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posticon Playing Warhammer Quest in Middle Earth


Has anyone played a Warhammer Quest campaign with Middle Earth as the setting?

I have been talking this over with my brother and we both like the idea a lot! We played WQ in the past and want to get back into it, but I thought it would be fun and interesting to try something different. The more I think about it the more I like it!

However, I did a foolish thing back in '07! I sold off most of my WQ collection!! emoticon I still have the three rule books, all of the hero miniatures, and most of the card board pieces. I am going to replace whats missing with what I can find on the web and focus more on acquiring new miniatures for the monsters and new Warriors I will create and getting them painted. I am going to buy minis from the old Mithril line, from GW's Lord of the Rings line and minis from other companies that are appropriate for Middle Earth. This is going to take time and for now my brother and I are getting our gaming fix by playing Talisman 4th ed. revised.

More later...
15/Mar/2010, 1:31 am Link to this post Send Email to vfran   Send PM to vfran
 
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Re: Playing Warhammer Quest in Middle Earth


Nice idea, but apart from a huge conversion I'm not sure if Middle Earth offers such a wide range of monsters as Warhammer Fantasy does.

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Re: Playing Warhammer Quest in Middle Earth


Old Warrior is currently working to adapt Lord of the rings Monsters
The best is to wait his visit on this boards

For the moment nothing is playable but he is very motivated because he is an huge fan

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Re: Playing Warhammer Quest in Middle Earth


quote:

Bruno wrote:

he is an huge fan



As we all! (I think...) emoticon

I was thinking to make LOTR variant of WQ
after my current work, but it takes to much
time to make one emoticon

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Re: Playing Warhammer Quest in Middle Earth


I look forward to reading what Old Warrior has done with Middle Earth monsters!!

I was simply going to match the creatures to Warhammer Quest variants. For example:
Orcs > WQ standard orcs
Moria goblins > WQ standard goblins
Saruman's half-orcs > WQ hobgoblins
Uruk-hai > WQ black orcs
Balrog > WQ Bloodthirster of Khorne with adjustments to power and abilities where necessary.
Barrow-wight > WQ Wight Lord with adjustments
Etc...

I am also going to differentiate Isengard orcs and those of Mordor with the appropriate markings. So, orcs and uruks of the White Hand and orcs and uruks of the Red Eye.

I love Lord of the Rings!
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Re: Playing Warhammer Quest in Middle Earth


I'm quite interested in what Old Warrior is doing, especially regarding monsters.
At the moment I'm making monster reference cards for my custom WHQ game. While I only included levels 1-5, I'm already getting close to 100 different monsters. I have no idea how to convert such a huge number of monsters into the Middle Earth setting, especially without changing special rules too much.
For those who seriously think about a conversion, the METW CCG could offer some help (many monsters, magic items, artifacts etc.). All the cards can be found here:
[sign in to see URL]

Apart from monster conversion, I guess magic might pose a bit of a problem. In Middle Earth we actually don't have typcial wizards casting powerfull spells. However, I've never played Middle Earth Online, so maybe there are some ideas to deal with that problem.
16/Mar/2010, 10:51 pm Link to this post Send Email to Sardaukar74   Send PM to Sardaukar74
 
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Re: Playing Warhammer Quest in Middle Earth


First I'll warn him of this thread

We're currently working on a database for monsters. I'll see with him how to share with you. This tool is coded in php and for the moment manage lot of monsters and Battle Level
We hav tried to repair and to balance Phil's ones but the task is difficult.

How OW proceed
In fact he has defined monsters.
The he has done stats
Then he has done Battle Level Table
Then he write special rules

For the moment he is working on special Rules then the whole thing will be balanced.

For characters he has written different version for different BL Table
For example here is a copy paste from the tools I am currently coded for the museum.

Amdur, Lord of Blades
(Boss and Minions)
The Lord of Blades leads the Easterling Dragon Knights, and is the most skilled of that corrupt order. Amdûr has already carved a fearsome reputation in the lands beyond Mordor, and now has come to test his brutal skills on the blood-soaked Pelennor.
(Source : Old Warrior)

Wounds: 30
Move: 4
Weapon Skill: 9
Ballistic Skill: 4
Strength: 5
Toughness: 4 (8)
Initiative: 8
Attacks: 4
Damage: 2D6/3D6 (5+)
Armour: 4
 
Gold (Each): 1450
Level: 1-10
 
Enemy's WS To Hit Foe
1 2
2 2
3 2
4 2
5 3
6 3
7 3
8 3
9 4
10 4

Special Rules:
Blades of Death. Courageous +3. Heroic. Inspire Troops.

Need to finish -- special rules

Blades of Death
These warriors are very skilful at swordplay. If they are wielding swords (must be adjacent to their targets), whenever they hit with their first Attack, they get +1 Attack to be used in the same turn.
 
Courageous
This character is so courageous that it gets a bonus of +n on all Fear and Terror tests.
 
  
Heroic
In hand-to-hand combat, this character acts like a Player Character in that it can divide up its attacks between different targets AND can perform death-blows.
 
  
Inspire Troops
This character inspires those who fight along side them. To gain this benefit, the allies must be on the same board section or within 8 squares range outside and in large rooms. They each get 1/2 (round down) of this character's Courageous benefit when testing versus Fear and Terror. For instance, if this character has Courageous +3, then its allies gain +1 to their Fear and Terror tests.
Note: if more than one character inspires the same troops or if the troops already are Courageous, then only apply the best modifier (do not stack modifiers).
 
Battle Level Entries
- Lord of the Rings: Bosses, Minions, & NPCs - Level 1
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 2
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 3
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 4
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 5
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 6
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 7
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 8
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 9
1 Amdur, Lord of Blades

- Lord of the Rings: Bosses, Minions, & NPCs - Level 10
1 Amdur, Lord of Blades



Last edited by Bruno, 17/Mar/2010, 3:53 pm


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Re: Playing Warhammer Quest in Middle Earth


Well, first of all, I am very glad to see that there are others interested in LOTR-Warhammer Quest conversion. emoticon

It is strictly true that there are not quite as many monsters in LOTR as there are in the Warhammer World, but don't let that discourage you. I am basing many of my new LOTR monsters upon LOTR miniature images I found on the Games Workshop site. I haven't even included them all, and still I am finding plenty to keep the Warrios busy, especially with the creation of special monsters: Balrog, Smaug, The Mouth of Sauron, Sarumen, Shelob, and etc...

Also, I am including some WHQ mosnters in my tables, some vermin, undead, and some Goblins and maybe Orcs to help make up some of the regular and more numerous monsters.

Some monsters/NPCs I am working to make different versions at different levels. For example, I have three versions of Gollum: one for Levels 1-3, one for levels 4-6, and one for levels 7-10. I am creating two Balrogs, one for levels 3-6 (still a bit too powerful for those levels, but it is a Balrog! emoticon), and one for levels 7-10.

This project is actually two-fold: creating a full compilation of monsters and then one of NPCs (or good guys). I am working on both sides at the same time. I am currently GMing two LOTR games. One has two Hobbits (Halfing Chef and Halfling Thief), one Elf Waywatcher, and a Wizard's Apprentice. The game is called "The Fate of Bilbo Baggins". The story line I am using to take the Warriors through Middle Earth and to entangle them in the larger issues of defending against and defeating Sarumen and the Dark Lord himself. I hope they find the One Ring before the Warriors in the other game. emoticon

The other game, entitled "Agents of Mordor", are working for Sauron. They take their orders directly from him or from The Mouth of Sauron, but they are often led by a Ringwraith (experimenting with a Ringwraith evil Warrior character). This Warrior party consists of a Stone Troll, a Necromancer, an Orc from Mordor, and a Chaos Warrior. The Stone Troll and the Orc are special creations of mine which I intend to develop and complete as the party advances to higher levels. I know, I am mixing things up a bit with WHQ, but I am only allowing Warrior characters which seem to fit in the LOTR world. Remember that Sauron is sometimes referred to as a Necromancer (I think) in the LOTR works.

Special Rules: I am really going out on a limb here, but I am taking the liberty to create new rules from my own imagination and many of them based upon the LOTR stories. I am striving to make everything compatible with normal WHQ rules and gameplay. Many of the WHQ special rules are used too.

Sorry if this all seems a little long, but I thought it worth my time and yours if you get a taste of some of my completed work. emoticon When I am finished, I will be glad to let any interested parties use them -- or modify them if you see the need (emoticon).

By the way, I patterned the Uruk Hai after the Black Orc's stats -- using it as a base and then adding to it. Also, yes, I have always thought of the Balrog as the LOTR equivalent of the Bloodthrister, so they are similar though there are some differences in what I have done so far.

Special Rules Examples

I have created a random special rule for Middle Earth Giant Spiders and for a Spider Queen (not to be confused with Shelob) in addition to using the Web (1Dn) rule. It is called Spider Ability (for lack of a better name). This is just one of the rules I have completed.


Spider Ability

Spiders in Middle Earth have varying abilities. All of them can web and bite their foes, but some can sting, spit webs at a distance, or even jump over obstactles -- including Warriors -- in order to get at their targets. (roll 1D6: 1-2 = Stinger, 3-4 = Web Spitter, 5-6 = Jumping Spider)

Stinger - Some Spiders will sting their prey instead of biting them when they are webbed and helpless. Work out the damage just like you would according to the Web (1Dn) rule, but the attack is also subject to the Poison special rule (see below).

POISON (included in the database info for Stinger for easy reference)

Some Monsters have Poison attacks. If a Warrior is reduced to 0 Wounds by a Poison attack his Strength is permanently reduced by -1 when he is healed to 1 or more Wounds. If a Warrior is reduced to 0 Strength he is killed and removed from play.


Web Spitter - These spiders should be placed as missile monsters, but only have a range of 6 squares. They will spit their webs at a distance unless forced to engage their targets in melee, in which case they will fight as normal spiders. Therefore, they will also have a Ballistic skill. Spiders unable to get close enough (within the range of 6) will move as close as possible and then wait their turn to spit webs or to join in the feast! Also, they may spit their webs once for each Attack they have. So, watch out for the Spider Queen if she has this ability!

These spiders will not move to feed upon their prey until none of them are moving (such as all targets are webbed, or some are webbed and the others are prone or dead!).

Web Spitters are more cowardly than normal spiders, often preferring to run rather than fight (see Break rule see below).

BREAK

Some Monsters are innately cowardly, and if the fight is going badly will turn tail and run. These Monsters have a Break Point.

At the end of each turn during which one or more Monsters with a Break Point were killed, roll 1D6 for each different type that took casualties. If the score is greater than or equal to the remaining number of that type of Monster, they break and run, vanishing into the shadows - remove them from the board.

The Warriors do not get the Gold Value for any Monsters that run away, though they do get a Treasure card at the end of the combat, as usual.


Jumping Spider - Some spiders are able to leap great distances to reach their targets. If these spiders are prevented from attacking their targets by other models in their way, a chasm, or other moderately-sized obstruction, then they may attempt one jump per turn as part or all of their movement. They must roll 1D3 + their Strength. If they roll higher than the number of Squares they are attempting to jump over, then they successfully make the jump. If they fail the test, then they must stop in the square from which they attempted the jump. However, if they were attempting to jump over a chasm, pit, fire, or other potentially hazardous obstacle, then roll 1D6. On a roll of 1, 2 or 3, they fall into the hazard instead of remaining where they were (resolve according to the hazard's normal rules, or the GM can improvise!).

Upon making a successful jump, the spider may continue to move (if they have any movement left) and/or attack as normal.

Now, here are some examples of special rules for some NPCs (good guys!): Boromir and Beorn(ings)! (I hope to use the NPCs both as enemies for the evil Warriors to fight and as NPCs to help the good Warriors in certain game scenarios.)

Boromir (if used before level 8):
Armed with Boromir's Shield 5+. Armed with Broadsword (+3 Str). Courageous +2. Frenzy 4+. Heroic. Horn of Gondor (Allies 5+).

Boromir (levels 8+):
Armed with Boromir's Shield 3+. Armed with Broadsword (+3 Str). Courageous +4. Frenzy 3+. Heroic. Horn of Gondor (Allies 4+).

Boromir's Shield
This curved, circular shield has no points that an enemy can catch on, so their blows slide across and past the shield, which can unbalance the foe and allow Bormir to take advantage.
Roll 1D6 for each incoming blow from adjacent hand-to-hand combatants before rolling damage. On n+, the blow is deflected by the shield AND Boromir gets one immediate attack against the enemy whose blow would have hit him. Roll to hit as normal, but no death-blow is allowed. If the foe is slain before using all its attacks this turn, so be it!

Armed with Broadsword (+3 Str)
Boromir is so strong and experienced with the Broadsword that he does not suffer a penalty when wielding it.
 
Courageous
This character is so courageous that it gets a bonus of +n on all Fear and Terror tests.
 
Fenzy is the same as the WHQ rule. double Attakcs for the rest of the combat on a 1D6 roll of n+. The roll is made at the beginning of each of Boromir's turns.

Horn of Gondor (Allies n+)
This is a horn of legend, worn by Boromir. It is only supposed to be blown when the wearer is in dire need.
If the bearer sees that he and his allies are outnumbered, or that they are too weak to prevail, he may then blow it, but only once per adventure/dungeon. As soon as the horn is blown, all foes are afraid of Borromir unless they pass a Fear test versus Fear of 2 + (Dungeon Level X 2 )(natural 6 always succeeds). If any of Boromir's allies cause fear or terror, all who previously passed these tests must test again. Any enemies which have the Break rule must test to see if they break immediately (roll 1D6+2 for this test only). This is in addition to the normal Break test at the end of the turn.
Allies n+: Additionally, roll 1D6. On a result of n+, some random allies of Boromir arrive to assist in the battle (GM's discretion OR a random roll on the current Monster/NPC table).


Beorn and the Beornings -- note that I made the use of the Shapeshifter ability connected to the wounding of Beorn (or the Beorning). It is only a mechanism, though I do see some logic in it. Also, I made it less likely to work earlier in a combat at higher levels -- again some logic, but I am not sure I can explain it. I am complicated. emoticon

Beorning (Level 1-2)
Shapeshifter 3+.

Beorning (Level 3-4)
Shapeshifter 4+.

Beorning (Level 5-6)
Shapeshifter 5+.

Beorning (Level 7-8)
Shapeshifter 5+.

Beorn
Shapeshifter 5+.

Shapeshifter
Each turn in which a Shapeshifter is wounded, there is a chance that it will transform into its alter-self, a Great Black Bear. At the beginning of the Shapeshifter's turn, roll 1D6. On n+, the Shapeshifter transforms. Until it has transformed, in each subsequent turn that the Shapeshifter suffers actual wounds, roll again adding +1 to the roll each time.
In the table below, look up the appropriate shapeshifter and apply the changes immediately. Beorn has his own version of this ability. All effects, except for the regeneration of Wounds, will last until the end of the combat.
In addition to the abilities shown below, a shapeshifter in bear form is a Furious Fighter (can divide up attacks between multiple targets) and is immune to Fear & Terror.

--Log in or sign up to see linked image content--


Magic: Some of it will be a stretch, but I do intend to create some LOTR-specific magic tables for the monsters and NPCs to use.


Concerning the Monster/NPC tables, I am creating one set to fight the good guys and one set to fight the bad guys. Of necessity, the bad guys potentially have more enemy types with all the in-fighting and the contentions between Sarumen's followers and those of Sauron. I am including only a few special monsters/NPCs in the regular tables. Gollum is one! Then I am creating tables which have both special monsters and special NPCs -- more for a reference on their stats; not really intending that they be rolled randomly. These are more for designed adventures, though I suppose someone could use them to bring in a random character for an NPC event or to add to the chaos of some battle...

Be forewarned, most of my work will not be well-tested, but I am trying to make it fairly balanced based upon experience and by comparing with others' works (including the WHQ original things of course).

EDIT: change the non-existant word compilement to compilation. emoticon

Last edited by OldWarrior, 2/Jun/2010, 8:31 am


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Re: Playing Warhammer Quest in Middle Earth


I hope this isn't too much for the reader, but I feel better about myself somehow, after a particularly trying day of work, to share something I have been creating. emoticon

By the way, the list showing the Battlelevels (Monster Table levels) where Amdur the Lord of Blades appears is based upon the special non-regular tables I mentioned in the post above. Amdur is not necessarily appropriate for all levels as it might appear there. A further note: Amdur is originally I think a creation of Games Workshop and did not appear in Tolkien's works.

Well, so far, I really like my Balrogs. Here I share some special rules for them, but I am not sure this is the final version... I will list all their rules and only the details of custom rules. I am still contemplating the possible addition of a very limited number of magic spells for this one, but I think the high level one is about the very worst nightmare that any Warriors could face in Middle Earth/WHQ style.

Balrog (Level 3-6)
Ambush, Magic 5+. Armed with Demon Whip. Armed with Inferno Blade 5+. Fly. Horrifying Presence 5+. Ignore Blows 5+. Ignore Pain 6. Large Monster. Magic Dispel 6+. Magic Resistance 5+. Terror 10.

Balrog (Level 7-10)
Ambush, Magic 3+. Armed with Demon Whip. Armed with Inferno Blade 3+. Fly. Horrifying Presence 3+. Ignore Blows 3+. Ignore Pain 12. Large Monster. Magic Dispel 4+. Magic Resistance 4+. Terror 16.

Armed with Demon Whip (modified Bloodthirster special rule)
At the start of each turn, roll to see if the Balrog hits with his Demon Whip (Ballistic Skill). If it does hit, draw a Warrior counter to determine who the Balrog ensnares with the Daemon Whip. That model is immediately moved to a square adjacent to the Balrog, moving other models out of the way as necessary. Draw another counter if the Warrior was already adjacent.
The Demon Whip has a range equal to the Balrog's Dungeon Level. If it is generated by a table, use that table's level. Otherwise, the GM may decide the range of the whip (minimum range of 2).
 
  
Armed with Inferno Blade n+
There is a chance that a Balrog may be armed with a fiery blade which can more easily cut through most defenses.
On a roll of n+, it does have an Inferno Blade. This blade causes an extra 1D6 wounds which are NOT modified for armour. On a natural roll of 6 to hit, it also ignores the target's Toughness.
 

Horrifying Presence n+
Some monsters are so terrifying that just remaining near them often requires heroic courage. Even if one's courage holds up for the first moments of battle, the continual pressure of the foe's horrifying presence can wear him down.
At the beginning of each turn, roll 1D6 for each type of monster with Horrfiying Presence. On a roll of n+, any opponent who previously passed their Terror test versus this monster type, must once again roll for Terror.
In addition, each opponent that rolls a 1 on its terror test versus a monster with Horrfiying Presence cannot attack this monster type this turn and must move away from it as far as possible. All such models are not subject to pinning while fleeing their foe.

Last edited by OldWarrior, 18/Mar/2010, 10:51 am


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Re: Playing Warhammer Quest in Middle Earth


OldWarrior, I really like what you have done and thank you for taking the time to write all this out!! I can see you have put a lot of work into it! When you finally make your work available in it's entirety, I will peruse it as much as possible for it is excellent!

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