Hive Quest rules WIP

'Nickname' O'Shea

Gang Hero
Honored Tribesman
Sep 28, 2014
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This is the thread for the Questomunda/Necroquest/Hive Quest rules, as of yet very much a WIP (wittering, inanity, pontification)
Quick low down if this is new to you, this is an attempt at making a necro-style dungeon crawler, like a cross between heroquest and necromunda. This is not meant to be a slavish scifi copy of HQ, but I want to keep a bit of the flavour, and obviously save myself some work if I can by stealing certain mechanics....:D

Any suggestions or criticisms please post away. Here is where I'm at at the moment: still hashing out ideas for the turn sequence etc. but at the moment thinking to keep the necromunda sequence as that is what's familiar to us? Most of the ruleset (assume NCE whenever I talk about necro rules) can be kept pretty much as is, apart from a few things which it should be obvious are not applicable in this setting.

A few changes i think will be necessary, but fairly simple to implement:
Starting wounds to be something like D6+5, as otherwise the game is going to be very short.
All long and short ranges for weapons to be halved
Streamlined injury roll
I want to use the serious injury table at some point and have opportunities for characters to get injured as well as level up a little as they go, but obviously that table has things in it not applicable to this setting. Again I think it could be a simple fix.


What I'm up to at the moment is trying to accumulate a good deck of dungeon events and enemies, and some ideas for loot and items. been throwing a few things around in notepad so I'll just post them here so people can see where I'm going with this. please feel free to add or correct, or call for the removal of something altogether. Bear in mind this is just a C+P from notepad so it's messy and unformatted at the moment.




Characters:
[barbarian][Leader and cc specialist]
Items: Flashlight
Weapons: Chainsword, bolt pistol or plasma pistol, knife
Skills: Berserk charge
+1 S and WS and L

M Ws Bs S T I A W Ld
4 4 3 4 3 3 1 (D6+5) 8




[wizard][techno and navigator]
Items: Bio scanner,
Weapons: Lasgun or Stubgun with dum dum bullets, knife
Skills: Weaponsmith
+1 M and -1 WS

M Ws Bs S T I A W Ld
4 2 3 3 3 3 1 (D6+5) 7





[elf][long range specialist and medic]
Items: Medikit
Weapons: Lasgun or autogun or hunting rifle, sword, knife
Skills: evade
+1 BS and I

M Ws Bs S T I A W Ld
4 3 4 3 3 4 1 (D6+5) 7




[dwarf][Heavy support and entry specialist]
Items:Grapnel, demolition charge (x2)
Weapons:Autoslugger, shotgun (solid + scatter), knife
Skills: Rapid fire
+1 T and -1 I

M Ws Bs S T I A W Ld
4 3 3 3 4 2 1 (D6+5) 7





Starting items:

Bio scanner:
a model carrying a bio scanner recieves a +1 to their combat score [or negates the enemies +1 charge bonus]when attacked by an enemy that charges on the first turn it appears.
If he passes a leadership test then the same bonus will apply to the rest of the party for that turn of combat only.[this represents the character attempting to convince the rest of the party that it's not yet another false alarm!]

Flashlight:
The model carrying the flashlight is the designated leader of the group. The flashlight illuminates the tile the
character is on, and all adjacent tiles. If a model moves onto a section of board that is not illuminated by the
flashlight, or is left behind by the leader, he becomes lost in the dismal depths of the underhive, and is removedfrom the game.

Medikit:
A player can use the medikit in several different ways: He can use it to top up his own wound stat, but only if hehas at least one wound remaining. He can use it to top up another characters wound profile, or he can use it to treat a player that has had its wounds reduced to zero. In this last case, after using the medikit a roll must be made on the serious injuries table - note that the chracter could still die permanently at this stage! Once the effects of any serious injuries have been noted on the characters profile, roll a D6 - this will be the number of mounds the player now has remaining. Note that due to the powerful drugs in the medikit this may be more than the characters starting profile.
A medikit can only be used once.
[Note re: SI table. Where it says 'game'(e.g missing D3 games), read 'turn' in questomunda.
Treat old battle wound, bitter emnity, captured and survives against the odd results as full recovery]

Grapnel:
A player can use the grapnel to pull themselves or another player from a pit.

Demolition charge:
May be used to destroy an objective, blow open a door or clear a blocked path. must be four squares away before detonation or take an automatic wound.



Loot: (need 30ish of these)

Respirator:
Ignore the effects of any noxious fumes or gases.

Filter plugs: (x2)
Reroll the effects of any noxious fumes or gases.

Combat drugs:
If you decide to take the combat drugs then roll a D6: On a 1-3 the player is invigorated by the powerful combatstimulant and gains D3 wounds as well as +1 strength and initiative. On a roll of 4-6, the player has a bad reaction,loses one wound and their initiative and strength is reduced by -1.

Flares: (x2)
A player can use this to permanently illuminate one tile. It can only be used once and the flare cannot be
moved once in use. It does not light adjacent tiles. This allows a player to survive in a tile if the leader is more
than one tile away.

Weapon reload [Energy]: (x3)
A power pack that allows you to reload an enery based weapon such as a lasgun or plasma gun.

Weapon reload [projectile] (x3)
A canister of bullets that allows you to reload a projectile weapon such as a autoslugger, stubber or autogun.

Shotgun shells (solid and scatter)

Autopistol:
It's rusty but it works. There doesn't seem to be any ammunition for it though, unless you had a weapon reload handy?

Hotshot shotgun shells:
Flaming shotgun ammunition.

Empty flamer:
You find a flamer. it seems to be in working order but has no fuel.

Silencer:
Muffles the report of projectile weapons. Can be fitted to stubgun, autogun/pistol, hunting rifle or autoslugger.
When used in combat, if another event card must be taken after the fight, you may avoid it on a D6 roll of 4 5 or 6

Flak armour:


Mesh armour:

Hotshot powerpack:

Mono sight


Hellfire bolts:


Telescopic sight:


Old nutripacks:
You find a stash of elderly but still just about edible nutrition packs. All fighters receive +1 wound. However all
players must roll 2D6: on a roll of 12 they are wracked by stomach cramps and sweating, and lose -1 Toughness.





Events (need about 20-25 or so?):

Hive Quake!
The structure of the underhive shifts and settles, and various parts of the interior collapse or are crushed.
Place the 2x2 cave-in marker in a randomly assigned corner of the room. Any models underneath must pass an initiative test or
suffer one wound. Any enemy underneath the marker is crushed and killed.


Noxious fumes:
Some discharge from a pipe on the wall fills the room full of noxious, acrid gas. Players must pass a strength test or
suffer one wound.



Sump Dweller:
The party comes across a bedraggled looking sump dweller, who offers his services as a guide. You can take him up on
his offer, refuse, or attack him (it's an obvious trap...). Roll a D6 for each option.

Accept:
1-5 The dweller shows you a safe route through the maze of passages. While he is with your party you can avoid up to one event card of your choice. If the party is attacked at any point (and you choose to not ignore the event) the sump dweller will skitter off into the shadows and disappear.
6 The scavvy dog has led you into a trap! Draw 2 event cards. After you have dealt with the events, he is nowhere to be found.

Refuse:
1-3 No hard feelings - You part ways amicably with the dweller. No result.
4-6 Thief! as soon as the scavvy leaves you realise he has pickpocketed a member of the party. choose a random item from the party's stash (not starting equipment) and discard it.

Attack:1-3 you slaughter the frail scavvy easily and loot his body. You gain D3 credits and are not sure it was worth
going through his underwear for.
4-6 You kill the scavvy but he puts up a fight and stabs one of the team with a blade he had concealed on his person. A randomly assigned member of the team loses one wound. Draw another event card.



Snare:
You stumble into a series of animal traps laid







Monsters (need about 20 of these? Can be some duplicates obvs):

Giant Rats:
You are attacked by a pack of d3 necromundan giant rats. Charge on appearance.
After:Giant Rat pelts are worth D3 credits each.



Spiders:
D3 spiders appear and attack the party. The tile is covered in sticky strands of extremely strong webbing
Players must pass an initiative test or suffer a -1 to their combat score nfor that round.
After: Scattered in the strands of webs are the remains of previous victims and their gear - take a card from the item deck. Each spiders eyes are worth D6 credits each.


Bandit scum:
You are waylaid by D3 desparate thieves. (scummers with base stats). Fight your way out of the ambush! Scummers will appear within line of sight of a character and out of charging range. If there is no way for them to do this then they will appear at the edge of a tile.
After: You search the bodies and amongst their tattered gear find something of use. Pick a random card from the item
deck.


Carrion bats:
Clouds of carrion bats fly through the area. They whirl around fighters' heads making all but the most hardened duck and flinch. Roll a Leadership test for each model. If a model fails the test it is pinned at the start of the next turn and may fall if it is within 1" of a ledge



Plague Zombies:
D3+1 zombies appear and attack the party. They appear at the edge of the tile.
After: The commotion may have drawn more of the living dead. On a D6 roll of 4, 5 or 6, D3 more zombies will appear.


Milliasaurs:
The party has stumbled upon a milliasaur nest and are attacked immediately by D3 milliasaurs.
After: You find a clutch of D3 milliasaur eggs. Whilst not especially tasty, the eggs are very nutritious and have
restorative properties. Each egg can heal one wound.


Ripper jacks:
The party is attacked by D3 ripper jacks,
 
Ok, this is

ITEMS v1.0
[including players starting equipment]



Equipment:

Bio scanner:
a model carrying a bio scanner receives a +1 to their combat score [or negates the enemies +1 charge bonus] when attacked by an enemy that charges on the first turn it appears.
If he passes a leadership test then the same bonus will apply to the rest of the party for that turn of combat only.
[this represents the character attempting to convince the rest of the party that it's not yet another false alarm!]


Flashlight:
The model carrying the flashlight is the designated leader of the group. The flashlight illuminates the tile the character is on, and all adjacent tiles. If a model moves onto a section of board that is not illuminated by the flashlight, or is left behind by the leader, he becomes lost in the dismal depths of the underhive, and is removed from the game.

Medikit:
A player can use the medikit in several different ways: He can use it to top up his own wound stat to its initial maximum, but only if he has at least one wound remaining. He can also use it to top up another characters wound profile in the same fashion, or he can use it to treat another player that has had their wounds reduced to zero. In this last case, after using the medikit a roll must be made on the serious injuries table - note that the character could still die permanently at this stage! Once the effects of any serious injuries have been noted on the characters profile, roll a D6 and add 1 - this will be the number of wounds the player now has remaining. Note that due to the powerful drugs in the medikit this may be more than the characters starting profile.
A medikit can only be used once.
[Note re: SI table. Where it says 'game'(e.g missing D3 games), read 'turn' in questomunda.
Treat old battle wound, bitter emnity, captured and survives against the odd reults as full recovery]

Grapnel:
A player can use the grapnel to pull themselves or another player from a pit.

Demolition charge:
May be used to destroy an objective, blow open a door or clear a blocked path. Must be at least 4 squares away when activated or anyone within range will take an automatic wound.




Items:

Respirator:
Ignore the effects of any noxious fumes or gases.

Filter plugs: (x2)
Reroll the effects of any noxious fumes or gases.

Combat drugs:
Military grade pharmacueticals. One player can use the combat drugs at the start of their turn. If you decide to take the combat drugs then roll a D6: On a 1-3 the player is invigorated by the powerful combat stimulant and gains D3 wounds as well as +1 strength and initiative. On a roll of 4-6, the player has a bad reaction, loses one wound and their initiative and strength is reduced by -1.

Flares: (x2)
A player can use this to permanently illuminate one tile. It can only be used once and the flare cannot be moved once in use. It does not light adjacent tiles. This allows a player to survive in a tile if the leader is more than one tile away.

Weapon reload [Energy]: (x3)
A power pack that allows you to reload an energy based weapon such as a lasgun or plasma gun.

Weapon reload [projectile] (x3)
A canister of bullets that allows you to reload a projectile weapon such as a autoslugger, stubber or autogun.

Autopistol:
It's rusty but it works. There doesn't seem to be any ammunition for it though, unless you had a weapon reload handy?

Hotshot shotgun shells:
Flaming shotgun ammunition.

Empty flamer:
You find a flamer. It seems to be in working order but has no fuel.

Silencer:
Muffles the report of projectile weapons. Can be fitted to stubgun, autogun/pistol, hunting rifle or autoslugger.
When used in combat, if another event card must be taken after the fight, you may avoid it on a D6 roll of 4 5 or 6

Flak armour:
Gives a 6+ armour save, 5+ against template weapons

Mesh armour:
Gives a 5+ armour save

Hotshot powerpack:
Increases the strength of lasweapons to 4, but reduces the ammo roll to 5+

Mono sight
Can be fitted to any weapon except a pistol. Gives a +1 to hit bonus if stationary.

Hellfire bolts:
Special ammo for boltguns/pistols that inflicts D3 damage. However, has to test for expoloding on an ammo roll of 1 2 or 3 instead of just a roll of 1.

Telescopic sight:
Can be fitted to an autogun, lasgun or hunting rifle. Increases the weapons long range by a number of inches equal to
its short range. Can only be used when stationary.

Laser sight:
Can be fitted to any weapon, gives a +1 to hit. However due to the visibility of the laser dot, targets receive a 6+ special save as they spot the dot and try to duck aside.

Old nutripacks:
You find a stash of elderly but still just about edible nutrition packs. If you choose to eat them all fighters receive +1 wound. However all players must roll 2D6: on a roll of 12 they are wracked by stomach cramps and sweating, and lose -1 Toughness.

Canister of Prometheum fuel:
Suitable for powering primitive landcars, and Flamers.

Booby Trap!:
What looks like a valuable gadget is actually a trap for the greedy and unwary! All players must pass an initiative test, or lose 1 wound as the device explodes.

Useless:
What looked like a useful bit of kit at first glance turns out to be broken and useless, and must be discarded.

Fresh nutripacks:
You find a cache of fresh nutripacks, it looks as though someone has been here very recently.....All fighters gain 1 wound, and you must take an event card.

Bottle of Wildsnake:
You have found a bottle of the finest liquor this side of The Wall. If you choose to share it among your party and benefit from the notorious 'snake courage', the whole team gains +1 leadership but is at -1 Initiative for the rest of the game.

****​


That makes 29 items, including duplicates. Wouldn't mind some more if anyone has any ideas?
 
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Could you edit the original post to add Summary/Quickstart Rules?

I'd also suggest giving each member a Basic and a Pistol, as the Heavy/Dwarf has two firearms and will most likely end up being the most useful (or making the guns that they pick up actually having ammo in them)....
 
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I would personally ( in the name of hero quest ) make the rules very simple. Eventhough I like Necromunda very very much, I wouldn't like to play game that is almost the same but more restricted.

Few suggestions (just brainstorming)
- one of the key elements (imo) in Heroquest is the special dice with (if my memory serves me right) 3 skulls, 2 shields and one black shield. I think the gaming system should reflect that. Then to give some sturdier or killier things add dice count or allow rerolls.
- Perhaps have only shooting skill, close combat skill and wounds. If you wish to use similar roll system compared to warhamme (meaning to hit - to wound - saves - wound) you can introduce this without having separate values for str or toughness. All the weapon can have wounds on 4+ 3+ 2+ etc. And if you wish to have some characters more tougher you can add skill that modifies that roll.
-I understand the basic idea of flashlight and like the fluff behind it, but I think the rule as you have written is too harsh, or the flashlight effect is too small. Perhaps you could make the range of sight little higher. This way put rule will automatically force a tight group and disallows small "tactical" use of figures. also when game master comes with tons of flamer / grenades weak players will be "angry" of it ;) [edit] I actually rereaded the phrase and realized that there not all parts is dark. Well THEN it doesn't seem so harsh.
- one thing I liked about descent board game is that the overlord gains "experience" as well. perhaps the sumpmaster? Hivelord? is allowed to have some changes on the event card decks etc.
 
Could you edit the original post to add Summary/Quickstart Rules?

I'd also suggest giving each member a Basic and a Pistol, as the Heavy/Dwarf has two firearms and will most likely end up being the most useful (or making the guns that they pick up actually having ammo in them)....

The Heavy at first seems like he has an advantage, but with the autoslugger rolling D3 shots each time it may not have ammo for long. Also he is disadvantaged in close combat compared to the others - the Leader gets two attack dice and a parry, the techno gets two attack dice and the bio-scanner bonus (though has a lower Ws) and the long range backup has a parry. Giving all of them a basic and a pistol would I feel make them all much of a muchness, rather than them each having a distinct role to play.
Re: the weapon pickups, there are ammo pickups which you can combine with weapons to activate them - the point being to choose whether to reload your starting gun or one of the new pickups. I wanted a bit of flexibility here.

I will be doing a quick reference sheet at some point, with to-hit tables and turn sequences explained, but I'm not there yet. The rules should be able to fit on a sheet of A4.

I would personally ( in the name of hero quest ) make the rules very simple. Eventhough I like Necromunda very very much, I wouldn't like to play game that is almost the same but more restricted.

Few suggestions (just brainstorming)
- one of the key elements (imo) in Heroquest is the special dice with (if my memory serves me right) 3 skulls, 2 shields and one black shield. I think the gaming system should reflect that. Then to give some sturdier or killier things add dice count or allow rerolls.
- Perhaps have only shooting skill, close combat skill and wounds. If you wish to use similar roll system compared to warhamme (meaning to hit - to wound - saves - wound) you can introduce this without having separate values for str or toughness. All the weapon can have wounds on 4+ 3+ 2+ etc. And if you wish to have some characters more tougher you can add skill that modifies that roll.
-I understand the basic idea of flashlight and like the fluff behind it, but I think the rule as you have written is too harsh, or the flashlight effect is too small. Perhaps you could make the range of sight little higher. This way put rule will automatically force a tight group and disallows small "tactical" use of figures. also when game master comes with tons of flamer / grenades weak players will be "angry" of it ;) [edit] I actually rereaded the phrase and realized that there not all parts is dark. Well THEN it doesn't seem so harsh.
- one thing I liked about descent board game is that the overlord gains "experience" as well. perhaps the sumpmaster? Hivelord? is allowed to have some changes on the event card decks etc.

Interestingly I have seen Warhammer Quest (and it's worth noting this project is being based on Warhammer Quest and not Heroquest) criticised for being "dumbed-down" and too simple....
As it stands at the moment I am thinking in terms of players who are already familiar with the necro dynamic. I will be simplifying many things, for example probably removing the exploding weapon rules and a few other bits (bottle tests are obviously irrelevant) but I want it to be something that necro players can pick up and play without having to learn a new ruleset - even a simpler one.
The advantage of basing it on a larger game is that if there are any rule queries the players can refer to the larger necrounda book for interpretation if they wish.

The rules for the Flashlight are almost word for word the same rules for the barbarians' Lantern in Warhammer Quest :)

At the moment I am making it so a DM isn't needed, but there will be expanded rules for this eventually, as well as campaigns and a modified experience system and trading post.
I could possibly base the number of monsters on certain stats of the players, and have it self-levelling in that way.....



Thanks for the input guys :)
 
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ok, why an earth I got feeling that you were redoing heroquest! Carry on sir, I don't have much insight on warhammer quest as never even seeing the actual game ;)

yep. when I wrote the flashlight thing I was under impression that the whole board is going to be dark ;) stupid assumption
 
Still hammering out scenarios (36 of 'em!) but took a break to model my foraging party. Just about to throw some undercoat on now, and later some nuln oil.


qm1
by 'Nickname' O'Shea on YakTribe Gaming


qm2
by 'Nickname' O'Shea on YakTribe Gaming

I think most of the bits are recognisable:

Sly Marbo, with an added chainsword and bolt pistol magazine at the base of his pistol. He already has an item on his belt that looks much like a flashlight.

qm3
by 'Nickname' O'Shea on YakTribe Gaming


This reaper mini: https://www.reapermini.com/Miniatures/Chronoscope/latest/50133 with a van saar laspistol and auspex:

qm4
by 'Nickname' O'Shea on YakTribe Gaming


An eldar ranger, with marine scout sword and right hand. Greenstuff hood and right arm, vampire head.

qm5
by 'Nickname' O'Shea on YakTribe Gaming


DV heavy stubber body, necro bits sprue autogun and shotgun (with a part from a circuitboard as the drum mag). Scout puches and rope. Dark eldat right hand and gunstock, with some GS to fill in the gaps. The head I'm not sure about, possibly from an empire flagellant?

qm6
by 'Nickname' O'Shea on YakTribe Gaming

qm7
by 'Nickname' O'Shea on YakTribe Gaming
 
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Think the head on the last one is from the beards-hammers-and-wolfy-cloaks sprue that came with the Mordheim plastics when they were still Mordheim plastics instead of Empire Free Company. There's a very similar head on the Flagellants, but the beard and hair are wilder than this one looks.
 
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Do you recommend putting wash on freshly-undercoated miniatures? Does it make a difference when painting over the top (in thin coats?), or is it more of a reminder for yourself for how to do the shading after? Just curious :)
 
It's the beginning of a painting technique called "grey-scale washing", basically you just paint using washes over a primed miniature that you wash in black ink and drybrush afterwards.

Many (myself included) use it as the first step when painting normally as well, it adds a tiny bit of extra shade and makes it easier to see where to put the paint.
 
Do you recommend putting wash on freshly-undercoated miniatures? Does it make a difference when painting over the top (in thin coats?), or is it more of a reminder for yourself for how to do the shading after? Just curious :)

It's the beginning of a painting technique called "grey-scale washing", basically you just paint using washes over a primed miniature that you wash in black ink and drybrush afterwards.

Many (myself included) use it as the first step when painting normally as well, it adds a tiny bit of extra shade and makes it easier to see where to put the paint.

All of the above :)

These should be finished tonight, post when I'm done.
 
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Do that! The basic recipe is:

1: Prime white (or light grey)
2: Wash entire model in black ink
3: Drybrush grey/lighter grey/white (as many/few stages as you can bother).
4: Paint using either regular paints or washes (or a combination).
 
You can go through a lot of inks and washes this way - if you are not already doing so I really recommend making your own washes by using pledge floor wax (I'll get the exact product description later) which is basically acrylic paint medium at 10% the price, and making your own washes.
One bottle will last you practically forever, and will save you a lot of money in washes. Makes the minis smell really clean too :D
 
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Product description to include components/details please, for those of us who do not have access to brand. :)
 
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