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Author Topic: Ar Velune project.  (Read 3377 times)

Offline Nedo

  • Librarian
  • Posts: 149
Ar Velune project.
« on: January 21, 2011, 05:54:22 PM »
Hi to all...
Ar Velune is my personal home brew mod for Heroquest Game System...
The core rules have been heavily modified, the game is an hybrid between boardgame and rpg...
So, in this thread i will post the pictures of my minis and scenic elements.
I begin with pictures of some minis...

Elf Fighter.....half mini is resculpted with green stuff.....body of an old Grenadier Dark elf, head of a Warhammer wood elf.


Elf Assassin


The old and beloved Heroquest's Barbarian


Offline Nedo

  • Librarian
  • Posts: 149
Re: Ar Velune project.
« Reply #1 on: January 21, 2011, 05:56:21 PM »
Watchtower and warhammer chapel by GW....bad quality pictures...




Offline Nedo

  • Librarian
  • Posts: 149
Re: Ar Velune project.
« Reply #2 on: January 21, 2011, 06:10:05 PM »
I want to build several buildings to make city sectors or small villages....
So i begin to build some house in pvc panel (similiar to plasticard).....
Here's some pictures:

The alchemist's house:

















Offline Thantsants

  • Scatterbrained Genius
  • Posts: 2142
    • Somewhere the tea's getting cold...
Re: Ar Velune project.
« Reply #3 on: January 21, 2011, 11:01:00 PM »
Wow - lovely stuff!

I'm intrigued to hear more about your rules set.

Offline DeafNala

  • Supporting Adventurer
  • Elder God
  • *
  • Posts: 10127
Re: Ar Velune project.
« Reply #4 on: January 21, 2011, 11:39:38 PM »
The minis & terrain are all VERY NICELY DONE, but the Alchemist's Shop is EXCEPTIONAL. I love all the little details you included in your creation; it's one of those pieces that each new viewing reveals a new aspect of the Beasty.
I'd NEVER join a club that would have me as a member.  G.Marx

Offline m4jumbo

  • Scientist
  • Posts: 248
    • Terrain Specialties Forum
Re: Ar Velune project.
« Reply #5 on: January 21, 2011, 11:52:05 PM »
Very nice work.  I really like the interior detail of the building. 
So many games, so little time.
-----------------------------------
http://z15.invisionfree.com/Terrain_Specialties/index.php?act=idx

Offline Nedo

  • Librarian
  • Posts: 149
Re: Ar Velune project.
« Reply #6 on: January 22, 2011, 08:56:21 AM »
Thanks to all  :)....

Quote
I'm intrigued to hear more about your rules set.

The mechanics of combat is the same of the old Hero-quest, but i've done a conversion for those that haven't the original Combat Dices, using simple D6.
Each character can now increase experience, boosting his body-point and mana at every level-up.
Furthermore, each character begin the game with special skills or incantations (the number of skills available is reported on a character-card)..
I've done a great range of armours and weapons: every type of weapon inflicts a different type of damage (blunt, sharp or piercing), or straight more than a type of damage.
A sword for example, inflicts a cut damage or a piercing damage. Also the armors defend  better from the different types of damage.
Every equipment, skill, spell and monster type are reported on game card....
Instead the setting goes out of the Warhammer's world (where Hero-Quest is set), and it is settled in the world of Ar-Velune (a fantasy land of my invention).
To the classical fantasy elements, are mixed steampunks and futuristic things: close to crude axes, magic swords, long bows and chain mails, it's not rare to find energy-rifles and steam-mechanized armours....


Offline Comsquare

  • Scatterbrained Genius
  • Posts: 2605
Re: Ar Velune project.
« Reply #7 on: January 22, 2011, 12:19:28 PM »
Sounds and looks all very interesting.
Will follow your project ;)

 

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