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Author Topic: Age of Sigmar Hero Quests  (Read 1866 times)

Offline Sharkbelly

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Age of Sigmar Hero Quests
« on: November 22, 2015, 08:00:08 AM »
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=19101.0

Here 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?

Offline StealthKnightSteg

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Re: Age of Sigmar Hero Quests
« Reply #1 on: November 22, 2015, 10:27:56 AM »
Nice idea, though not familiar with Hero Quest i think it will be hard if not impossible to comply to:
Quote
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.
for some hero's as they don't have the damage out put to reach it. If they need to operate solo.
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Offline Sharkbelly

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Re: Age of Sigmar Hero Quests
« Reply #2 on: November 22, 2015, 11:31:17 PM »
Yeah, I figure it'll need some playtesting to work out that part. Perhaps putting more emphasis on the team goals would help.

Offline Baron von Klatz

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Re: Age of Sigmar Hero Quests
« Reply #3 on: November 23, 2015, 02:29:09 AM »
This is a awesome idea! :-D

I love how people keep making these AoS related games. Everything from Mordheim to a dungeon crawler scenario really adds alot of fun play options. :smile2:
"No battle is ever meaningless for all life is merely death post-poned"
-elector count of the Empire.

Offline Sharkbelly

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Re: Age of Sigmar Hero Quests
« Reply #4 on: November 23, 2015, 04:25:58 AM »
Thanks!

I'm going to start small, but I'd like to expand it eventually. I have a fleet of ships, a fortress to besiege, all sorts of things.

Offline Lord_Crom

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Re: Age of Sigmar Hero Quests
« Reply #5 on: November 27, 2015, 10:53:39 AM »
Heroquest is an epic game so anything that brings it back will be amazing!

I can see the mechanics working although won't the heroes have a much tougher time striking individual models. Actually just thought about it some more and remembered AoS you can split attacks so it will all about making sure you are in the optimal position. You using grids like the original or inches?

Good luck with this.

Not related but I have BattleMasters sat under my desk at work.

Offline Sharkbelly

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Re: Age of Sigmar Hero Quests
« Reply #6 on: November 29, 2015, 03:52:41 AM »
Nice! BattleMasters was how I first got introduced to warhammer. In fact, I still have the ogre as part of my pirate cannon crew: