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Minion Chart Module - v1.4

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0% found this document useful (0 votes)
21 views6 pages

Minion Chart Module - v1.4

Uploaded by

danyjacco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Minion Chart Module - v1.

What does this chart accomplish?


This chart is used mainly for referencing Minions under Zargon’s control. At times, confrontations
with Zargon’s forces can be somewhat dull and prolonging. When encountering Minions that have
more than 1 Body Point, Heroes may find themselves spending multiple turns chucking dice at the
same Minion. This drags the game out and will eventually bore the players.

This module makes encounters with Minions speedy and more impactful. Reducing Body Points to 1,
while increasing the quantity of Attack and Defense dice, establishes more threatening Minions that
are easier to eliminate (Special Minions, such as: “Ulag the Orc Warlord” or the “Witch Lord,” still use
the same Body Points that are displayed within the Quest Book). In addition, the Minion chart
reduces the clutter that Monster cards create within Zargon’s play area. This module also adds
special abilities to each Minion, allowing Zargon to choose how difficult each encounter will be for the
Heroes.

This module also creates a ranking system and categories for Zargon’s Minions; allowing Zargon to
swap around Minions that have similar attributes. Finally, the Minion chart introduces new Minion
types to HeroQuest; expanding Zargon’s choices on Minion deployment.

How to configure the Minion Chart


The Zargon player may simply print out the 8.5 x 11” Minion Chart and place the chart behind the
Game Screen before the game commences. This chart may also be inserted or attached to a custom
Dungeon Master Screen; clearing up table space.

In addition, it would be wise for Zargon players to print out the Abilities Chart (if there is space within
their custom Dungeon Master Screen). When combined with the Minion Chart, Zargon players will
not need to reference this rulebook to determine how certain special abilities function. Both the
Minion Chart and the Abilities Chart are located in the back of this document.

Customizing your own Minion Chart


For those Zargon players that wish to modify this chart, a blank Minion Chart has also been added to
the back of this document.
Minion Category and Rank
Each Minion belongs to a specific category and contains a specific rank. The category a Minion
belongs to, determines the type of weakness and strengths the Minion has. The Beast category
contains Minions that have high Attack attributes, but their Defense is low. The Undead category
contains Minions that have low Attack attributes, but their Defense is high. The Chaos category
contains Minions that have attributes that are balanced. There are 3 different Minion categories:

Category Description Types


Abomination / Giant Wolf / Goblin / Ice Gremlin /
Beast Consists of wild Minions tamed by Zargon.
Ogre / Orc / Polar Warbear / Yeti
Assassin / Chaos Sorcerer / Crossbowman / Dread
Cultist / Dread Warrior / Elven Archer / Elven Warrior
Chaos Consists of Minions that have succumb to Chaos.
/ Gargoyle / Halberdier / Magnus Guard / Scout /
Swordsman
Consists of dead Minions that have been brought Lich / Mummy / Skeleton / Specter / Vampire /
Undead
back to life with Dread Magic. Zombie

A Minion’s rank determines how powerful the Minion is overall. Minions containing the same rank
may be easily swapped by Zargon, if the Zargon player chooses (example: When placing Minions on
the game board, Zargon may swap an Orc “Soldier” for a Zombie “Soldier”). Generally, Zargon
always has full control over which Minions are added to the game board; the ranking system just
gives Zargon guidance. There are 5 different Minion ranks:

Rank Description Types


The weakest of Zargon’s slaves; sent to
Grunt Dread Cultist / Goblin / Skeleton
bug their victims more than anything.
Zargon’s standard assortment of minions;
Soldier Chaos Sorcerer / Ice Gremlin / Orc / Scout / Zombie
displaying moderate strength and ability.
A higher quality of dark servants; Abomination / Crossbowman / Elven Archer / Halberdier /
Elite
exceeding the skills of a typical soldier. Mummy / Specter
Heroes of darkness; reigning supreme Assassin / Dread Warrior / Elven Warrior / Giant Wolf / Lich /
Champion
over most nefarious creatures. Magnus Guard / Polar Warbear / Swordsman / Yeti
Masters of combat and the dark arts;
Warlord Gargoyle / Ogre / Vampire
overseeing Zargon’s evil regiments.

Archer Ability
Some Minions contain the “Archer” ability, along with 2 numeric values within their “Attack” attribute
column. When Zargon performs an Attack action with this type of Minion, Zargon may choose to
either perform a Ranged Attack action or a Melee Attack action. The numeric value that does NOT
contain parentheses, is the Minion’s Ranged Attack value (or their primary attack value). The
numeric value that DOES contain parentheses, is the Minion’s Melee Attack value (or their secondary
attack value). Below are the definitions of both Melee and Ranged Attack actions:

➢ Melee Attack
This type of attack may be used against enemies that are 1 space away from you (adjacent only) and
within your line of sight. Enemies that are farther than 1 space away from you, may NOT be targeted
by this type of attack.

➢ Range Attack
This type of attack may be used against enemies that are within your line of sight. When performing
this type of attack, you may NOT target an enemy that is resting 1 space away from you (adjacent or
diagonal).
Balancing Hero Rules – Rest Action
When combining HmmNessQuest modules, Heroes might become overwhelmed. To balance this issue,
Zargon may allow Heroes to perform a Rest action during their turn. At the beginning of a Hero’s turn (before
any movement or actions have been performed), if there are no enemies within a Hero’s line of sight, the Hero
may choose to Rest. While resting, the target Hero rolls 1 Combat die and forfeits their entire turn. If the Hero
rolls a Skull result, nothing occurs. If the Hero rolls a White Shield result, the Hero may restore 1 lost Body
Point. If the Hero rolls a Black Shield result, the Hero may restore 1 lost Mind Point.

Definitions
Below are new definitions for HmmNessQuest:

➢ Abilities
All Minions contain some sort of abilities that are displayed within the Ability column, within the Minion Chart. The Abilities
Chart displays how and when these abilities may be activated. All abilities have unlimited use.

➢ Consumable
Cards containing this icon may only be used once; before being discarded.

➢ Element
Some abilities contain an element within their description (such as: Fire, Ice or Poison). Some Equipment cards that display
resistance against 1 of these elements, are applicable; and may be used to defend against the ability or outright nullify the
ability.

➢ Exhaustible
Cards that contain this icon must be Exhausted when activated, but are not discarded. When a card or rule instructs a
player to Exhaust a card, the player resolves the card before flipping the card, face-down (or rotating the card clockwise 90°).
A card that is face-down (or rotated clockwise 90°) is considered to be Exhausted and may NOT be used by any means.

➢ Hero Ally
This figure is allied with the Hero team. This figure could be a Mercenary, someone being rescued by the Heroes, someone
escorting the Heroes or someone that will do no harm to the Hero team. The Heroes count this type of figure as a friendly unit.

➢ Innate
Cards containing this icon may be activated without being Exhausted or discarded. Cards containing this icon may still
be Exhausted by enemy spells, various events or when certain special abilities are activated.

➢ Melee Attack
This type of attack may be used against enemies that are 1 space away from you and within your line of sight. Some weapons
may only target enemies that are adjacent to you, while other weapons will allow you to target enemies that are adjacent and
diagonal. Enemies that are farther than 1 space away from you, may NOT be targeted by this type of attack.

➢ Minion
This type of figure is fully controlled by Zargon. Monsters and other beings corrupted by Chaos are considered Minions that
are always under Zargon’s control.

➢ Ranged Attack
This type of attack may be used against enemies that are within your line of sight. When performing this type of attack, you
may NOT target an enemy that is resting 1 space away from you (adjacent or diagonal).

➢ Refreshable
When a card or rule instructs a player to Refresh an Exhausted card, the player flips the Exhausted card, face-up (or rotates
the card counter-clockwise 90°). A card that has been flipped face-up (or rotated counter-clockwise 90°) is considered to be
Refreshed.

Printing & Cutting Instructions


Simply print the Abilities Chart and Minion Chart pages below. When printing, be sure to print Borderless /
Portrait / 100% scale / on 8.5”x11” paper. No cutting is required (unless you need to reduce the paper size to
fit your custom Game Screen).
Abilities Chart
Title Description
When performing an Attack action, you may either perform a Ranged Attack action OR a Melee Attack action (not both during the
Archer
same turn).
While defending against a single Melee Attack or Ranged Attack action (NOT Cast Spell action), and suffering any amount of Body
Armored Point damage, you are only eliminated if you suffer 2 Body Points of damage or more (consecutively). When suffering ONLY 1 Body
Point of damage from a single Melee Attack or Ranged Attack action, ignore the damage being received.
Element: Fire – You may activate this ability instead of performing an Attack action. When activated, target ALL enemy figures within
your line of sight and roll 1 Red die. If you roll a 1, 2, 3 result, ignore the effects of this ability. If you roll a 4 or 5 result, ALL of your
Blight
targets suffer 1 Body Point of damage. If you roll a 6 result, ALL of your targets suffer 1 Body Point and 1 Mind Point of damage.
Storm
Each of your targets may separately defend against this ability by rolling 1 Red die for each of their current Mind Points. Each target
that rolls at least 1 Red die resulting in a 6, breaks the spell and does NOT receive any damage.
Whenever your Attack action causes a target to suffer at least 1 Body Point of damage, activate this ability and roll 1 Red die. If you
roll a 1, 2, 3 or 4 result, ignore the effects of this ability. If you roll a 5 or 6 result, you have temporarily “Marked” your target. Until the
Blood
end of Zargon’s turn, ALL Minions may roll an additional +1 Combat die while performing Melee Attack actions (NOT Ranged Attack
Frenzy
actions or Cast Spell actions); against the “Marked” target. An enemy already “Marked” by Blood Frenzy, may NOT be affected by
Blood Frenzy multiple times (this ability does NOT stack). At the end of Zargon’s turn, this ability is removed from the “Marked” target.
Brutal After performing your Attack roll, you may change 1 of your Black Shield results into a Skull result.
You may activate this ability instead of performing an Attack action. When activated, target any 1 enemy figure within your line of
sight and roll 1 Red die. For each Minion that is also able to cast Channel Dread and are within your line of sight or your target’s line
Channel of sight, add +1 point to your Red die total. On a total of 1 or 2, ignore the effects of this ability. On a total of 3 or 4, your target
Dread suffers 1 Body Point of damage. On a total of 5, your target suffers 1 Mind Point of damage. On a total of 6+, your target suffers 1
Body Point and 1 Mind Point of damage. Your target may defend against this ability by rolling 1 Red die for each of their current Mind
Points. If your target rolls at least 1 Red die that results in a 6, the spell is broken and your target does NOT receive any damage.
When performing a Melee Attack action, you may target 2 different enemy figures at the same time. Select the 2 enemy figures you
Cleave are targeting and perform a single Attack roll. The 2 targets may each perform their Defense roll against your Melee Attack action.
After ALL Combat dice have been rolled, you may divide and assign your Skulls between the 2 targets, anyway you would like.
Whenever your Attack action causes a target to suffer at least 1 Body point of damage, you may activate this ability and roll 1 Red die.
If you roll a 1, 2, 3 or 4 result, nothing occurs. If you roll a 5 or 6 result, your target becomes “Dominated!” When your target is
“Dominated,” you may first choose to move (or not move) the “Dominated” target up to 6 spaces. Once the Movement action has
concluded (or been ignored), the “Dominated” may perform a Melee Attack action that targets a figure that is 1 space away from the
Dominate
“Dominated” (adjacent only); and within the “Dominated” target’s line of sight. Zargon rolls 3 Combat dice against the target, who may
defend against the Melee Attack action. After the Melee Attack action has concluded, Zargon relinquishes control over the
”Dominated” target. If at any moment, the “Dominated” target moves into a space containing a Trap, activate the Trap and Zargon
relinquishes control over the ”Dominated” target.
You may ignore ALL traps and move through enemy figures, walls, doors, furniture, and other solid objects; but you must always end
Ethereal your movement in an unoccupied space. You may NOT move into undiscovered areas. Enemy figures may move through you freely,
but the enemy figure may not end their movement in your space.
Evasive You may ignore ALL traps and move through enemy figures, but you must always end your movement in an unoccupied space.
Element: Ice - Whenever your Attack action causes a target to suffer at least 1 Body point of damage, you may activate this ability
and roll 1 Red die. If your roll a 1, 2, 3 or 4 result, ignore the effects of this ability. If you roll a 5 or 6 result, target ANY 1 enemy figure
Frost Bolt
within your sight (other than the enemy target that you just damaged). Your new target suffers 1 Body Point of damage that is
undefendable.
When performing a Melee Attack action, you may target a figure that is 1 space away from you (adjacent or diagonal) and within your
Flexible
line of sight.
Enemy figures who are resting 1 space away from you (adjacent only) and are within your line of sight, may NOT perform ANY type of
Grab
Movement actions (during their turn, ONLY).
Whenever your Melee Attack action causes a target to suffer at least 1 Body point of damage, you may activate this ability. When
Impale
activated, your target must suffer 1 additional Body Point of damage.
Element: Poison - Whenever your Attack action causes a target to suffer at least 1 Body Point of damage, you may activate this
Infectious ability and roll 1 Red die. If you roll a 1, 2, 3 or 4 result, ignore the effects of this ability. If you roll a 5 or 6 result, your target suffers 1
Mind Point of damage. Your target may NOT defend against this ability.
During your turn, you may perform a Movement action immediately after performing your Attack action or activating an ability (even if
Joust
you already performed your Movement action before your Attack action or ability activation).
Whenever your Attack action causes a target to suffer at least 1 Body Point of damage, determine if this ability may or may not be
activated. If your target’s inventory contains at least 1 Armband, Chest Gear, Headgear or Shield Equipment card that is Exhausted,
you may NOT activate this ability. If your target’s inventory does NOT contain at least 1 Armband, Chest Gear, Headgear or Shield
Pacify
Equipment card that is Exhausted, you MAY activate this ability and roll 1 Red die. If you roll a 1, 2, 3 or 4 result, ignore the effects of
this ability. If you roll a 5 or 6 result, your target must choose and Exhaust any 1 of their Armband, Chest Gear, Headgear or Shield
Equipment cards; within their inventory.
Whenever your Attack action causes a target to suffer at least 1 Body point of damage, you may activate this ability and roll 1 Red die.
If you roll a 1, 2, 3 or 4 result, ignore the effects of this ability. If you roll a 5 or 6 result, roll 1 Red die again and spawn the following
Reanimate
Minions in any unoccupied spaces; within your line of sight: If a 1 or 2 result is rolled, spawn 2 Skeletons. If a 3 or 4 result is rolled,
spawn 2 Zombies. If a 5 result is rolled, spawn 2 Specters. If a 6 result is rolled, spawn 2 Mummies.
Resilient When an enemy performs a Ranged Attack action against you, increase your Combat dice for your Defense roll by +2.
When performing a Ranged Attack action, you may target 2 different enemy figures at the same time. Select the 2 enemy figures you
Spread
are targeting and perform a single Attack roll. The 2 targets may each perform their Defense roll against your Ranged Attack action.
Shot
After ALL Combat dice have been rolled, you may divide and assign your Skulls between the 2 targets, anyway you would like.
When performing a Melee Attack action, add +1 Combat die to your Attack roll for each Minion (other than yourself) that is resting 1
Swarm
space away from your target (adjacent only); and within your target’s line of sight.
Whenever your Attack action causes a target to suffer at least 1 Body point of damage, you may activate this ability and roll 1 Red die.
Vandalize
If a 5 or 6 is rolled, your target MUST choose and discard 1 Potion or 1 Spell Scroll from their inventory. Any other result is ignored.
Minion Chart
Type Icon Category Rank Move Attack Defend Body Mind Ability
Goblin Beast Grunt 10 2 1 1 1 Swarm

Orc Beast Soldier 8 3 2 1 2 Brutal

- Ice Gremlin Beast Soldier 10 2 3 1 3 Vandalize


Evasive
Abomination Beast Elite 6 4 3 1 3
Flexible
Grab
Yeti Beast Champion 6 6 3 1 2
Pacify
Grab
- Polar Warbear Beast Champion 6 6 3 1 2
Cleave
Brutal
- Giant Wolf Beast Champion 9 6 3 1 1
Flexible
Blood Frenzy
Ogre Beast Warlord 4 8 4 1 2
Pacify

Dread Cultist Chaos Grunt 8 1 2 1 3 Channel Dread

Chaos Sorcerer Chaos Soldier 7 2 3 1 4 Blight Storm

- Scout Chaos Soldier 9 2 3 1 2 Evasive


Archer
Elven Archer Chaos Elite 7 4 (2) 3 1 2
Infectious
Archer
- Crossbowman Chaos Elite 6 3 (2) 4 1 1
Spread Shot
Flexible
- Halberdier Chaos Elite 6 3 4 1 1
Impale
Pacify
Dread Warrior Chaos Champion 6 4 5 1 3
Resilient
Frost Bolt
- Magnus Guard Chaos Champion 7 4 5 1 4
Resilient
Evasive
- Elven Warrior Chaos Champion 7 4 5 1 2
Joust
Evasive
- Assassin Chaos Champion 10 5 3 1 3
Vandalize
Brutal
- Swordsman Chaos Champion 5 4 5 1 2
Flexible
Armored
Gargoyle Chaos Warlord 5 6 6 1 4
Cleave

Skeleton Undead Grunt 6 2 2 1 0 Flexible

Zombie Undead Soldier 5 2 3 1 0 Infectious


Infectious
Mummy Undead Elite 4 3 4 1 0
Resilient
Channel Dread
- Specter Undead Elite 7 3 4 1 0
Ethereal
Ethereal
Lich Undead Champion 5 3 6 1 0
Reanimate
Dominate
Vampire Undead Warlord 8 4 8 1 0
Joust
Minion Chart
Type Icon Category Rank Move Attack Defend Body Mind Ability
Goblin Beast Grunt

Orc Beast Soldier

- Ice Gremlin Beast Soldier

Abomination Beast Elite

Yeti Beast Champion

- Polar Warbear Beast Champion

- Giant Wolf Beast Champion

Ogre Beast Warlord

Dread Cultist Chaos Grunt

Chaos Sorcerer Chaos Soldier

- Scout Chaos Soldier

Elven Archer Chaos Elite

- Crossbowman Chaos Elite

- Halberdier Chaos Elite

Dread Warrior Chaos Champion

- Magnus Guard Chaos Champion

- Elven Warrior Chaos Champion

- Assassin Chaos Champion

- Swordsman Chaos Champion

Gargoyle Chaos Warlord

Skeleton Undead Grunt

Zombie Undead Soldier

Mummy Undead Elite

- Specter Undead Elite

Lich Undead Champion

Vampire Undead Warlord

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