Showing posts with label house rule. Show all posts
Showing posts with label house rule. Show all posts

Wednesday, August 25, 2021

Looting the Fallen!

Well, after over five years I've dusted off the old WHQ and am running a session with some friends tomorrow. It just dawned on me, I don't think WHQ has any rules for one of the staple activities of old school dungeon crawling ... looting your fallen companions! Here's what I came up with.

You can attempt to loot the fallen body of a dead Warrior you are adjacent to, as long as there are no Monsters on the board. This takes your entire turn. Roll an Initiative test.

2-3 - Your loud and careless rummaging attracts unwanted attention. Draw an Event Card next turn, even if a 1 is not rolled in the Power Phase.
4-5 - You're unable to grab anything of value this turn.
6 - You manage to collect 1d6x10 of the fallen Warrior's Gold.
7-8 - You collect 1d6x100 Gold, or one random piece of Equipment or Treasure, your choice.
9-10 - You take one piece of Equipment or Treasure of your choosing.
11+ - You deftly procure one piece of gear of your choosing, as well as 1d6x100 of their Gold.


Saturday, August 13, 2011

Sewer Adventures

Presented here are a set of rules for running adventures in the sewer systems under the Towns and Cities of the Old World.  I'm basing these rules on the Skeleton Key Games "Sewer Tunnels" tile set, but you should be able to adopt any sewer tiles to these rules.

Building the Dungeon Deck

Sewer adventures use a combination of the standard Dungeon Cards from Warhammer Quest, and the Skeleton Key Games “Sewer Tunnels” tiles.
This method uses Sewer Tunnel tiles ST1 through ST26, so you will need some way to represent these as cards.  I suggest using spare Event or Treasure Cards, and somehow marking the tile number on the front of the card.  These cards will be mixed with some standard Warhammer Quest Dungeon Cards.  The fact that the Sewer Tunnel cards have different backs is a plus, because, as you lay out the Dungeon, you'll need to know whether the next room is a Sewer Tunnel or a Dungeon Room.

Mix 11 random "Sewer Cards" with the following Dungeon Cards from WHQ: Collapsed Passage, Well of Doom, Torture Chamber, Guard Room and the Dungeon Cell.  These rooms represent raised areas in the sewers.  Shuffle the Objective Room into the bottom 8 cards of the deck.  Special rules to use the Dungeon Rooms in a sewer adventure are presented in another post.

Events

Unless otherwise specified in a Quest’s Special Rules, Sewer Tunnel board sections do not trigger Events when a Warrior moves into them.

Exploring the Sewers

The Sewers are a twisting maze of tunnels, and are not connected to each other via doorways like normal WHQ tiles.

  • There is always a chance that a doorway exists along one of the walls of the sewer tunnels.  The doorway might lead to another sewer tunnel, or a dungeon room.  When a Sewer Tunnel board section is placed (unless it is the 4-way intersection) roll 1D6.  On a roll of 1, the tunnel contains an extra doorway.  Roll to determine which wall contains the doorway.
  • After resolving whether or not the Sewer Tunnel contains an extra doorway, it is time to divide the Dungeon Deck, if required.  Divide the Deck as you normally would if the Sewer Tunnel contains more than one exit.
  • The last step is to complete the tunnels exit(s) leading out of the board section.  Observe the back of the Dungeon Card for each Sewer Tunnel exit leading out.  If the Card is a normal WHQ Dungeon Card, place a doorway at that exit like normal.  However, if it is a Sewer Card, turn the card over right away and place the resulting board section immediately, without a doorway connecting it.  This represents the Sewer Tunnels continuing in a long, maze-like network.
Swimming

The green squares in the Sewer Tunnels are filled with deep sewer water.  If a Warrior wishes to enter a flooded square, they must use the Swimming Rules.  Monsters can pass through these squares for a cost of 2 Movement Points.

Sewage Pipes

During each Power Phase that a Warrior is on a board section containing a sewer pipe, there is a chance that the pipe will produce a gushing wave of sewage that can push all figures on the board section back with its tremendous force.
  • Roll a 1D6 in the Power Phase if the Warriors are in a Sewer Tunnel that contains sewage pipes..  If there is one pipe in the room, it gushes a wave of sewage on a roll of 1.  If there are two pipes, the first pipe gushes on a roll of 1, and the second one on a roll of 2.  Continue the pattern for rooms with 3 or 4 pipes.
  • When a pipe gushes sewage, each figure on the board must pass a Strength Check, or they are pushed 1D6 squares in the direction of the wave (a Warrior can choose to forgo the Strength Check if they wish to ride the wave voluntarily).  For each square pushed, a Warrior loses 1 Fatigue Point.  For each square pushed when a Warrior is at zero Fatigue Points, they lose 1D3 Wounds as they begin to drown and swallow the filthy water.
Bridges

The bridges across the sewers are extremely slimy and hazardous.  Each square moved requires the Warrior to pass an Initiative Check.  Failure indicates the Warrior falls off the bridge, determine the direction randomly.  Remember that entering a water square counts as Swimming.

Iron Gates

Some sewer tunnels are blocked with old, rusty iron gates.  A Warrior adjacent to such a gate can spend their entire Warrior Phase attempting to bend/break the old bars.  This requires a Strength Check.

Ladders

The iron ladders lead to additional exit points for the Warriors to leave/re-enter the sewers if they wish.  To access an exit, a Warrior must first pass an Initiative Check to climb up the slimy ladder.  Failure indicates that they fall and take 1D6 Wounds unmodified, ending their turn.  Once a Warrior makes it to the top, they must try and open the old, rusted manhole cover.  This requires a Strength Check, and there is only one opportunity per exit.  Failure indicates that the exit is so tightly sealed that it is impossible to open.

That wraps up the general rules for setting up and running an adventure in the slimy, dank sewers of the Old World.  Future posts will provide Special Rules for the Dungeon Rooms, and Special Events to use for sewer-based adventures.

Friday, August 12, 2011

Swimming Rules

I'm collecting ideas for creating a Quest that takes place under a city/town, in a sewer system that's flooding.  In several areas the Warrior might need to swim, so I'm trying to flesh out some quick and dirty (literally) house rules that will allow them to swim through the filth.

Fatigue Points

At the start of the adventure each Warrior will roll 1D6 for every point of Toughness they have.  The total will be the Warrior's "Fatigue Points" for the adventure.  Dwarfs must halve their total after the roll, due to their natural disaffinity for water.

Swimming

A Warrior can swim through a square containing water at a cost of 2 Movement Points, and 1 Fatigue Point.  If a Warrior stays put treading water for an entire turn it costs 1 Fatigue Point. Whenever a Warrior is required to lose a Fatigue Point when they have none left, they begin to drown and lose 1D3 Wounds.

Swimming and Armor

I watched a historical TV show that once said that swimming in plate mail was actually not as difficult as is believed.  There's also this link that supports my memory.  Still, it will tire you out pretty quickly!  For every point of Armor worn that reduces your Movement rate, deduct 1 additional Fatigue Point for each Swim Move made.

Swimming and Combat

Figures Swimming suffer -1 Attacks (1 minimum), and each attack is made at -1.  For obvious reasons, missile fire is not possible.  Exceptions to this rule are Monsters tagged with the Swimmer or Fly Special Rules.

Regaining Fatigue Points

Once out of the water, the Warrior regains 1 Fatigue Point per turn.  If they do nothing but stay in the same square, rest, and catch their breath, they regain 1D6 Fatigue Points.

Sunday, July 31, 2011

Trollslayers and Strategic Retreats

We had a session yesterday where someone played a Trollslayer. The special rules of the Objective Room indicated that 4 Monsters should be spawned every Monster Phase. The Warriors needed to gather as much information from the room as they could while holding off the Monsters. The Warriors had to decide when to cut and run, so there was a tense balance between fear and greed, because the more information they collected from the room the more Gold they would earn. Now, this was a special Quest of my own devising, but I played at least 1 Quest from the Adventure Book where a new Event Card is drawn each turn in the Objective Room.

The conundrum was with the Trollslayer's rule of always having to fight the biggest Monster and never retreat. In this scenario, the Trollslayer was surely doomed, just stepping foot into the Objective Room, since the flow of Monsters was nonstop!


This house rule is intended to give a Trollslayer a chance to make a tactical retreat, rationalizing that, by leaving monsters behind now, he will have the chance of a MORE glorious death fighting BIGGER monsters in the future!

Trollslayer Strategic Retreat

When the Trollslayer is faced with the choice of either making a strategic retreat or fighting monsters (for example if the quest objective is completed and there are still monsters on the board), he must make a special Willpower Test. Roll a number of dice equal to the Trollslayer's Willpower. Compare this to the highest Starting Wounds value of all of the monsters on the board. If he rolls higher, the Trollslayer may make the strategic retreat. Otherwise, he grimly wades into the monsters, despite all odds.

Friday, July 29, 2011

Fear and Terror

My revised house rules on Fear and Terror.  The intention here is to make Fear and Terror more interesting than simply suffering a -1 to hit the opponent.  If a Warrior is truly afraid of a Monster, they're not likely to charge them to engage in battle, at least, not until they overcome their fear.  And a terrified Warrior is likely to turn tail and run away from the source of their terror!

Fear and Terror Rules

When a Warrior faces a type of Monster that causes Fear or Terror, they must roll a Willpower Check at the start of their Warrior Phase.  If they pass the Check, they are not subject to the Psychological effects of that creature type for that combat.  A Warrior can try to overcome their Fear/Terror each Warrior Phase.

The Monster's stated "Fear" or "Terror" value is used in two ways.  First, it offers a modifier to the Willpower Check, see the table below.  Second, it represents the Battle Level at which point that Monster type no longer causes Fear or Terror.

Effects of Fear

-1 on all to-hit rolls against the Monster type, and Spell casters must pay 1 additional point of Power to cast spells against them.  Also, a Warrior suffering from Fear is not allowed to move into a square that is closer to a Monster that they are afraid of.

Effects of Terror

Terror operates in a similar way to Fear, except that the to-hit penalty is -2, and the Spell casters must expend 2 additional Power instead of 1.  Also, a terrified Warrior will attempt to use their Movement to move as far away from the source of their Terror as possible, but must still roll to Escape Pinning should they be pinned.

Fear/Terror Modifier Table

Fear/Terror Value   Modifier to Willpower Check
1-3                           +1
4-6                           0
7-9                           -1
10-12                       -2
13+                          -3

Friday, July 8, 2011

Exploration Phase

The Rule as Written states that a Warrior can explore only if there are no Monsters on the board section.  I modify this as follows:

  • A Warrior can explore through a doorway as long as they are not pinned, and they have not made any Attacks that turn.
This opens the game up for more chases and overall fluid movement.  It also makes rooms like my Charnel Caverns possible.

Wednesday, July 6, 2011

Door Spikes

To me, the Rule as Written for Door Spikes is somewhat contradictory and confusing.  Clarifying them for my WHQ games:

  • A figure can spend 1 Movement Point to spike a door shut if they are adjacent to it.  Figures on the same side as the Spike can spend 1 Movement Point to remove it.
  • Figures (including Monsters) on the other side can only open the door by trying to force it open during the Exploration Phase.  Up to 2 figures can try (must be adjacent to the door).  A figure must pass a Strength Check to force a spiked door open.

Thursday, June 23, 2011

Multiple Monster Groups

Some of my custom Events (namely Monsters for Hire, Dwarfs, and Monster Bash, for example) result in more than one group of Monsters operating on the board at one time.  When this happens, each group of Monsters get their own Monster Phase.  To determine the order of each of the Monster Phases, roll 1D6 for each group and add the Initiative score of the Monsters (or lowest Initiative if there are multuple Monster types in one group), re-rolling ties.

Monday, June 20, 2011

Hidden Passages

If the Warriors are caught by a Cave In Event (or something similar), they may find that the way forward is blocked, and they are unable to proceed with the Quest.  Whenever this happens, the Warriors can search for Hidden Passages in the dungeon, hoping to find an alternate route.

The rules below are taken from Gav Thorpe's article "Mission Impossible" in White Dwarf #185.

Hidden Passage Rules

A Warrior can choose to search a board section if no Monsters are on the board.  The search takes the Warrior's entire turn.  This means that usually the Warriors will get 4 chances to find a Hidden Passage on each board section, pretty good odds!  Once a Warrior searches a particular board section, they cannot search it again.

When searching, a Warrior rolls below on the Hidden Passage Table.  Elves have a knack at finding Hidden Passages, and add +1 to the roll (although a 1 is still counted as a 1).  After searching, reposition the Warriors using the Search Rules.

Hidden Passage Table

1. Collapse!  Each Warrior on the board section that was being searched takes 1D6 Wounds (unmodified) due to falling rock and rubble.
2, 3, 4. Solid Rock.  The Warrior cannot find any Hidden Passages in this board section.
5, 6. Found it!  Attach a Doorway to the board section and place the remaining unexplored Dungeon Deck behind it.  Each dungeon will only have one Hidden Passage, so there's no need to continue searching after this point.

No Way Out?

If the Warriors fail to locate a Hidden Passage, they must make their way back to a Settlement since there is no way to progress on this Quest.  They can then seek out a new adventure.  If you want to keep the current adventure going (if it's part of a campaign, for example), the Warriors consult with their patron.  The patron informs them about an alternate entrance that leads to the Objective Room.  Begin the adventure afresh with a new Dungeon Deck, but add an additional 1D3 Dungeon Cards to the top of the deck!

Saturday, June 18, 2011

Search Rules

There are some cases where the Warriors are instructed to search a room.  When this occurs, it typically takes the entire turn, and the Warriors can do nothing else that turn but search.  Needless to say, the Warriors cannot conduct a search when there are Monsters on the board.  The search itself might take more than one turn in game-time, although it is abstracted to take place during a single game turn.

When the search is over, there's no telling where the Warriors end up in the board section.  To determine the positions of the Warriors after a search, each player should drop a die in the middle of an unused board section that matches the dimensions of the one that was searched, from a minimum distance of 12 inches above the board.  Wherever that die winds up, that's where the Warrior is positioned in the room.  If the die goes off the board section, place it on the closest square.

Very big thanks to Littlemonk for creating this mechanic!  It was originally presented in his mini-campaign Every Good Barbarian Deserves Favour.

Wednesday, June 15, 2011

Bar Room Brawl!

In Deathblow magazine issue 3, Gav Thorpe wrote an article outlining expanded rules for Alehouse locations.  This included a "Sophistication Level" of the establishment, a new Alehouse Table, and rules for conducting bar room brawls.  I intend to include a brawl as an interlude in the mini-campaign, and just finished some solo playtesting of these fun rules.  I'm writing the condensed version of the rules here for reference, as well as a few tweaks that I think made the brawl more exciting.

The first tweak relates to picking up and using improvised weapons.  Having to forgo your attacks for the whole turn just to look for a table or bottle to grab is too severe, IMO!  I'll play it so you can roll to look for the improvised weapon of your choice, and if you find it you get to attack with it that turn.  If not, you can't make a normal attack.

The second tweak relates to how improvised weapons can be found.  Since I downloaded a great free floor plan for the tavern, I want to make use of the terrain.  So, to locate a bottle, table, hot soup, or plate, you need to be positioned in a square that has some portion of a table in it.  To locate a chair, you need to be in a square that has some portion of a chair or stool in it.  You'll still need to roll as indicated in the rules to pick up the improvised weapon.

Finally, I'm adding some simple logic for the Joe Public NPCs in the tavern when the brawl gets going.  The article has some nice rule of thumb about who they will attack.  But I'll give them a chance to try and grab an improvised weapon as well.  If they're in a square containing a chair they'll try to grab the chair on a 1 or 2 of 1D6 roll.  Otherwise, if they're in a square containing a table they'll try and grab a bottle on a 1 or 2 of a D6.

As stated in the article, the brawl ends with either all the Warriors are at zero Wounds, there is no one left to fight, or the Watch arrives.  Each turn roll 2D6 and deduct the tavern's Sophistication Level.  If the number is less than the number of turns played out, the Watch arrives.  If this happens roll 1D6.  on a 1-3 the Warriors must each pay 2d6x10 Gold damages.  On a 4-5 they are seen as trying to restore order, and are rewarded 2d6x10 Gold each.

For each Joe Public that a Warrior reduces to zero Wounds, they can make a standard Gold roll (x10) to see how much they collect.

Tuesday, June 14, 2011

Item Saving Throws

These Item Saving Throws are used by the Acid Slime Event, but I thought I would just generalize them in case I need them for different Events.

ITEM SAVING THROW TABLE

Magical Item: 2+
Metal Item: 3+
Non-Metal Item: 4+

Multi-Level Rules

This post is to nail down the specific rules for Multi-Level rooms that I plan to use in my WHQ games and campaigns.  Most of the rules are taken directly from the Lair of the Orc Lord Rule Book, but I'm clarifying a few items, and adding the capability of the Levitate spell to have an effect.
  • Unless otherwise specified, figures can move to a different Level only via a stairway.  Being on a stairway counts as being on the higher Level.
  • Figures on a higher Level gain a +1 for missile and hand to hand attacks against models at a lower Level, and those at a lower Level suffer a -1 when attacking models on a higher Level.
  • Figures on different Levels do not pin each other, even when adjacent.
Climbing Up or Down a Level with the Rope
  • This takes all of a figure's movement for a turn, and allows the figure to move to one adjacent square on the different Level.  Roll to break the Rope as normal after complete.  Other figures can use the Rope employed by the first climber.  It is assumed the Rope is tied to the ledge and collected after everyone has used it.
Jumping Down to a Lower Level
  • A figure can jump down to an adjacent square on a lower Level as a normal move.  They must make an Initiative Check.  If they fail, they take 1d6 Wound unmodified, and fall down in the target square, ending their turn.  They remain prone until the start of their next Warrior Phase.
Climbing Up a Level without the Rope
  • A figure can attempt to climb to an adjacent square on a higher Level, this takes all of their movement for the turn.  They must pass an Initiative Check (9 difficulty).  Failure indicates they fall back down to the original square, take 1d6 unmodified Wounds, and remain prone there until the start of their next Warrior Phase.
Levitate Spell
  • The Levitate Spell can move one Warrior to an adjacent square on a different Level.  The target Warrior cannot make any further movement that turn.
Monsters and Multi-Level Rooms
  • If stairs are present in a room, Monsters will always use them and never try to climb.  However, many Monsters (such as Giant Spiders and Giant Rats) have the Wallcrawler ability and need not use the stairs to move to a different Level.

    Tuesday, June 7, 2011

    Heroic Leap

    There are plenty of times that a Warrior might want to leap over a square containing a chasm, or pit.  The Bridge of Despair contains rules for jumping from the bridge, over a chasm square, and onto a platform, and vice versa.  I'm going to generalize this into a Heroic Leap house rule that Warriors can attempt any time they want to jump over chasm or pit that occupies a single square.

    To perform a Heroic Leap, the Warrior rolls 1d6, adds their Initiative score, and consults the table below.  If they get a running start, they can add +1 to the roll for every square of movement that they expend in a straight line prior to making the Leap.  Note that the Leap itself takes 2 movement points, so a typical Warrior with Movement of 4 would at most be able to gain +2.

    Heroic Leap Table (1d6 + Initiative)

    3 or less. The Warrior misses the landing completely, and the rest of the group hears a sick thump several seconds later, as the Warrior smashes down on the surface far below.  The Warrior is very dead.
    4. The Warrior slips at the last second, arms cartwheeling wildly.  He manages to grab the edge of the pit, and hangs there dangling, place him in the pit/chasm square.  On subsequent Turns, he must pass a Strength Check to pull himself back up, and this is all he can do during the Turn.  If he rolls a 1 on the Strength Check, he plummets to his death below.  If another Warrior is adjacent to the dangling Warrior, on the same side of the chasm that he leapt from, he can spend his Turn and pull his comrade to safety.
    5. The Warrior lands badly, spraining his ankle.  His Turn ends, and he is at -1 Movement for the remainder of the Adventure.
    6. The Warrior falls over roughly as he lands, taking 1d6 Wounds (unmodified) and ending his Turn.
    7. The Warrior realizes at the last second that he won't make the jump, skidding to a halt.  He can do nothing for the rest of the Turn.
    8. The Warrior clears the chasm, but lands face first and slides an additional 1d3 squares (or as far as possible) in the same direction.  His Turn ends as he gets up and collects himself.
    9. The Warrior lands on the other side in fair shape.  Although he cannot move any more this Turn, he may attack and perform other actions.
    10, 11. The Warrior leaps gracefully, arcing over the gap, and lands spot on.  He can continue his Turn as normal, including more movement, should he have any left.
    12+ As 10 above, but the Warrior gains an additional 2 points of movement, his Leap was so perfect.

    Sunday, May 29, 2011

    Subdual Rules

    The Warriors, if they choose to, can try to subdue a Monster instead of killing it.  One reason for subduing a Monster is so they can "bring them back alive" if a particular adventure calls for it.  Additionally, at least one new Event that I plan to publish requires that the Warriors subdue a Monster.  You can also say that the authorities in a Town or City might pay double (Town) or triple (City) the Gold value for high profile Monsters (characters, such as Gorgut, Skabnoze, etc.) that are brought in alive.  The problem, of course, is keeping the prisoner under control as you make your way back to civilization.

    To subdue a Monster, a Warrior declares their intention and then makes a normal to-hit roll.  If the target has a higher Strength, the to-hit roll is made at a penalty equal to the Strength difference.  If the attack hits, roll damage normally, but the Warrior can "pull their punch" and apply a negative modifier to their damage roll of whatever value they desire.  This modifier must be declared before the damage roll is made.  If the attack brings the target to -3 Wounds or lower, then the Warrior hit just a bit too hard and killed their opponent outright.  However, if the target is brought to zero, -1, or -2 Wounds, the blow successfully subdued the target.

    If the Warriors wish to keep their captive with them as they explore the dungeon, they must use Rope to keep the subdued Monster under control.  Additionally, one Warrior must be nominated to guard the subdued Monster as the Warriors move through the dungeon.  The subdued Monster always moves along with the Warrior guarding them.

    A subdued Monster can be despatched at any time by any adjacent Warrior.  When this occurs the Warriors can retrieve their Rope, but should roll to see if it has broken like normal.


    Back to Civilization


    The last part of the subdual rules cover taking a captive Monster back to civilization.  As I mentioned earlier, you might put into effect a house rule that allows double the Gold value if a high profile Monster is brought in alive to a Town, and triple to a City.  If the Warriors get thrown off during their journey and end up in a Village, tough luck.

    Each week of travel, a subdued Monster is allowed a chance to escape.  Follow these steps:
    • Draw a Warrior counter to determine the Warrior whose watch the escape attempt it taking place.
    • That Warrior must make a Willpower check (1d6 + Willpower, scoring 7 or higher).  If they pass the Check, they remain alert on their watch and the Monster cannot make an escape attempt.
    • If the Willpower Check fails, the Monster must complete both an Initiative Check and a Strength Check to get free of their bonds.

    If the Monster manages to get free, roll on the table below:

    1,2. The Warrior who was supposed to be on watch fell asleep!  The Monster gets an automatic Attack against each Warrior (roll for damage) before slipping away.  Since the Warriors are sleeping, they are not wearing their Armour so the damage is modified by Toughness only.
    3,4. The Monster manages to grab a random Treasure from the Warrior on watch before making their escape.
    5,6. The Monster slips away quietly into the wilderness, never(?) to be seen again.

      Sunday, May 22, 2011

      Variable Monster Distance

      I've been experimenting with a simple house rule when placing Monsters.  Instead of always placing the Monsters adjacent to the Warriors, I roll 1d6 to determine how far away to place them.  Now, Monster archers are still placed as far away as possible, but now the other Monsters might be placed a few squares away from the Warriors, depending on the size of the room.

      This opens up some other options for the Warriors, such as running away without having to worry about having to escaspe being Pinned, or charging the Monsters and setting up an advantageous formation in the process.  The result is more than dynamic than always forming up in a corner and protecting the Wizard.

      Of course, Monsters that succeed in an Ambush are placed adjacent to the Warriors like normal.

      Saturday, May 7, 2011

      Bandages and Provisions

      As stated in the WHQ Roleplay Book, Bandages and Provisions can be used to heal Wounds, and are always the first things my Warriors attempt to purchase in a Settlement.  When a fellow Warrior is at zero Wounds, an adjacent Warrior can attempt to use Bandages or Provisions to bring them back up on their feet.  I say attempt because there are a few caveats:
      1. The Warrior attempting to rescue the fallen companion must use his own Bandages or Provisions, and cannot use any carried by the fallen Warrior, there simply isn't enough time to go rummaging through their gear.
      2. When trying to revive a Warrior at zero Wounds with Bandages or Provisions, you must roll 1d6.  On a 1, 2, or 3 the attempt is a failure.
      3. Also, it should be noted that a Warrior on zero Wounds CANNOT use their own Bandages or Provisions, they are too weak.  They can down a Healing Potion, however.
      The only tweak I make in my WHQ house rules is the modify the 1d6 roll into an Initiative Check.  I like to emphasize the ability scores of the Warriors in the game.  So, rather than having to roll 4, 5, or 6 to successfully apply Bandages or Provisions to a fallen Warrior, you will need to make an Initiative Check (roll 1d6, add Initiative, and score 7 or higher).

      Wednesday, April 27, 2011

      Who's Afraid of the Big Bad Skeleton?

      In Warhammer Quest, certain Monsters have a Fear or a Terror value.  For example, Skeletons have "Fear 5".  Each Warrior must roll 1D6 and add their Battle Level.  If they score equal to or less than the Monster's Fear value, they are afraid of that Monster type that turn, and fight against it at -1, and Spells even cost 1 more Power point when cast against that Monster type!

      In my games, I always like to play up the influence of the Warriors' Ability Scores, as I think it adds flavor, making each Warrior more unique.  I think it makes sense to do this for the "Psychology" rules.  Therefore, in my games the following house rule applies:

      Fear/Terror
      • To determine if a Warrior is affected, they roll 1d6 and add their Willpower.  If this value is greater than or equal to the Fear/Terror value, then they are not afraid of that Monster type during this combat.  Remember the Rule of 1 and 6, a 1 is always a failure.
      Note: This considerably reduces the frequency that Fear and Terror affects Warriors in my games, but I think this is in keeping with the idea that the Warriors are heroic, larger-than-life figures.