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Mercenaries as heroes

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Mercenaries as heroes

Postby Blackthorn » September 23rd, 2012, 12:49 am

I've always wanted to have some additional human warrior-type heroes besides the powerful-yet-crude Barbarian. It occurred to me that the mercenary (aka men-at-arms/dark warrior) miniatures would be perfect candidates for the following reasons:

1) They are actual HeroQuest miniatures and therefore match visually.
2) They have names, artwork and stats from the expansions.
3) The EU versions are molded in the same dark red color (colour ;) ) as the heroes.
4) They just look cool.

Obviously a few of their stats would have to be beefed up, particularly the body points and perhaps an extra mind point to put them on a par with the Dwarf. They would now move via the typical dice roll rather than a fixed number of squares. I imagine they would keep the same special abilities they had in their non-player incarnation with the Crossbowman making ranged attacks, the Halberdier attacking diagonally, the Scout possessing the ability to disarm traps and the Swordsman just being a strong fighter, perhaps a bit too strong for the earlier quests. The Scout could also move two red dice+2 so he could retain the additional movement range advantage.

It would be easy to make character cards for them using the expansion artwork available on this website. I made a quick mock up of one and I'd like some feedback from those experienced with employing additional heroes as far as what their statistics should be to keep them balanced with the other heroes.

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Last edited by Blackthorn on January 1st, 2013, 11:16 pm, edited 2 times in total.
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Re: Mercenaries as heroes

Postby knightkrawler » September 23rd, 2012, 3:19 am

Of course they don't start with their "assigned" weapons.

The Scout: handaxe (can be thrown; 2 AD) and leather armor (2 DD); special ability Disarm Traps; 6 Body, 4 Mind
The Crossbowman: shortsword (2 AD) and a sling (1 AD ranged) and leather armor (2 AD); 6 Body, 4 Mind
The Halberdier: Staff (2 AD; also diagonally) and leather armor (2 AD); +1 on Movement roll; 7 Body, 3 Mind
The Swordsman: shortsword (2 AD) and chain mail (3 AD), 7 Body, 3 Mind

Everyone of them has now his advantages to get them on par (or close) with the other heroes.

By looting dungeons they can buy the usual equipment, but if they purchase pieces that are "assigned" to them, they get a 50% discount.
These pieces of equipment are:
shortsword and shield for the Scout;
crossbow for the Crossbowman;
halberd (3 AD, diagonal or up to 2 squares away, two-handed, 300 gold coins) for the Halberdier;
longsword for the Swordsman.

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Re: Mercenaries as heroes

Postby Von Necron » September 23rd, 2012, 8:56 am

I've played them as week 1 body point assistants. I like the idea of them as heroic soldiers. Personally I would have them on par with the elf though. I'd give them 6bp. Maybe start them with their weapons but no armor.
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Re: Mercenaries as heroes

Postby cynthialee » September 23rd, 2012, 10:31 am

I have never ussed the merc rules in HQ.
So when I consider this idea I must fall back to how I did it in other games.

When henchmen are present in a game and the hero(s) die the most powerful Henchman may become the hero of the player who has just lost a character. I would leave all stats as is. The new Hero will become a proper 'player character' over the course of completion of the quest. At the end of the quest the new hero will have his/her stats revisited and adjusted to fit into the campaign,
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Re: Mercenaries as heroes

Postby knightkrawler » September 23rd, 2012, 11:31 am

That's also how I'd play it in the case of a Hero accompanied by men-at-arms dying.
I see no reason why the player shouldn't have this option.
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Re: Mercenaries as heroes

Postby cynthialee » September 23rd, 2012, 11:40 am

Also if the henchman recovers the equipment of the dead hero they are much more likely to survive the rest of the quest.

Also I think the mercs stats are rediculously low. Starting them with one extra body point would be advisable I think. Especialy if you play the game like I do. All Fimir have at least 1 chaos spell. Chaos Warriors defend with white shields like heroes do and Orks and Goblins will concentrate attacks on the elf every time to kill him first due to racial hatred. (pays to bring extra heal potions if you are the elf at my table)
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
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Re: Mercenaries as heroes

Postby Sjeng » September 23rd, 2012, 11:55 am

Actually, Goblins hate dwarves more, at least in the Forgotten Realms world (I'm reading R.A. Salvatore). Don't know about orcs. Might be elves ;)
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Re: Mercenaries as heroes

Postby knightkrawler » September 23rd, 2012, 12:45 pm

Orcs don't hate.
They want to fight.
Always in a competition.
And because orcish worldview is so far beyond human or elvish understanding they call it hate.
That's how I see it.
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Re: Mercenaries as heroes

Postby Blackthorn » September 23rd, 2012, 2:23 pm

Von Necron wrote:I like the idea of them as heroic soldiers. Personally I would have them on par with the elf though. I'd give them 6bp. Maybe start them with their weapons but no armor.


That makes sense. I included the helmet because the miniature/artwork depicts one (along with chain mail) and because the non-player version have three defend dice. I know that the heroes stats don't really have to match how they are depicted, but I do think that the "mercenary" heroes should start with their specified weapons since it's so much a part of their identity.

Shouldn't the Crossbowman have a secondary weapon like a shortsword or at least a dagger for fighting an adjacent foe? If not he would have to "disengage" when attacked.
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Re: Mercenaries as heroes

Postby knightkrawler » September 23rd, 2012, 2:42 pm

If I remember correectly, in the stats found in the BQP quest book it is stated the Crossbowman has also a shortsword which gives him 2 AD against adjacent opponents.
Correct me if I'm wrong.
I play it that way.
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