• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Weapons categories

Discuss new Rules for HeroQuest.

Weapons categories

Postby Vorimir » September 2nd, 2023, 6:41 pm

Just to give it a little more flavor I was thinking about dividing weapons into three categories:
Blunt: Staff (and hammers, maces...)
Slash: swords and axes.
Piercing: Dagger, rapier, polearms and arrows

When heroes attack with a weapon the defense dices a monster uses are modifiied:
Blunt weapons give -1 defense dice to undeads but greenskins (goblins, orcs and abominations) get +1.
Piercing: Dread warriors and gargoyles get -1 Defense but undead get +1.
Slash weapons are the standar so no change.

Those are just examples and can be easily changed/modified.
Vorimir

Ogre Chieftain
Ogre Chieftain
 
Posts: 210
Joined: April 2nd, 2023, 2:26 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Weapons categories

Postby lestodante » September 2nd, 2023, 7:49 pm

Blunt weapons give -1 defense dice to undeads but greenskins (goblins, orcs and abominations) get +1.
Piercing: Dread warriors and gargoyles get -1 Defense but undead get +1.

but what is the reason to apply bonus or malus to certain monsters instead of others?
I guess a figure with an armour like a dread warrior or with a stone skin like a gargoyle should suffer more the blow from a mace than from a piercing weapon.


Rewards:
Wizard of Zargon Group Member Participated in four (4) Miniature Exchanges. Participated in four (4) Miniature Exchanges. Participated in a Miniature Exchange. Wrote an article for the Blog. Encountered a menacing Chaos Warlock!
User avatar
lestodante

Yeti
Yeti
 
Posts: 2837
Images: 5
Joined: January 7th, 2017, 9:40 am
Location: Italy
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberChampion Group Member

Re: Weapons categories

Postby Vorimir » September 2nd, 2023, 7:57 pm

I also thought about that but I thought: blunt break bones so undeads are affected. I also thought -1 to undead and dread but +2 to greenskins but it is a too big modification so I simplified a little. As I said this is easy to change, is just an idea to give weapons a little more flavor that just plain dices.
Vorimir

Ogre Chieftain
Ogre Chieftain
 
Posts: 210
Joined: April 2nd, 2023, 2:26 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon

Re: Weapons categories

Postby Kurgan » September 5th, 2023, 2:52 pm

Basically the game really only breaks the Equipment into the categories of stuff the Wizard can use (very little) and stuff he can't, or stuff you can combine with a Shield and stuff you can't (Battle Axe and Staff). Of course Remake turns Alchemist Shop potions into Equipment raising a few possible extra questions but not much else has changed. Some potions can only be used by a certain hero, and presumably now you can sell back potions to the Armory (?) at half price like other gear (whereas before there was no such rule for the Alchemist Shop buying things back).

The other complexity is interesting but I didn't seek to use it, thinking I'd add complexity in other areas instead as I saw fit. I do throw around the term "two handed" sometimes to categorize new things that I put in the same category as the battleaxe and staff with regards to the Shield.

The remake adds the category of "metal armor" for some of the new heroes and their limitations. They even revised the helmet card to make this make more sense after introducing it in the 2021 edition.

I guess Artifacts are their own category even though some of them are considered to be "armor" or "weapon."


Rewards:
Participated in a Miniature Exchange. Destroyed a Zombie!
User avatar
Channeler
Kurgan

Witch Lord
Witch Lord
 
Posts: 7105
Images: 85
Joined: February 23rd, 2019, 7:08 pm
Location: https://discord.gg/2R9pEP4cty
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberChampion Group Member

Re: Weapons categories

Postby Vorimir » September 5th, 2023, 4:42 pm

Its just for adding a bit of flavor. In The growl of thunder and un Halls of Durrag Dol we have a throwing hammer that withlut its magic powers are just like the hand haxe. That gave me the idea, didnt want to make them just the same.
Vorimir

Ogre Chieftain
Ogre Chieftain
 
Posts: 210
Joined: April 2nd, 2023, 2:26 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon

Re: Weapons categories

Postby Vorimir » September 12th, 2023, 10:27 am

I ended doing something simpler:

Just added Blunt weapons.

Mace is like a shortsword.
Throwing hammer as a Hand axe
Morning star as a rapier
Heavy mace as a broad sword.

The Blunt tag makes skeletons, zombies, mummies, dread warriors qnd gargoyles defend with one less dice but orcs, goblins and abominations get one extra dice.
Vorimir

Ogre Chieftain
Ogre Chieftain
 
Posts: 210
Joined: April 2nd, 2023, 2:26 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon


Return to Rules

Who is online

Users browsing this forum: No registered users and 1 guest