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Warhammerized 2nd edition weapons

PostPosted: June 23rd, 2024, 7:08 pm
by Vorimir
I played Heroquest and also had some warhammer figures and the rule book back in time and I remember adapting rules and weapons from WH to HQ.
I've downloaled the 2nd edition rulebook and Ive been working in new weapons and tweaks for existing ones. Work in progress but right now:

New weapons:
Halberd: 2 hands, 3 dices, diagonal attack, can use shield vs proyectiles only, polearm. 350 coins
Spear: 1 attack dice, diagonal attack, polearm, throwing (2 dices). 250 coins

Polearm rule: Halberd and Spear. You can attack iver an allied hero with 1 dice in a straight line.

Throwing weapon extra rule: You only lose it if you roll a black shield in yoir attack roll. If you dont roll a black shield you can soent an action when are no monsters in the room/ hall to get it back. You can move and throw a weapon normaly.

Crossbow: Add reload. You can't fire it if you have already moved (so you have to fire before you move)
Bow: 2 dices, Proyectile weapon, if you shot after moving reduce attack by 1 dice. 250 coins.

Flail: 2 hands, 3 dices. Add 2 dices if you dont have any monster adjacent to you at the start of your turn. 450 coins

Greatsword: 3 dices, add 2 extra dices if you attack before moving (if you attack an adjacent enemy just at the start of your turn). 450 coins

The wizard cant use any of those weapons.
I'm thinking about allowing ranged attacks over some furniture (chests, tables, tomb...) but attacker rolls one less dice and defender one extra dice.

Any ideas?

Re: Warhammerized 2nd edition weapons

PostPosted: June 23rd, 2024, 8:39 pm
by b_0
Vorimir wrote:Any ideas?


I appreciate the shield rule for halberds, as it accommodates battle masters miniatures. Does the same rule apply to spears? I also appreciate thrown weapon recovery. I think it should apply to daggers and throwing axes as well.

I'm not sure I understand the "fail"(flail?) mechanic. How do you attack if there are no monsters adjacent? Are you required to move during the attack turn to gain the additional dice? I wonder if 2 additional dice is too much too easily.

For somewhat advanced heroquest style critical hits, you could role extra attack dice any time you role all skulls for an attack, perhaps only with certain large weapons. It could work for some monster attacks as well.

Perhaps allow different rules for long bows and short bows.

Re: Warhammerized 2nd edition weapons

PostPosted: June 24th, 2024, 7:03 am
by Vorimir
Sorry, Flail weapon. It attacks with 3 dices but if you start with no adjacent enemy it attacks with 5.

The shield can be used also with separs that way (old Warhammer rules allowed it).

Re: Warhammerized 2nd edition weapons

PostPosted: June 24th, 2024, 10:35 am
by b_0
Vorimir wrote:It attacks with 3 dices but if you start with no adjacent enemy it attacks with 5.


I don't quite understand that, as you've only restated what you said before. In what way does it attack with no adjacent enemies? Does it have long range ( merely diagonal or otherwise ) or does it require a movement phase for the bonus?

Re: Warhammerized 2nd edition weapons

PostPosted: June 24th, 2024, 10:49 am
by Vorimir
Ok, sorry.
Flail gave you +2 strength but only after you charged (move and attacked). Otherwise was a normal weapon.So my idea was that it will give you 2 extra attack dices if you started the turn with no adjacent enemies and so you have to move and attack.
So you need two things: start your turn with no adjacent enemies and then move and attack one.

And by adjacent I say the four cross spaces.

If you have and adjacent enemy you can attack it or move and attack other but with just 3 dices.