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Warcry et mobilier de HeroQuest


Dreadaxe

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Je pose ceci ici.


Warcry avec son supplément Catabombes a consolidé l'idée de pouvoir utiliser des capacités contextuelles près de certains types de décors.

 

Hors dans les décors de donjon, le mobilier HeroQuest est emblématique et a marqué beaucoup de génération de joueur. Sans compter le fait qu'il est largement disponible à plein de gens depuis tout cet engouement de refaire le jeu en DIY (A à Z en impression 3D...).

 

image.jpg

 

Ludovic PN sur le groupe FB nous propose des régles pour le chevalet de torture.

https://www.facebook.com/groups/335239270687055/permalink/871256370418673/

 

Des idées qui me viennent en vrac :

  • Le bureau d'alchimiste. De quoi fabriquer des potions de vie, de force ou des bombes artisanales ?
  • La cheminé pour pousser quelqu'un dans le feu, pour être hypnotisé par les flammes, pour prendre un bâton ardent ?
  • Le pupitre du sorcier pour trouver un parchemin qui envoi des boules de feu, se retrouver changé en crapaud, invoquer des démons ?
  • Le gisant. Air de bénédiction qui bloque les impures, courage … ? ou la main glacée de la mort qui vous prend.
  • Chaise et table à balancer sur l'ennemi ? Repas à prendre à table ? Restes avariés ?

 

Est-ce-que ça vous donne des idées ? Qu'en pensez-vous ?

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C'est une super idée ! Un des gros avantages de Warcry c'est sa modularité. Tu peux vraiment créer des parties comme tu le souhaites, adapter des modes de jeu, bref c'est cool. 

 

Super initiative et ça donne envie de tester tes idées ! :)

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  • 2 weeks later...

De quoi réfléchir ! Mais si ce n'est pas le même jeu ça permet quelque idées.

http://forum.yeoldeinn.com/viewtopic.php?t=4959&p=114623#p114623

 

Citation

If they run across the Alchemist Bench, the Apothecary (Elf) or Alchemist (Wizard) can restore one used spell by searching that room for treasure. In a normal magic campaign, if the same come across the Sorcerer's table, the same thing applies. BUT if they have no unused spells ("skills" in the non-magic campaign variant), they can draw a random potion (Alchemist Bench) or random spell scroll ("alchemist item" in the non-magic campaign; from the Sorcerer's Table). So in the end, either piece will let them revive a used card or get a bonus card... first come, first served.

I like the idea of making the furniture more interactive and make it seem more special when you come across a specific piece (why I do an Equipment card draw for the Weapon Rack if there's no quest treasure designated).


I will roll a D6 and declare that that many empty scrolls are on the table. Each action the Wizard or Elf takes to scribe a scroll I will allow them to copy 1 spell in their spell list that they currently have in their cards (can't copy a spell you don't have)...If they do not roll a Black Shield. Typically they are certain to get at least 2 scrolls. In the past I have had the player roll 1 Combat dice for each point of Mind and they get the scroll made right if they can roll a black shield. This quest note will make it harder for the elf to make a scroll than the wizard, especially if the wizard has the talisman of lore.

At the alchemist bench I allow them a chance to craft 1D6 potions with the same mechanisms. I will take a draw of a few potions from the potions deck I made, and those are the potions one can make with the ingredients on hand.

 

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  • 4 weeks later...

AHQ possède des règles pour le mobilier de HQ. Ci-dessous la traduction de @Usagi3 qui remonte à quelques temps

 

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Les meubles

 

Les meubles d’Heroquest (tables, bibliothèques, etc) peuvent être utilisées pour rendre les salles d’Advanced Heroquest plus intéressantes. Elles peuvent aussi poser d’intéressants problèmes tactiques aux Héros. Si vous décidez d’utiliser les meubles, le MJ utilise la Table des Meubles des Salles à chaque fois qu’il génère une salle, puis dispose les meubles appropriés dans la salle.

Les meubles sont toujours placés par le MJ. Il peut les placer où il le désire dans la pièce, tant qu’ils ne bloquent pas les issues. La cheminée, l’armoire, le râtelier d’armes et la bibliothèque doivent être disposés contre l’un des murs de la salle.

Une figurine ne peut pas entrer dans une case qui contient un meuble, et les meubles bloquent les lignes de vue des armes à missiles.

 

Table des Meubles des Salles

D12

Meuble

D12

Meuble

1-6

Rien

10

Cheminée

7

Râtelier d’armes

11

Bibliothèque

8

Armoire

12

Chevalet de torture

9

Table

 

 

La Cheminée

Toute figurine peut attraper une bûche enflammée dans la cheminée au lieu d’attaquer.

La bûche est utilisable en combat, avec les mêmes caractéristiques qu’une dague. Si elle est utilisée contre une Momie, toute attaque réussie enflammera les antiques bandages de la Momie, la tuant automatiquement.

L’Armoire

Un Héros peut fouiller dans l’armoire pendant la phase des Héros d’un tour d’exploration. Utilisez la table ci-dessous pour découvrir le contenu de l’armoire. Une armoire ne peut être fouillée qu’une fois.

D12

Contenu de l’armoire

1

Un rat était caché dans l’armoire. Il mort férocement la main du Héros avant d’être tué. La caractéristique Maîtrise des Armes du Héros est réduite de -1 pour le reste de l’expédition, sauf s’il boit une Potion de Soin.

2-9

L’armoire est vide.

10-11

Le joueur découvre 25 couronnes d’or.

12

Le joueur découvre une Potion de Soin.

 

Le Râtelier d’Armes

Toute figurine peut prendre une arme du râtelier. Utilisez la table ci-dessous pour trouver laquelle.

D12

Armes

D12

Armes

1-2

Rien

8

12 flèches

3-4

Lance

9-10

Epée

5

3 Lances

11

Hache

6-7

6 flèches

12

Jetez le 2 fois.

 

La Bibliothèque

Un Héros peut fouiller la Bibliothèque pendant la phase des Héros d’un tour d’exploration. Utilisez la table ci-dessous pour découvrir ce qu’il trouve. Une Bibliothèque ne peut être fouillée qu’une fois.

D12

Contenu de la Bibliothèque

1-10

Rien d’intéressant.

11

Livre de sorts : le livre contient 4 sorts. Utilisez la table des baguettes magiques pour déterminer quels sorts sont inscrits dans le livre.

12

Carte au Trésor : le MJ donne au héros une carte au trésor.

 

 

 

 

voilà une version avancée de AHQ-REVAMPING SQUAD'S WORKSHOP

https://www.dropbox.com/s/adnnp6resaytrp5/Alternative Rules for HQ Furniture in AHQ V1.74.pdf?dl=0

 

Citation

AHQ-Revamping Squad’s Workshop

Alternative Rules for HeroQuest Furniture in Advanced HeroQuest

Version 1.74

 

 

HeroQuest furniture may be used in any room, except Hazard Rooms. Furnishings are generated immediately after the room doors are placed (before the monsters).  The type, quantity, position, and contents of furniture are determined by the GameMaster or Solo Player according to the following tables and rules:

 

 

 

 

1D12

DICE 1

ROOM FURNISHINGS TABLE Empty Rooms +5

Lairs +4/Quest Rooms +6

1-3

Nothing (Dice 2 is ignored)

4-13

Random Furnishings Table 1

14-18

Random Furnishings Table 2

 

 

 

 

 

 

RANDOM FURNISHINGS TABLE 1

*1D3 required (Large Rooms)

1

Empty Bookcase

7

Fireplace + Throne

2

Table

8

Rack + (T/Th/FP)*

3

Fireplace

9

Table + (FP/EB/ECB)*

4

Rack

10

Fireplace + (T/EB/Th)*

5

Table + Throne

11

Rack + (EB/FP/Th)*

6

E. B. + Throne

12

E.Cupbrd+(FP/T/EBC)*

 

 

 

 

 

RANDOM FURNISHINGS TABLE 2

*1D3 required (Large Rooms)

1

Tomb

7

WR + Throne

2

Weapons Rack

8

Bookcase + (T/Th/FP)*

3

Bookcase

9

Cupboard+(FP/Th/T)*

4

Cupboard

10

AlcB + (CB/Th/FP)*

5

WR + Throne

11

AlcB + (BC/Th/FP)*

6

Tomb+ FP

12

SorTbl+(FP/Th/EB)*

 

TYPE AND QUANTITY

 

The type and quantity of furniture are determined by rolling 2D12 on the following tables. Dice 1 determines the Random Furnishings Table for Dice 2. Large Rooms may have more than one piece of furniture if the result on Dice 2 is 8-12 (roll 1D3). 

POSITION

 

Once the type and quantity have been established, the exact Position within the room is determined by the GameMaster. All furniture (except Tables and Thrones) must be placed by the GameMaster against one of the walls of the room, preferably not blocking any entrance. Tables and Thrones may be placed in any square inside the room. Models may not enter a square containing a piece of furniture, unless they push it (Tables and Thrones only) according to the optional rules below. Furniture obscures LOS for any missile weapon. LOS is partially obscured by Tables and Thrones.

 

In Solo Play, furniture (except Tables and Thrones) may be positioned randomly on 1D12 roll after the type and quantity have been determined. For the sole purpose of placing furniture, each of the four walls of a room (North, South, East, and West) may be divided into three parts (Left/Center/Right) for a total of twelve per room. Starting from the North wall and going clockwise, each part of the walls may be assigned one consecutive number from 1 to 12. For example: if a 2 is rolled, it means the piece of furniture is centered against the North wall, sliding accordingly (within the same wall) if doors or other pieces of furniture are present. Roll again for each additional piece of furniture. If the three parts or positions of the wall are already occupied by doors or other furnishings, then the die is rolled again. 

 

Tables and Thrones may also be placed randomly on 1D12 roll: If the result is even, the Table or Throne is placed according to the rule in the paragraph above. If odd, the Table or Throne is placed in the center of the room, facing the entrance door.

CONTENTS

 

Furniture may be searched by Heroes (some of them also by Henchmen) in the same way as treasure chests in Exploration Turns while the model is in the same room. Furniture may be searched only once, except for the Fireplace and Weapons Rack. 

 

EMPTY BOOKCASE AND CUPBOARD

These contain nothing of interest but some dead rats and useless books.

 

TABLE

Tables may have throwing knives or food on them. Optional Rule: Tables may be pushed or pulled as a combat action a maximum of two squares (horizontally or vertically) before or after movement, provided there is no model or object in the way and the pushing model is not in a focused Death Zone.

 

 

1D12

 

TABLE CONTENTS

1-8

Nothing

9-11

Throwing Knife

12

Food (Regenerates 1 wound)

 

FIREPLACE

Heroes and Henchmen may grab burning logs from a Fireplace as a combat action, instead of attacking. Burning logs may be used in combat with the same effect as daggers. If it is used against a mummy, any hit causes its bandages to burst in flames, killing the monster automatically. 

 

RACK

Racks may be searched by Heroes during the Hero Phase of an Exploration Turn. Roll on the following table to determine their contents. Grates and Trapdoors are generated in the center of the room and, they are treated as according to the AHQ rulebook (p. 29).  Bats and Rats are treated as Hazards according to the AHQ rulebook (p. 28), considering the number of Heroes inside the room. 

 

 

1D12

 

RACK CONTENTS

1-4

Nothing

5-9

Bats/Rats (even/odd)

10-11

Grate

12

Trapdoor

 

THRONE

Thrones have no special use other than blocking the square in which they are located. 

 

Optional Rule: Thrones may be pushed or pulled by Heroes and Henchmen a maximum of two squares horizontally or vertically as a combat action, before or after movement, provided there is no model or object in the way and the pushing model is not in a focused Death Zone.

 

WEAPONS RACK

Heroes and Henchmen may examine Weapon Racks. Roll on the following table to discover their contents.

 

 

1D12

 

WEAPONS RACK CONTENTS

1-3

Nothing

4-8

Random Weapons Table 1

9-12

Random Weapons Table 2

 

 

1D12

 

RANDOM WEAPONS TABLE 1

Requires 1D3 roll

1-8

Dagger/Spear/6 Arrows

9-11

6 Cbow Bolts/Short Bow/6 Arrows

12

Cbow+6bolts/Bow+6Arrws/Lbow

 

 

1D12

 

RANDOM WEAPONS TABLE 2

Requires 1D3 roll

1-8

Spear/Sword/6Arrows

9-11

Sword/Axe/Warhammer

12

Two Handed (Sword/Axe/Halberd)

 

 

 

BOOKCASE

Bookcases may be searched By Heroes during the Hero Phase of an Exploration Turn. Roll on the following table to discover their contents.

 

Optional Rule: When a Bookcase is searched for the first time, a dice is rolled to determine if it is trapped: on a result of 1-7 a trap is found! Roll again on the Traps Table to determine type, roll again to determine spot, disarm, etc. No trap is found on a result of 812. 

Magic Scrolls or Spell Books may be found in a Bookcase only once per Expedition; they’re treated as random treasure after that.

 

 

1D12

 

BOOKCASE CONTENTS *Even/Odd

1

Vicious Rat (-1 Wound)

2-9

Nothing of interest.

11

Random Treasure

12

Magic Scroll/Spell Book (1D4 Spells) *

 

 

1D12

 

BC RANDOM TREASURE TABLE

1

1D6 GCs

2-9

1D12x2 GCs

10-12

2D12x2 GCs 

 

CUPBOARD

Cupboards may be searched by Heroes during the Hero Phase of an Exploration Turn. Roll on the table below to discover their contents. Roll on the following table to discover their contents.

 

Optional Rule: When a Cupboard is searched for the first time, a dice is rolled to determine if it is trapped: on a result of 1-7 a trap is found! Roll again on the Traps Table to determine type, roll again to determine spot, disarm, etc. No trap is found on a result of 812. 

 

Magic Potions may be found in a Cupboard only once per Expedition. They are considered random treasure after that.

 

 

1D12

 

CUPBOARD CONTENTS

 

1

Vicious Rat (-1 Wound)

2-9

Nothing of interest.

10-11

Random Treasure

12

1 Potion     *Option:(1D3)Healing Potion

 

 

1D12

 

CB RANDOM TREASURE TABLE

*Requires 1D3 roll

1

Rat Poison /10 iron spikes/10’ rope*

2-8

2 GreekFire flasks/Food/Screech Bug*

9

1D12x2 GCs

10

2D12x2 GCs

11

2D12x3 GCs

12

2D12X4 GCs +1 Jewel

 

ALCHEMIST BENCH

Any Hero may search an Alchemist Bench during the Hero Phase of an Exploration Turn. Roll on the table below to discover its contents. The Alchemist Bench may be found only once per Expedition; additional ones are considered Cupboards. Spell components are treated as Magic Scrolls to determine which spell they are associated with.

 

If a Hero finds poisonous fumes exhaling from the open flasks, the adventurers in the room suffer -1 Wound and (1D4) additional Wounds unless they pass a 1D12+2 Toughness Test. Wizards are not affected by fumes. If an Alchemist Bench turns poisonous, it may not be searched twice in the same Expedition. 

 

 

1D12

 

ALCHEMIST BENCH CONTENTS

*Requires 1D3 roll

1

Poisonous fumes (-1 Wound)

2-5

Spell component

6-8

Potion (Strength/Prowess/Healing) *

9-11

(1D3) Healing Potion

12

(1D3) Magic Potion

 

 

SORCERERS TABLE

Only Wizards may search a Sorcerer’s Table during the Hero Phase of an Exploration Turn. Roll on the table below to discover what it contains.

 

A Sorcerers Table may be found only once per Expedition; additional ones are considered

Bookcases

 

The Magic Trap is treated as the original on page 34 of the AHQ Rulebook. The Magic Circle is treated as the original Hazard on page 29, placed in the middle of the room when possible.  Magic Scrolls and Magic Wands are

treated according to TITD rulebook (p. 22&25)

 

 

1D12

 

SORCERERS TABLE CONTENTS

1-3

Magic Trap

4-8

Magic Circle

9-11

1 Magic Scroll

12

Magic Wand w/(1D4) charges

 

TOMB 

Any Hero may search a tomb during the Hero’s Phase of an Exploration Turn. Roll on the table below to discover its contents.

 

The undead monster is generated next to the searching Hero and wins the Surprise. Bats and Rats are treated as the corresponding Hazards in the AHQ rulebook (p. 28) considering the number of heroes inside the room. The Crypt entrance is generated as a trapdoor in the center of the room and treated according to the AHQ rulebook (p. 29).

 

 

1D12

 

TOMB CONTENTS

*Even/Odd

1

Undead Champion

2-3

Mummy

4-6

Bats/Rats*

7-11

Crypt

12

Skeleton w/Ring (2D12x2 GCs)

 

 

Edited by Dreadaxe
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La cache d'armes proposée dans les règles Catacombes peuvent facilement représenter le râtelier d'armes. Ceci étant rien n'empêche de réfléchir à autre chose. Pourquoi pas une version pour ajouter +1 aux attaques de tir Portée de plus de 3" ou quelque chose de plus aléatoire sur les effets. Opinion
 

Citation


Citation

LA CACHE D'ARMES
Ajoutez 1 à la caractéristique d'Attaques des actions d'attaque ayant une caractéristique de Portée de 3 ou moins effectuées par des combattants à 1" de la cache d'armes.

 

Source : Extrait de Warcry Catacombes page 30

 

 

Le gisant pourrait utiliser les mêmes règles que les cercueils maudits. Ceci étant il pourrait aussi amener un bonus dû à l'aura de sainteté qui s'émane du héros reposant ici-bas.
 

Citation


Citation

LES CERCUEILS MAUDITS
Jetez un de chaque fois qu'un combattant termine une action de mouvement ou de désengagement à 1" des cercueils maudits. Sur 1, allouez D6 points de dégâts au combattant.

 

Source : Extrait de Warcry Catacombes page 30

 

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  • 3 months later...
Le 13/12/2021 à 22:49, Dreadaxe a dit :

Pourquoi pas une version pour ajouter +1 aux attaques de tir Portée de plus de 3" ou quelque chose de plus aléatoire sur les effets. Opinion

 

Bon pas d'opinion alors. Si on veut rester dans le thème du dungeon crawler il faut peut-être mettre quelque chose comme une action de recherche et pas une une activation automatique quand on se trouve 1".

 

Idem mettre quelque chose de plus aléatoire sur le contenu ou l'effet de la dînette peut être plus dans l'esprit.

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Tableaux aléatoires

Par exemple, on doit pouvoir recréer la table du Ratelier d'armes version AHQ-REVAMPING SQUAD'S WORKSHOP et ses 19 résultats. Le D66 doit aider à exempter du D12 mais risque de fausser les stats de répartition de l'auteur, à voir.

 


Profil des armes

Pour les profils d'armes, le travail de Bagbro2 doit pouvoir aider bien qu'il devrait être remis en perspective des derniers coût du Tome des Champion 2021.

https://www.reddit.com/r/WarCry/comments/dexawm/calculate_points_value_of_warcry_fighters/f3122fz/


Fouiller

Pour la forme recherche on pourrait avoir :

Citation

À chaque fois qu'un combattant se trouve à 1" de [dînette qui nous intéresse], il peut entreprendre une action de fouille, lancez sur la table ci-dessous :

 

Opinions, suggestions ?

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  • 4 weeks later...

Hors sujet et en même temps tellement essentiel. Un générateur pour constituer la collection d'une bibliothèque du monde de Warhammer

 

WFRP Library Generator by Rolph "wolf42" Segers https://forums.rptools.net/viewtopic.php?t=27398

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  • 2 weeks later...

Des pistes sur le fonctionnement avec Warcry Red Harvest

https://ageofminiatures.com/warcry-red-harvest/

 

Citation

The new rules introduced in this game, a common thread across all aforementioned quests, involve the use of Terrain cards with the Varanite symbol. Here is a summary of how they work:

  • The battlefield can contain Molten Pits. These are impassable terrain and are treated as platforms, meaning that a fighter that receives a critical hit while close to the edge has to take a falling test. If for any reason it falls in the pit or passes through a pit, it is immediately taken down. Only Flying units can pass over them.
  • Delve Engines are particular type of machines composed of different parts: the wooden structures are treated as obstacles, then there are wooden platforms, and the operating mechanism that allows to interact with this machines. There are two such engines: the Pit Dredger and the Varanite Syphon.
  • If a fighter is close to a moving part while the engine is turned on and is hit by a critical hit, it has to roll a D6 and on a 1 it suffers 2D6 damage.
  • Sluices are the inter-connecting “pipes” between the different engines. They are treated as platforms and provide cover if the shortest path between two fighters passes through or beneath them. Fighters can hoist upon them without having to reach a wooden structure first (treated as an obstacle).
  • If the sluice is active and contains hazardous material, allocate D6 damage to any fighter starting or ending their turn on a sluice. In addition, if they don’t start their turn on a hazardous sluice but they pass through it during their activation, allocate D6 damage.

While within 1″ of an operating mechanism, fighters have access to these two abilities:

  • Turn Delve Engines On (Double): Can be used only if the operating mechanism is off, turning it on. You can then choose up to 6 connected sluices (depending on a die roll) and those become hazardous sluices, immediately causing 2D6 damage on any fighter on them and D6 damage to any fighter within 3″ of a sluice.
  • Turn Delve Engines Off (Triple): Can be used only if the operating mechanism is on, turning it off. You can then choose up to 6 connected hazardous sluices (depending on a die roll) and those are not hazardous anymore.

 

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  • 5 months later...

Moisson Rouge propose des aptitudes pour faire une action "compliquée" et impactante (actions actives).

Catacombes propose des actions passives quand on se retrouve près de l'élément.

 

Si on ne peut pas choisir, on peut aussi faire 2 types de dinette à chaque fois.

 

Opinions ?

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  • 1 year later...
Le 04/10/2022 à 18:37, Dreadaxe a dit :

Moisson Rouge propose des aptitudes pour faire une action "compliquée" et impactante (actions actives).

Catacombes propose des actions passives quand on se retrouve près de l'élément.

 

Écailles de Talaxis et Gnarlwood propose souvent des actions actives avec dés

https://warcrier.net/docs/rules/terrain/scales-of-talaxis-terrain-rules

https://warcrier.net/docs/rules/terrain/gnarlwood-terrain-special-rules

Seule exception avec le coupage des cordes du pont.

 

 

 

 

 

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  • 11 months later...

Un peu d'eau au moulin

Un exemple d'armements trouvable par exemple sur le râtelier d'armes ou le pupitre du sorcier pour les objets plus magique.

 

11.png

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