Thursday 23 November 2023

More updates!

 A small update today to the following volumes:


Core Rules Reference

Appendix 1 - Generating the Dungeon

Appendix 2 - Hazards

Appendix 3 - Traps

Appendix 4 - Treasure


The changes are mostly errata, you shouldn't see any changes of note.

Sunday 19 February 2023

A Scroll of Updating is Read

 Today we've updated the Learn to Play Rules, Core Rules, and Appendices 5, 9, & 10.

As we're always asked, we've made the following changes:
*Fixed several typos.
*Clarified the wording on two abilities.
*Additional Training Options.
*Added correct Monster Matrix Charts.
*Expanded Sentry options.
*Updated Feats.

For some reason, the Undead and Skaven Bestiary sections where missing, those have now been added too!

Friday 20 January 2023

Be Quick on Your Feats.

 Feats have been part of Reforged for a while, and players tend to love the option. However, they're not as well used as they should be, and some of them seem to be too strong or weak.

We've been tooling away at these, and hope to have or initial play-test done soon. 

Why are we mentioning this? It will change the Feat Scroll and Prayer Books in the Play Sheets Appendix. If you're planning to print the January update, you may want to hold off on that one volume, just for a teensy bit, while we sort that one out.

Monday 16 January 2023

The Cursed Blessings of Zuvasin

 Thank you to everyone who reached out to me about the downloads not working. Looks like you all overwhelmed my Dropbox!


I've spun up a Google Drive, and updated the links. Hopefully this will be more stable!I've also fixed the dodgy Appendix VII, page 15.


Enjoy everyone!

Sunday 15 January 2023

The Powers of Chaos Rise

 Hi all, thanks for everyone who's given kind words over the new version.

There is a rendering fault on page 15 of the Hero Creation guide. We will get this fixed for you ASAP.

For some reason, SOME people, but not all, cannot get into the drop box folder. We have no idea why. We're looking at this, bur are a little lost. Research indicates that we may just be being too popular. Suggestions are welcome!

 

A Long Quest Completed

It’s taken a very long time, but finally here is an update. A BIG update.

This took a LOT longer than I’d intended, and I thank everyone for their patience.

With this update out of the way, I can move on to finishing the Bestiaries.

If you find any typos, layout errors, inconsistencies, or anything unclear, please let us know

 

Each time we put out a new update, a lot of people ask what we’ve changed. This is a big update, so we’re not going to go into every minted detail given the raft of changes. However, here is a big list.

 

GENERAL

I've completely re-presented the core game rules to make them easier to learn and reference. Most of these changes do not affect actual game play.

 

CORE RULE CHANGES

1. Movement: Diagonal moves now require an ability. Halflings get this natively.

2. Diagonal attacks: Remove the expanded range introduced in Reforged, but this can be regained through an Ability.

3. Critical Hits: Melee Crits now half toughness, either type of crit can be converted to bonus attacks (or sometimes moves) with the right Ability.

4. Wounds/Damage: Significant change to the wording of the mechanic to cover edge cases and special effects. Wounds is now a Value Pool.

5. Fate/Destiny: Significant change to the wording of the mechanic to cover edge cases and special effects. Fate is now a Value Pool.

6. Minor changes to turn structure to tidy things up.

7. Added Boons to the game to give per-expedition variability to Heroes.

8. Replaced Free Attacks with other mechanics for clarity.

9. Renamed Fame to Glory, as the name was too similar to both and Faith.

 

APPENDIX I - Exploration

1. Room type Table: Redone to scale with party size, and to add more variety.

2. Changes to furniture rules to make it more interesting.

3. Seven additional special Quest Rooms.

4. Added “Cross-Roads” to dungeon generation tables, adding a slight wrinkle to corridors and the potential for some VERY long stretches!

5. Reinstated the empty passage, though it’s not as common as it once was.

 

APPENDIX II - Traps

Several corrections and wording tweaks for clarity with no material changes.

 

APPENDIX III - Hazards

Several wording tweaks for clarity with no material changes. A couple of extra Hazards added.

 

APPENDIX IV - Treasure

1. Several wording tweaks for clarity with no material changes.

2. Several extra treasures added to deal with new Abilities and options.

3. Treasure Chests changed to scale with party and give greater variety of contents.

 

APPENDIX V - Quests & Campaigns

1. Revised Quest Reward table for ease of use.

2. Added rules for Abandoning a Quest.

3. Revised Town Events & Training tables.

4. Several wording tweaks for clarity with no material changes.

5. Added Training 3 for Heroes only.

 

APPENDIX VI - Bestiary

1. Updated Enemy Matrices to make them easier to use.

2. Changed the rules for Sentries turning up to make them easier.

 

APPENDIX VII - Hero Creation

1. Several wording tweaks for clarity with no material changes.

2. Updates for core rule changes.

3. Race-Based option to take a bonus Ability.

4. Many paths tweaks, a couple of additional paths.

5. Re-presented the Paths list for ease of use.

6. Given Henchmen and Ability to make them cheaper to train.

 

APPENDIX VIII - Henchmen Creation

1. Several wording tweaks for clarity with no material changes.

2. Updates for core rule changes.

3. Several Path tweaks.

 

APPENDIX XI - Play Sheets

1. Updates for core rule changes.

2. A few additional Mastery Feats.

3. Replaced one Hero Skill with three new ones.

 

APPENDIX X - Abilities & Equipment

1. Updates for core rule changes.

2. Several new Abilities.

3. Added details for Boons.

4. Expanded options for Ammunition.

5. Updated Pistols and Handguns to make them more effective and interesting.

6. Updated several Abilities, most notably making Exhaustion a test you want to pass, not fail.

 

APPENDIX XI - Co-Op play

Large changes to make this into a co-op/GM-less system with Dungeon Counter draws and an enemy AI, making this harsher the more Heroes are playing.

 

CAMPAIGNS

Updates to match new rules.

 

Saturday 10 April 2021

Q&A Spring 2021

 I’ve had several questions here and elsewhere, that I’ve not been good at answering. So here goes with answering a lot of them.

 

Board & Counter downloads

The people who run STC-Zero where hosting these, as they do this kind of thing anyway and it’s one less thing for me to worry about.

Over the years, I’ve downloaded MANY files from Scribd, and never had to give any credit card details, but it seems that’s changed.

I’ll be getting these moved as soon as I have some time to do so.

 

Unfinished Bestiaries

Due to popular demand, I’ve posted the non-graphical Bestiary sections. Updating these are my next job, but it is a time consuming process and I’m pushed for time!

 

Where is your playtest up to?

We're one third of the way through The Changing Faces of Tzeentch. After that, we move onto Priests of Pleasure, then Lichemaster, competing the ten basic Quest Books. This allows us to then get to "new" stuff.

 

I Have Errata/Ideas/Feedback, where can I give it?

I have threads for this game on Boardgamegeek and on YeeOlde Inn, and I try to check both frequently. Note the word “try”!

 

Where Are the Fancy Versions of the Books?

I’ve got a LOT of material ready for this, but once in place, it means that all updates to the text need to be done three tines. As a result, this is the LAST job that will be done.

The “Middle Bear” option books will have art, and a nice boarder, all in black & white.

The printer destroying versions will be the same but also have full colour backgrounds and look amazing

 

What Else Are You Working On?

Once playtest can begin again, we’ll bee trying a small-but-significant rules tweak. I’m also combing through the various rules volumes, upgrading wording, fixing typos, etc. this is resulting in some minor tweaks, a few extra options, and so on. I’ve some additional special Quest Rooms too! I also have plans for a couple of extra campaigns.

 

Relative “Scale” of Bestiaries & Heroes

The Heroes START slightly weaker stat-wise than the original AHQ. This is deliberate. The Reforged Heroes have all manner of special skills and abilities backing them up for one, and have a LOT of control over where their stats go to. Each of these warranted a small reduction. Throw Reforged Heroes into a classic dungeon, and they’ll farer just as well though.

The Enemies are harder to explain…

I kept the Skaven Warrior/Clanrat the same, using it as a starting point, and used the algorithm I published to convert from WFB 8th edition. This meant that ALL the Warhammer enemies could be ported over, and they wouldn’t need game-breaking special rules to fit inside AHQ’s 1-12 scale. WFB changed it’s statlines as of 6th edition with this same goal in mind.

So now the highest WS in the game is WS12 for the Exhaled Bloodthirster, the lowest is a Snotling. The highest T in the game is an Exhaled Great Unclean One, the lowest is a Snotling, and so on. Everything else falls appropriately in a scale between these points.

The result of this is that some Reforged Enemies may be weaker than their classic equivalents, but will also have lower PV’s. In the experiences of out playtest group, it’s the PVs that matter. A battle against 20PV of enemies will be the same whichever Bestiary you use.

This should only make a difference when converting over old scenarios, monster matrices, etc. That’s why I’ve been re-writing all nine published quest books to match Reforged.

I know some people don’t like this approach, or even think that I’m wrong. That’s fine, change it to match you, it’s your game after all!