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Old Warrior's Advanced Warhammer Quest


I have been GMing WHQ games online (private gaming) for a good while now. Recently, I decided to work up a more advanced version of WHQ -- mostly related to combat, but that is at least 50% of the rules!

Anyway, I have started a wiki to help me to organize the new rule set as I go along. It is only editable by me and hosted on my Stronghold website.

Feel free to read and then return here to comment. Remember that it is a work in progress.

Some things to note:

1. Use of 1D12 for To Hit dice. Still using the same Weapon Skill versus Weapon skill tables, but with a small formula to determine the target result on the 1D12. Normal Damage Dice and weapon modifiers etc would still apply. (see the wiki for full details). Edit: Here is the formula in brief...

Formula: original 1D6 To Hit value times 2 and subtract 1. (To Hit Value X 2) - 1. But, remember the Rule of 1 & 12. You CANNOT hit with a natural roll of 1 and you CANNOT miss with a natural roll of 12!


2. Use of Initiative Tests each Combat to determine the order in which models take their turns. This means Monster and Warrior phases are combined into a single Combat Phase. edit: currently plan to use a 1D12 + Initiative for all combatants. This would make the outcome a bit more diverse I think.

3. Critical Hit Tables (yet to be fully developed) resulting in death, serious injury or temporary effects.

4. The introduction of fighting styles (need a better term maybe?) that can be chosen each turn: Aggressive, Parrying, Normal (of course), and etc... with specific pros and cons for each.

5. Simultaneous Combat -- meaning that I might be following the Initiative order for the turn once through for each model's first Attack, and then through the order again for any that have a second Attack, and so on. This way, the combat would be more fluid and realistic.

6. Dungeon Bash-like Monster Placement -- This means the monsters will often NOT be placed adjacent to the Warriors, especially for Unexpected Monster Events with non-ambushing monsters.

7. Monster Combat Behavior Tables -- (NOT yet created) used to determine what type if any advanced combat strategy each specific monster type will use in each turn of the Combat.

EDIT: (adding another 2 points to this post)

8. Encumbrance Rules Added to the game --
I am making a graphical representation of what is in each Warrior's Backpack. The available slots will mostly represent the more detailed rules on how much they can carry.

9. More Mundane/Common and Realistic Treasure Items -- There will be a chance that the Warriors will get some common item that one or more of the monsters was using. IF there is magical treasure or unusual common treasure, some monsters will be allowed to use such things during the combat. Some magic weapons and etc... from the monster rules might also be usable by the Warriors. But, on the whole, there will be fewer magical treasures.

NOTE: I realize that some things still need to be 'ironed out', since I have seen a couple inconsistencies and/or holes in the rules and methods as thus far outlined. For instance, I still need to work out To Hit results corresponding to area hit (of the target's body) in conjunction with armour, shields, helms, and etc...

I notice that the Ambush monster special rule seems complicated in the wiki (already). My alternate idea -- edit: has now been added to the wiki -- is to just let ambushing monsters get one Attack each and only allow Warriors to fight Parrying and/or Defensively IF they were being extra careful and/or observant at the time of the ambush.

If any of the wording seems to reference a single game, it is because I intend to start a game for four players as soon as I get most of the rules worked out. After the game is started, I will try to report here how things turn out.

Here is the link to the wiki:

]Very Advanced WHQ Wiki


EDIT: I added some details to points 1 and 2 above. They are in the wiki, but I thought it might grab a reader's interest.

Last edited by OldWarrior, 5/Nov/2011, 9:42 am


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Re: Old Warrior's Advanced Warhammer Quest


Very interesting project. I'm going to take some time to digest all of the rules and see how they work in play. One thing that I have already adopted is a house rule for placing Monsters a variable (1D6) distance away from the Warriors. If they result from an Unexpected Event they can even wind up on adjacent board sections. This adds some interesting situations for movement and tactics, and its fun to have encounters that don't always immediately result in a blob of pinned models.
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Re: Old Warrior's Advanced Warhammer Quest


quote:

GlitchSCG wrote:

Very interesting project. I'm going to take some time to digest all of the rules and see how they work in play. One thing that I have already adopted is a house rule for placing Monsters a variable (1D6) distance away from the Warriors. If they result from an Unexpected Event they can even wind up on adjacent board sections. This adds some interesting situations for movement and tactics, and its fun to have encounters that don't always immediately result in a blob of pinned models.



They are not entirely playable yet, since I have not completed the tables and rules for critical hits and area hit... As I update them, the most current version will be updated online (in the wiki).

Also, here is a sample Warrior Backpack page to show how the encumbrance rules would work:

]Warrior Backpack Sample page

It is very much like Diablo and other RPG and action RPG games. I use an html table with images of the objects sized/re-sized to fit the allotted space.

For my gaming purposes, I probably will NOT do a graphical representation of what the Warriors are actually wearing and using, because it would be extra work and the database we use helps track all those things.

Last edited by OldWarrior, 4/Jul/2011, 7:10 am


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Re: Old Warrior's Advanced Warhammer Quest


quote:

GlitchSCG wrote:

One thing that I have already adopted is a house rule for placing Monsters a variable (1D6) distance away from the Warriors. If they result from an Unexpected Event they can even wind up on adjacent board sections. This adds some interesting situations for movement and tactics, and its fun to have encounters that don't always immediately result in a blob of pinned models.



By the way, I think the placement of non-missile monsters as always adjacent to the Warriors combined with the fact that there is not much room to move on most of the tiles anyway makes the movement characteristic of the monsters to be unimportant much of the time.

If monsters have a chance of arriving 8-12 squares away from the Warriors, then missile weapons and movement and the possibility of running away or hiding around a corner seems to me to increase the variety of combat strategies.

I really hope the house rules I come up with will make this more fun and interesting WITHOUT getting too RP-heavy. I want it to be more like DnD (in some ways) than the normal rules of WHQ, but NOT too much like it. *smile* (since the smilies are not working here)


Last edited by OldWarrior, 4/Jul/2011, 12:23 pm


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Re: Old Warrior's Advanced Warhammer Quest


I just added the Parrying rule to the wiki. I am quoting it here.

quote:

Parrying here is a separate issue from normal WHQ rules, treasures, skills and etc. All of those should work the same or nearly the same as normal and in addition to this advanced rule.

A Warrior may choose at the beginning of the turn (before the Combat Phase) to attempt to parry incoming melee Attacks. Such a choice involves less aggressive fighting and hence -1 to hit his target(s) in the same turn in which he uses the parrying option. HE must be using a melee weapon in order to parry blows. Also, a Warrior who passes a simple Initiative test (7+ on 1D6 + Inititiative) may attempt to parry ambushing monster's melee Attacks against him.

Whenever a Warrior chooses to use parrying, or a monster/monster group behavior table results in Parrying, the following method will be used to determine whether a melee blow is parried or not.

On a 1D12, defender must roll higher than the Attacker's To Hit roll but with the following modifiers to the defender's parry rolls:
Strength Deficiency - IF the Attacker's Strength is higher than the Defender's Strength then the difference between them will be a negative modifier on the Parry roll.
Weapon Skill Deficiency - IF the Attacker's Weapon Skill is higher than the Defender's Weapon Skill then the difference between them will be a negative modifier on the Parry roll.
IF there is both a Strength Deficiency AND a Weaon Skill Deficiency, then apply BOTH negative modifiers.
Fear & Terror — IF the defender is affected by Fear or Terror of the Attacker, then apply that -1 for Fear or -2 for Terror on the defender's dice roll to parry.

In short, in addition to the Strength and Weapon Skill deficiency modifiers, most other normal To Hit modifiers will also apply. So, wielding a Relic Blade or Ensorcelled Blade (with +1 To Hit) will help to parry.

There will be no positive modifier to Parrying (based on a sort of reverse application of these modifiers — no superiority benefits for parrying!), because it would become way too easy to parry weaker monsters' Attacks.

The defender's parry dice result is NOT subject to the Rule of 1 & 12. Critical Hits cannot be parried by the parrying option.



Last edited by OldWarrior, 16/Jul/2011, 12:08 pm


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Re: Old Warrior's Advanced Warhammer Quest


Hey, I really like the way the wiki's right frame tracks the history of edits to the wiki. This partial screenshot shows what I am talking about. It is quite handy for those who just want to see what has been changed or added since the last time they visited the wiki.


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Re: Old Warrior's Advanced Warhammer Quest


test post -- so that I can be notified when someone replies to the topic. emoticon I don't usually subscribe to topics since I post to so many.

Last edited by OldWarrior, 11/Jul/2011, 7:05 am


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Re: Old Warrior's Advanced Warhammer Quest


This all sounds great, I can't wait to see what you come up with.

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Re: Old Warrior's Advanced Warhammer Quest


Here is the 1D12 To Hit Chart based upon the original with the formula already applied. This only represents the target dice roll needed to hit one's foe in Hand-to-Hand Combat. Special Hit and Miss results tables are yet to come.

If it looks strange, just remember that each to hit value represents the equivalent 1D6 to hit value. There are twice as many possibilities with a 1D12 being rolled. Therefore, each step up in the required To Hit dice results must be 2 higher than the one below it.

The same as the original: if two opponents have the same Weapon Skill, then they normally have a 50% chance of hitting each other in Hand-to-Hand Combat.

IF you think you see an error, please DO let me know.


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Last edited by OldWarrior, 19/Jul/2011, 1:27 pm


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Re: Old Warrior's Advanced Warhammer Quest


Looks interesting. I especially like the idea of critical hits and misses. The more unique and varied combats can be the better, you don't want the story of every battle to be the same.

Apart from the new critical outcomes in what way do you see the new D12 aspect change the combat for the better?
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