Lately I've been working on an idea for HeroQuest style game using the rules for Age of Sigmar. I've been inspired by tales from this groups, who used Mordheim rules to do a very similar thing:
http://www.lead-adventure.de/index.php?topic=19101.0Here is what I have so far.
Age of Sigmar Hero Quests:
1. Normal Age of Sigmar rules for moving, charging, casting spells, etc.
2. Each player chooses two 5-wound heroes to be his or her characters.
3. Every time a hero or henchman group causes a number of wounds equal to twice its starting value (i.e. ten for an empire hero, etc.) it gains an advance. See the table below for details.
4. Heroes can also gain points by accomplishing quests, finding traps, etc.
5. Terrain features have the same effect as listed in the core rules.
6. Climbing and jumping are resolved by rolling under a model’s movement score.
7. Roll bravery or less on 2d6 for courage tests.
Possible Characters:
Empire Hero, Empire Wizard, Warrior Priest, Empire Engineer, Witch Hunter
Dwarf Lord, Dwarf Engineer, Rune Lord, Dwarf Slayer
High Elf Prince, High Elf Mage, Lothern Sea Helm, White Lion
Wood Elf Noble, Spellsinger, Waywatcher, Shadowdancer
Advancements:
Fleet (+1 movement)
Accurate (+1 to hit with one weapon)
Deadly (+1 to wound with 1 weapon)
Dodge (+1 save)
Arcane (+1 to cast spell)
Long Shot (+50% range to one attack)
Treasure:
Magic weapons—re-roll misses
Magic armor—re-roll missed saves
Spellbooks—contain specific spells
Potion of Healing—each one heals d3 wounds
Potion of Swiftness—add extra d6 for run
Potion of Flying—model may make a fly move
I like the idea of using AoS rules because they are so simple. This would be very accessible for new players. What do you think?