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Hero

Registered: 08-2011
Posts: 45
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Mix of Questions


WQ Questions –

1) Abilities/items that grant the same skill. Do they stack or should you roll for each item/ability?
Example: Ability with Magic Resist 6+ and a item with a Magic Resist 6+.
Is the MR now 5+ or should he get two rolls trying to get a 6 on each roll?
What do people do?



2) Starting Dwarf Great Axe. Is this a 1handed weapon or a 2 handed weapon?
I’ve always thought it was a 1handed weapon made specially for dwarves. As no where, in the official rules, have I found anything saying it was a 2hander.
Thing is, ever table and comment I’ve seen on the fan base database has this listed as a 2 hander.
So which is it?
Actually, I think I’m feeling like debating it and taking the 1 Hander side for the Dwarves. As just about every 2hander does extra damage and has a penalty to it.



3) Was looking over some of the monsters. In the Rule Book, some of the monsters have Breath Fire but no n# for how many dice. Example is the Great Taurus. Is there a Rule of thumb to use to give these monsters damage die?



4) Upgrading Monsters. I’d like to upgrade some monsters, there a quick rule for doing this?
Example: Would like to upgrade Dwarf Blunderbuss from a BS 5+ to a BS of 4+




Last edited by lord mavik, 1/Sep/2011, 4:21 am
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Littlemonk Profile
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Registered: 07-2008
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Re: Mix of Questions


1) We've also played they are cumulative if they are EXACTLY the same, such as Magic Resistance. So one roll 5+ instead of two rolls 6+.

2) Single-handed, as in the miniature supplied.

3) Mistakes and omissions are plentiful in the Roleplay Book.

Great Taurus Breath Fire thread from BGG

From the Chaos Dwarf Army Book:

The Great Taurus can breathe flames over its enemy. Use the teardrop-shaped flame template from the Warhammer game and place the narrow end at the mouth of the Great Taurus and the broad end over the target. Any model lying under the template is hit on the D6 score of a 4 or more. Each model hit suffers a single strength 3 attack. Damage and saving throws are worked out normally. In addition, it is possible to set buildings on fire as described in the Warhammer rulebook, and to cause extra damage on targets which burn easily such as Treemen and Mummies.

The Strength 3 Attack seems to be the key.

Dragons in the WHFB Battle Bestiary have a Strength 3 hit and in WHQ they cause 3D6 Damage.

Chimeras in the WHFB Battle Bestiary have a Strength 4 hit and in WHQ they cause 4D6 Damage.

Therefore, because the Chaos Dwarf lists the Great Taurus with a Strength 3 hit, that means it must cause 3D6 Wounds in the WHQ game.

4) Make a Chaos Blunderbuss Champion. See my Chaos Dwarf Monsters Bestiary for idea.

Warhammer Quest Customized


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lord mavik Profile
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Hero

Registered: 08-2011
Posts: 45
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Re: Mix of Questions


Spell/Blessing Scaling -

A lot of the Blessing/Spells do not scale when the player characters advance in level. I'm curious if someone has any home rules on scaling for the Blessing / Spells so they can stay as useful as when they start out at first level.
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Littlemonk Profile
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Re: Mix of Questions


quote:

lord mavik wrote:

Spell/Blessing Scaling -

A lot of the Blessing/Spells do not scale when the player characters advance in level. I'm curious if someone has any home rules on scaling for the Blessing / Spells so they can stay as useful as when they start out at first level.



You can cast them more times at higher levels...

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OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1283
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Re: Mix of Questions


quote:

lord mavik wrote:

Spell/Blessing Scaling -

A lot of the Blessing/Spells do not scale when the player characters advance in level. I'm curious if someone has any home rules on scaling for the Blessing / Spells so they can stay as useful as when they start out at first level.



My direct answer, first of all, is that I do not have any custom rules for those that do not increase as the character goes up on levels. I have not seen any such rules by others either that I can remember.

I personally think that this is one area that the creators of the Warhammer Quest did a fairly decent job on. It seems mostly balanced in my opinion (except that many seem to think that the Wizard is too powerful at higher levels). I give examples below, but you are probably familiar with them.

The Warrior Priest's Blessings in particular increase in usefulness in different ways.

I think some of the spell benefits -- primarily thinking of the Wizard -- is that he can cast them many more times as he acquires more current power AND more Power Tokens at higher levels. Imagine casting Freeze three times in one turn with the potential of causing up to 18 wounds on 6 (or more) targets! Of course, that spell could also do as little as 1 wound to 1 target on a single casting. So, its average would be 3-4 wounds on 3-4 targets per casting.

The Elf Ranger Mage's spells (most of them I think) have increased effects. He can try to cast two spells per turn at Battle-level 2. Aura of Vitality heals 1 Wound PER Level of the Elf Ranger. Sword of Aenarion is very powerful as it does 1D6 PER level of the caster damage. So, these spells have built into them an ever-creasing effect.


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Old Warrior

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