re: HQ25 monster stats and abilities #6 the Cultist

Postby Anderas » Saturday August 4th, 2018 3:57am

I just swung my vote around. Having the impression that we three are the only ones who voted anyway, this can count as decided, right?


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Re: HQ25 monster stats and abilities #6 the Cultist

Postby knightkrawler » Saturday August 4th, 2018 12:04pm

I voted.
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Re: HQ25 monster stats and abilities #6 the Cultist

Postby Daedalus » Monday August 6th, 2018 1:18pm

Cool--another voter. Since there's been a bit more activity lately, I suggest we wait a week to be sure. (That's long enough, right?) Assuming no significant activity, I'll swing my vote for a clear majority that fits Count Mohawk's Quests. That should be enough to finalize the stats and ability.
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Re: HQ25 monster stats and abilities #6 the Cultist

Postby Anderas » Monday August 13th, 2018 3:48am

Thanks Mohawk I just updated the monster list.

For the cultist we are kind of stuck now, right? :)

Anybody seeing this topic could you please vote?


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Re: HQ25 monster stats and abilities #6 the Cultist

Postby knightkrawler » Monday August 13th, 2018 5:05am

I swung my vote though I am not a fan of 1 Defend Die at all.
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