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Fighting undead

Discuss new Rules for HeroQuest.

Fighting undead

Postby MadMickyG » March 18th, 2016, 8:10 am

This topic was moved from General Heroquest Discussion on 7/22/16.]

Have been thinking, based on my old ADnD experiences, that there should be some damage adjustments for weapons based on undead being attacked.
Well skeletons and zombies anyway.

I'm thinking of reducing damage to skellys by 1 if using any kind of bladed weapon, as they are bones only and do not worry about flesh wounds.
Same for Zombies and blunt weapons like staves and hammers, as they are flesh and their crushed flesh makes no difference to them.

Means my kids will have to think smarted when fighting the undead.
Means whoever is EWP will have to play smart when killing the Necromancers minions.

What are peoples thoughts on this?
Last edited by Daedalus on July 21st, 2016, 7:15 pm, edited 1 time in total.
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Re: Fighting undead

Postby Gold Bearer » March 18th, 2016, 8:20 am

Skeletons Bony: Defend on black shields against crushing weapons, white shields and skulls against piercing weapons and skulls only against other weapons.

From monster skills: viewtopic.php?f=38&t=3284 ;)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: Fighting undead

Postby torilen » March 18th, 2016, 9:32 am

I like the idea - tried to come up with a good way to implement it myself. But for HQ, it is
hard to use that sort of system and keep things simple, as HQ should be. Now, if you add more
rpg style play to your games...sure, go for it. That's probably a hop-skip-jump compared to
any other rpg rules that could be added.


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Re: Fighting undead

Postby lucasdp » March 18th, 2016, 10:38 am

I agree that undead should be harder to defeat, since they are already dead to some degree.
But I also agree with torilen, that the proposed idea may take away from some of HeroQuest's simplicity.

For my table, what worked was to just have undead block on white shields (or use the blue dice, if you like).
For your table, though, it sounds like you've already injected some RPG stuff into your HeroQuest games, so maybe this system will work just fine.
Just my :2cents:. I know that, as Zargon myself, I would get annoyed having to follow up all attacks on undead: "Ok, you hit the skeleton for two. What's your weapon again?"


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Re: Fighting undead

Postby mitchiemasha » March 18th, 2016, 11:57 am

Yes this has come up a few times over the years and I've seen it mentioned in some old archives too.

1 mod, replace a mummy with a zombie, a zombie with a skeleton... Not a huge fan of this.
2 mod, undead defend on white shield when attacked by pointy weapons.

Anything else runs away from the simplicity of HQ. The problem with the second mod is standard HQ weapons are all pointy, there is no Warhammer. One can class the axe as a smashing weapon if they choose but that would be the same as the edge of blade, rather than a thrust.

We also have a curse mod.

Undead Special

The curse on this tomb is strong. The Undead are easily reanimated and must be 'finished off'.

When reduced to 0BP, lay the monster down in its square. Downed monsters don't ‘block’ (LoS or movement) but movement can’t be ended on. The EWP rolls 1CD for each downed before activating.

Skull = Reanimated, can’t move or attack this turn.
White Shield = Nothing happens.
Black Shield = Reanimated, can move and attack this turn.
Reanimated = Stand the monster up, it now has 1BP

To ‘finish off’ a downed monster, move onto its square and spend your attack action.

Which creates a very interesting twist to certain rooms, finish this guy off or take down another. This mod can potential break Quests so is probably best wrote into specific Quest designed for it.


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Re: Fighting undead

Postby Gold Bearer » March 18th, 2016, 12:14 pm

torilen wrote:I like the idea - tried to come up with a good way to implement it myself. But for HQ, it is
hard to use that sort of system and keep things simple, as HQ should be. Now, if you add more
rpg style play to your games...sure, go for it. That's probably a hop-skip-jump compared to
any other rpg rules that could be added.
lucasdp wrote:I agree that undead should be harder to defeat, since they are already dead to some degree.
But I also agree with torilen, that the proposed idea may take away from some of HeroQuest's simplicity.

For my table, what worked was to just have undead block on white shields (or use the blue dice, if you like).
For your table, though, it sounds like you've already injected some RPG stuff into your HeroQuest games, so maybe this system will work just fine.
Just my :2cents:. I know that, as Zargon myself, I would get annoyed having to follow up all attacks on undead: "Ok, you hit the skeleton for two. What's your weapon again?"
It probably does move away from HQ simplicity a bit too much for some people, but it just makes so much sense. Imagine trying to take out a skeleton with a crossbow or spear. I don't think it would be too much hassle, most of the time it's obvious what they're attacking with by how many dice they roll. Axes could be classed as crushing weapons with the standard armoury so it's not just the staff and it makes the hand axe more useful.

mitchiemasha wrote:One can class the axe as a smashing weapon if they choose but that would be the same as the edge of blade, rather than a thrust.
Beat me to it. Staff/axes = crushing, spear/crossbow/shortsword/dagger = thrusting.
: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: Fighting undead

Postby StratosVX » March 18th, 2016, 1:29 pm

A spear can actually go both ways. It can be used as a thrusting weapon or as a staff. All it is is a staff with a pointed end.


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Re: Fighting undead

Postby MadMickyG » March 18th, 2016, 4:04 pm

Staff, in my experience, is also a dual weapon. As in stabbing and smashing. Acts as a staff with a pointy bit at the end.
It is more designed for using the pointy bit, if watching my Sifu train with his is any indication, but works as a staff nonetheless.

Now as far as bladed weapons as crushing, I think any two-handed bladed weapon would be crushing as well. Any sword used one-handed would be penalised.
Could be a bonus for the Barbarian when fighting undead too. As he is all about muscle, he doesnt get penalty when using one-handed swords. Just an idea.

And I understand HQ is meant to be simplified, but I am slowly introducing slight complications to upgrade my kids playing levels. :P
My 13 yr old son gets it fine. Its my 9yr old I need to educate more. Mainly because she is the one that likes to play more than the other two.

And for that touch of realism, your weapon would have to be totally vorpal to damage bone when hitting.

For a bonus, you could have any stabbing weapon getting caught in a skellys ribs, so they could roll to disarm you. :lol:
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Re: Fighting undead

Postby StratosVX » March 18th, 2016, 4:19 pm

MadMickyG wrote:Now as far as bladed weapons as crushing, I think any two-handed bladed weapon would be crushing as well. Any sword used one-handed would be penalised.

I would agree with this as well.

MadMickyG wrote:And I understand HQ is meant to be simplified...

Base HQ, yes. But it can be as complicated as you like it too. That's one of the great things about the game - the lack of very specific rules makes it easy to customize to each groups wants.


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