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Random questions

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Random questions

Postby BroccoliRage » February 18th, 2023, 2:50 pm

Hi. I didn't see answers to these in other threads. I could use a hand here.

1. Are there special rules for very large creatures? I didn't see one for the Frozen Horror and he's a pretty big mini. I have a few others of comparable size. Are there size specific rules I should be aware of for using these or when creating stats for them?

2. I have set my game in the Warhammer Known World and have been creating additional heroes based on the lore of that setting. I've run into a snag. The Old World is very similar to rEnNasSaiNcE Europe, and interesting primitive and fantastic firearms are available. Are there available rules for early flintlocks, arquebuses, muskets, and the like? Or for things like the Skaven's ratling guns?

3. The characters I have added are an assassin, cleric, witch hunter, and lizard man. I have no need to add a night or thief since they're already available as expansions I intend to purchase. What classes would you add to a Warhammer based HeroQuest game? I'm toying with a character from Nippon and Cathay, a samurai and wu jen wizard respectively, perhaps a monk. I want my game to be lore friendly, but if something is cool enough to break from the lore I just might. I'm relatively new to Warhammer. My game is set during the reign of Karl Franz leading up to the beginning of the end times.

Thanks guys.
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Re: Random questions

Postby SirRick » February 18th, 2023, 5:34 pm

Large creatures that take up more than one space on the board are able to attack diagonally. Also large figures (even the Frozen Horror) are able to squeeze through doors and corridors without penalties. I assume when the creature stops they need enough space to stand there without overlapping other figures. An exception can probably be made for the Frozen Horror if it has to stop in a narrow corridor (he was originally two spaces, not four like in the new version). I would treat the Frozen Horror just like the Giant Wolf figures for gameplay, even if he temporarily overlaps a wall in a corridor. Rooms I would probably require the FH to occupy a full four spaces when ending it’s movement.

These rules are mentioned in the quests books for the BQP and the EQP in the “Playing the such and such Quest Pack” section at the beginning of each booklet.


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Re: Random questions

Postby Stoner81 » February 18th, 2023, 6:08 pm

BroccoliRage wrote:Hi. I didn't see answers to these in other threads. I could use a hand here.

1. Are there special rules for very large creatures? I didn't see one for the Frozen Horror and he's a pretty big mini. I have a few others of comparable size. Are there size specific rules I should be aware of for using these or when creating stats for them?


I think specific rules are in the quest books for those monsters if I recall correctly.

BroccoliRage wrote:2. I have set my game in the Warhammer Known World and have been creating additional heroes based on the lore of that setting. I've run into a snag. The Old World is very similar to rEnNasSaiNcE Europe, and interesting primitive and fantastic firearms are available. Are there available rules for early flintlocks, arquebuses, muskets, and the like? Or for things like the Skaven's ratling guns?


I don't think there is anything as such so make your own :) and of course share with us all xD

BroccoliRage wrote:3. The characters I have added are an assassin, cleric, witch hunter, and lizard man. I have no need to add a night or thief since they're already available as expansions I intend to purchase. What classes would you add to a Warhammer based HeroQuest game? I'm toying with a character from Nippon and Cathay, a samurai and wu jen wizard respectively, perhaps a monk. I want my game to be lore friendly, but if something is cool enough to break from the lore I just might. I'm relatively new to Warhammer. My game is set during the reign of Karl Franz leading up to the beginning of the end times.

Thanks guys.


I have added a bunch myself which include Cleric, Monk, Tinkerer, Righteous Knight, Bard and Druid (still working out the details for Bard and Druid fully).

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Last edited by Stoner81 on February 19th, 2023, 2:32 am, edited 1 time in total.
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Re: Random questions

Postby j_dean80 » February 18th, 2023, 9:41 pm

There are rules from White Dwarf for a Trollslayer. There’s a whole thread on fixing up the stats.

Another favorite that has a thread is an Alchemist.
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Re: Random questions

Postby Nlinindoll » February 18th, 2023, 10:16 pm

BroccoliRage wrote:1. Are there special rules for very large creatures? I didn't see one for the Frozen Horror and he's a pretty big mini. I have a few others of comparable size. Are there size specific rules I should be aware of for using these or when creating stats for them?


The "Into the Northlands" quest has a section on Large Monsters. It says "Zargon should inform the heroes that the Frozen Horror can squeeze down those small corridors if they think they can use it's mythic proportions to their advantage." Source: https://hasbropulse.com/blogs/avalon-hi ... rney-north

BroccoliRage wrote:2. I have set my game in the Warhammer Known World and have been creating additional heroes based on the lore of that setting. I've run into a snag. The Old World is very similar to rEnNasSaiNcE Europe, and interesting primitive and fantastic firearms are available. Are there available rules for early flintlocks, arquebuses, muskets, and the like? Or for things like the Skaven's ratling guns?


On the old Agin's Inn, there were some "New Heroes" that had guns. The Witch Hunter comes to mind, and was adapted from the Warhammer Quest Witch Hunter. You might check the rules for some of those home-brewed heroes for inspiration: http://aginsinn.yeoldeinn.com/heroes.html

BroccoliRage wrote:3. The characters I have added are an assassin, cleric, witch hunter, and lizard man. I have no need to add a night or thief since they're already available as expansions I intend to purchase. What classes would you add to a Warhammer based HeroQuest game? I'm toying with a character from Nippon and Cathay, a samurai and wu jen wizard respectively, perhaps a monk. I want my game to be lore friendly, but if something is cool enough to break from the lore I just might. I'm relatively new to Warhammer. My game is set during the reign of Karl Franz leading up to the beginning of the end times.


See "New Heroes" page above.

You might also find this Monster Bestiary helpful, as it contains a ton of the Monsters found in WHFB and WHRPG adapted from the stats in those games to Heroquest: https://www.scribd.com/document/2088800 ... anual-2014
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Re: Random questions

Postby BroccoliRage » February 18th, 2023, 11:36 pm

Thanks to all of you, this was all really helpful and I seriously appreciate it.
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Re: Random questions

Postby Zenithfleet » March 10th, 2023, 2:22 pm

BroccoliRage wrote:2. I have set my game in the Warhammer Known World and have been creating additional heroes based on the lore of that setting. I've run into a snag. The Old World is very similar to rEnNasSaiNcE Europe, and interesting primitive and fantastic firearms are available. Are there available rules for early flintlocks, arquebuses, muskets, and the like? Or for things like the Skaven's ratling guns?
.


One small thing that might not matter to you, but ... although classic Heroquest was set in the Warhammer world (or at least loosely based on it), the general feel of the game itself is less Renaissance, and more medieval or Conan the Barbarian era. It feels a bit more primitive than the 'modern day' of the Karl Franz period.

That's probably because Heroquest was originally meant as a kind of "my first Dungeons & Dragons". D&D in the 80s was generally set in a kind of vaguely medieval fantasy world, without firearms.

In fact, the basic character types of Barbarian, Wizard, Elf and Dwarf are very similar to the basic races/classes from early D&D. Even the starting Body points are similar to the starting hit points of the Fighter, Magic-User, Elf, etc. of Basic D&D.

Also, the way Heroquest magic works is based on D&D's system of "memorise your spells and use them up one by one until they're all gone". Meanwhile, Warhammer's system is more like "use magic as much as you like if you have enough mental fortitude, but it might blow your hat off or suddenly sputter out because the winds of magic are blowing stronger or weaker this morning, and by the way all magic ultimately comes from Chaos so if you're unlucky or careless it can make daemons crawl out of your ears". You can see this difference in Games Workshop's later game Warhammer Quest from 1995. In that, the Wizard happily wields a sword, like Gandalf from the Lord of the Rings, and can fire off multiple spells every turn ... if the magical winds are blowing strongly enough. (They tend to stop at the worst possible time.) But the Wizard in Heroquest is very much a classic D&D magic user.

So it's sort of fitting that the 2021 remake has ended up with a more 'official' D&D flavour. Full circle!

Sorry, that was a bit of a tangent. :oops:

Anyway, my own vague assumption is that classic Heroquest is set in the early centuries of the Empire in Warhammer, rather than in the 'modern day'. But there are enough contradictions and timeline issues that you can just as easily set it in the time of Karl Franz if you want. And the Warhammer Empire doesn't really change all that much in terms of technology over the millennia. There's some progress, but it's slooooow. So it's really up to you.

GW did include a nod to Heroquest in the Warhammer background by officially naming 'Morkar' as the first great Champion of Chaos long ago. (The evil wizard player / dungeon master in the European version of Heroquest was called Morcar, rather than Zargon.)
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Re: Random questions

Postby HispaZargon » March 10th, 2023, 6:08 pm

Good analysis, Zenithfleet.

I also agree in understanding classic HeroQuest more as a middle age period than renacentist one, so it would happen in an early Empire in Warhammer lore, however for me not too far from the second if we look at Men at arms from Wizards of Morcar expansion or Battle Masters miniatures, which I consider part of the same universe, so I would consider that primitive firearms (but rare) exist in HeroQuest.

Of course just different ways of enjoying the game, that's one of the best things about HeroQuest, for sure.


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Re: Random questions

Postby BroccoliRage » March 11th, 2023, 11:57 am

That's all good info, thanks.

I go way back with HQ, but Warhammer is something I am relatively new to. I decided on Karl Franz/The End Times because my very recent interest in Warhammer began with Vermintide last October. It's the period I know the most about and have been able to find the most readily available info on.

I've been converting old miniatures from a slew of systems, dungeon tiles, battle mats, and making my own custom tiles. I'm really trying to build a great setup for HQ. I'd love to get my hands on some older pre Age of Sigmar WHF minis but they're a bit expensive.
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Re: Random questions

Postby Bareheaded Warrior » March 13th, 2023, 5:25 am

I would agree with the comments above, you can place it where you like, of course, but my preference is to go with an earlier Medieval / Conan / Generic fantasy era as I think the original game was intended to be set in an earlier "swords and sorcery" period, maybe somewhere equivalent to between Roman and Viking Age (large span there but not so much in terms of weapon tech), which I think is clear from the figure sculpts, most obviously the Barbarian and the Equipment card types and images, the classic horned helmet, the generic and timeless axe, sword, shield, spear, staff and so on.

Obviously once you team up with Games Workshop then it is going to end up being incorporated into their hybrid mythos, but with the new HQ2021 version, I feel that now there is no longer any need to keep to that mythos, if you choose not too, and perhaps return to a purer, earlier version and if you can replicate any of the dynamism of the Conan books in the game then all the better as that is formidable.

Ironically after GW collaboration ended, some of the expansion figures like the men-at-arms / henchmen are far more Warhammer, and the later 15th century epoch, with their curly plumes, halberds and greatswords.

That said the range and scope are there to support the inclusion of "black powder" weapons if you so choose.

One rule to consider including if you want to limit the power of these, or even the crossbow, would be a ban on moving and shooting, with these more powerful weapons, which can be justified as an automatic, load and shoot within a single turn so that you don't have to get complicated and consider whether figures are moving with loaded weapons, or reloading them afterwards and all that jazz.

Incidentally the spell system used in HeroQuest, fire and forget, whilst certainly based on DnD, DnD was itself based on the earlier Jack Vance's Dying Earth series.
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