Most of the examples will be taken from Anaxial's Roster, which I thoroughly recommend anyone buying as it is very good indeed, with a lot of ideas that can be used in any Gloranthan setting. Some are taken from other sources, but they will be credited separately.
The first thing to do when considering converting from HW to RQ is to examine what is similar between the stats, then to see what is different and provide a method of reconciling the two.
HW creature stats are normally in the following format:
At first glance, these look completely different. However, looking
at it deeper, they are fairly similar. The RQ Description would contain
the HW Ages, Distribution and Habitat; Innate and Significant Abilities
are lumped together under RQ skills; Innate Magical Abilities are normally
in the RQ Special Features; Typical Talents are included in RQ Magic; Innate
Chaos Features are in RQ Special Features; Random Chaos Features are in
RQ Chaos Features.
Abilities can be converted as skills, Magical Abilities and Talents as spells, Chaos Features as Chaos Features or Special Abilities, Armour as armour and so on, so it is not very difficult to convert a HW creature.
Once you have looked at the similarities and differences, you must look
at how to write the stats in RQ format. The best way to do this is to start
at the top and work down.
Name | Take direct from HW |
Description | Take direct from HW Ages, Distribution and Habitat |
Characteristics | See the Characteristics Section |
Attributes | See the Attributes Section |
Hit Location | Decide what the creature looks like, see if there is a similar type and use that, otherwise take something that is almost the same and change the locations slightly. RQ3 has a number of hit locations for different creature types and most of the creatures in Anaxial's Roster will match one of them. |
Weapons | Use the HW Weapons, but use a skill conversion as contained in the Skills Section. The HW stats give a guide as to the damage of the weapon, but I generally ignore them and compare like to like. |
Chaos Features | Take these straight from HW and use the nearest RQ Chaos Feature |
Magic | See the Magic Section |
Skills | See the Skills Section |
Languages | HW will have some language skill, just convert those as normal skills |
Armour | See the Armour Section |
Notes | Here goes everything that is odd or unusual about the creature, take from the HW Notes |
HW has Strong, Large, Small and Tough.
These are not very helpful for converting characteristics. So, we need
to look at the characteristics one by one.
STR | Hero Wars has Strong with an ability rating. Match the Ability Rating to the STR using the Strength Table. |
CON | Most things have CON 3D6 unless they have the Tough Ability in HW in which case use the Tough Table to determine CON. It is a bit ropey, so compare like with like as well, just to be on the safe side |
SIZ | Hero Wars has Large and Small ability ratings. Match the Ability Rating to SIZ using the Size Table. |
INT | Most intelligent creatures are 2D6+6 or 3D6. Very intelligent creature may have more or less. Unintelligent creatures have Fixed INT - compare like with like or divide Cunning by 2 to give Fixed INT. |
POW | Most creatures have POW 3D6. For extremely magical creatures, compare like with like. |
DEX | Most creatures have DEX 3D6 unless they are extremely agile or slow. If there is an ABility Rating of Quick, Agile, Clumsy or whatever, amend the standard 3D6 accordingly. |
APP | Most creatures have APP 3D6 unless they are extremely ugly or handsome. Such creatures will have specific abilities in HW stating how ugly or handsome they are. |
For example, Golden Lions have Strong 2W2, Large 8W, Tough 18, Cunning 18, normal pride members are unintelligent but pride leaders are intelligent.
Looking at Strong 2W2, we don't have anything else in Anaxial's Roster with an equivalent Strength, but elementals have the equivalent rating which gives them 17D6. That gives to large a range, with puny Golden Lions as well as strong ones, so I am going to change the range but keep the number of dice the same by using 12D6 + 30.
Large 8W is the equivalent of 2D6+12,3D6+24,10D6 and elementals have 11D6, so I would choose SIZ 6D6 + 24, giving a high minimum but the same maximum.
Tough 18 is the equivalent of 1D4+14,2D6+6,3D6+12, so I choose CON 3D6+12 giving it quite a large constitution.
Cunning 18 gives Fixed INT of 9 for pride members and INT 3D6 for Pride Leaders.
They don't have anything for any other characteristics, but normal lions
have POW 2D6+6 and DEX 3D6+6 and these are better than normal lions, so
i use POW 3D6+6 and DEX 3D6+6.
Move is based on a combination of things:
Typical Move for creatures are contained in Move
Table. Looking at the table, there is no obvious simple way to convert
Hero Wars Run Fast to a single Move, for example Run Fast 18 corresponds
to Move 6,7,8,8,9, an average of just over 7. The best thing is to compare
similar creatures. Is it as fast as a horse or an impala? Check the Run
Fast attribute and see if it ties in, but use comparison as the main guide.
Unintelligent creatures receive all their Innate Magical Abilities as equivalent special abilities. Some of these are obvious, some require some work.
Intelligent creatures receive Innate Magical Abilities as either Divine Magic or Special Abilities and Significant Abilities or Talents as Spirit Magic, Divine Magic or Special Abilities. Chaos Features are transferred straight across. Where an individual does not have any feats specified but does have Initiate of or Devotee of, then you must determine how much Magic they have by working out the Equivalent Skill of the Initiate/Devotee of, that is the number of points of Divine Magic, Spirit Magic or Sorcery known. If the creature has a rating in an Affinity, then do the same to work out how many spells are known from that Affinity.
For instance, Golden Lions have Innate Magical Abilities of Radiate Light, Restore Own Vitality, See In Dark and Terrifying Roar. See In Dark becomes a skill at (5W2) 225%, Radiate Light becomes a Special Ability - Light without MP cost, Restore Own Vitality becomes Regenerate 6 hit points per melee round per location (pulling 6 at random from the air) and Terrifying Roar becomes a Special Ability to Demoralise all foes with a POW vs POW roll.
For instance, Certami are Angels from the Sky World. They have Devotee
of Polaris 5W3, Flaming Sword Feat 12W2, Resist Temptation 2W2. The Flaming
Sword is converted as Heroic Casting of Fireblade, Resist Temptation as
a skill at 210% and Devotee of Polaris gives 65 points of reusable Polaris
Divine Magic or Spirit Magic.
Converting skills is fairly straightforward. Take the HW skills,
convert them into the Equivalent Skill (Number of Masteries x 20 + target
number) and multiply by 5 to give the RQ skill percentage. Use the nearest
RQ skill, if there is no equivalent then make up a skill. Weapon skills
are converted in the same way.
For instance, Golden Lions have Ambush 18W, Claw and Bite 2W2, 18 + 20 = 38, 38x5 = 190, 2 + 2x20 = 42, 42x5 = 210, so this means Ambush 190%, Bite Attack 210%, Claw Attack 210%. Since lions have the Rake attack as well, Golden Lions should have Rake at the same attack chance.
If your campaign is very high level with very high skills, then change
the multiplication factor to 7 or 10, to give the skills a boost. The important
thing is to have creatures that fit in well with the campaign.
Rank | Type | RQ AP | RQ AP Skin |
0 | Clothes | 0 | |
1 | Leather/cloth/fur or shield | 1-2 | 2,2,4 |
2 | Leather/cloth/fur and shield | 1-2 | 3,4,4,4,4,5,5,6,6 |
3 | Composite armour (metal/leather, metal/cloth, horn/leather) and shield | 3-4 | 5 |
4 | 5-6 | 8 | |
5 | All metal armour (chain, plate, scale) and shield | 7-8 | 7 |
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Skills: Ambush 190%, See In Dark 225% | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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See Anaxial's Roster p 192
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Skills: Dara Happan Etiquette 175%, Sky Lore 125%, Tactics 260%, Resist Temptation 210% | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Skills: Jump 190%, Run 140%, Spirit Combat 110%, Understand Orders 70% | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Table 1 - Strong --> STR |
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Ability Rating | Equivalent Skill | 5=2D6 | 6=1D6+6 | Dice | Dice Range | |||||
10 | 10 | 4D6 | 2D6+6 | |||||||
12 | 12 | 4D6 | 2D6+12 | 3-4 | 2D6+6,4D6 | |||||
14 | 14 | 5D6 | 3D6+12 | 4 | 3D6+6 | |||||
15 | 15 | 6D6 | 3D6+12 | 3-6 | 2D6+8,2D6+12,3D6+6,5D6,3D6x1.5 | |||||
18 | 18 | 7D6 | 3D6+18 | 4-6 | 2D6+12,3D6+12,6D6 | |||||
20 | 20 | 8D6 | 3D6+18 | |||||||
1W | 21 | 9D6 | 4D6+18 | |||||||
2W | 22 | 9D6 | 4D6+18 | 4-7 | 2D6+12,2D6+18,2D6+24,3D6+6,3D6+12,4D6+12,4D6+18,(2D6+6)x2,6D6 | |||||
5W | 25 | 10D6 | 4D6+24 | 6-10 | 2D6+24,4D6+12,4D6+24,10D6 | |||||
8W | 28 | 11D6 | 5D6+24 | 4-12 | 2D6+12,3D6+15,3D6+18,3D6+24,12D6 | |||||
10W | 30 | 12D6 | 5D6+30 | 5-10 | 3D6+12,3D6+24,4D6+12,8D6+12 | |||||
12W | 32 | 13D6 | 6D6+30 | 5 | 3D6+12 | |||||
15W | 35 | 14D6 | 7D6+30 | 5-9 | 50,2D6+30,3D6+24 | |||||
18W | 38 | 15D6 | 7D6+36 | 10-12 | 6D6+24,9D6+18 | |||||
2W2 | 42 | 17D6 | 7D6+42 | |||||||
5W2 | 45 | 18D6 | 8D6+42 | 20 | 20D6 | |||||
15W2 | 55 | 22D6 | 9D6+54 | 32 | 24D6+48 |
Ability Rating | HW Ability Rating |
Equivalent Skill | Convert Rating into a fixed number, e.g. 3W2 = 43 (3 + 20 x 2) |
5=2D6 | Using the elemental stats of 5 being 2D6, this gives a method of extrapolating the figures |
6=1D6+6 | Using the elemental stats of 6 being 1D6 + 6, this gives a method of extrapolating the figures |
Dice Range | The stats of the creatures with the equivalent Ability Rating |
Dice | The number of dice in the Dice Range. This is to provide a rough equivalency guide. |
Table 2 - Large --> SIZ |
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Ability Rating | Equivalent Skill | 5=2D6 | 6=1D6+6 | Dice | Dice Range | |||||
10 | 10 | 4D6 | 2D6+6 | 4 | 4D6 | |||||
12 | 12 | 4D6 | 2D6+12 | 4 | 3D6+6 | |||||
14 | 14 | 5D6 | 3D6+12 | 4 | 3D6+12 | |||||
15 | 15 | 6D6 | 3D6+12 | 3-6 | 2D6+3,2D6+12,3D6+6,3D6+8,4D6+12 | |||||
18 | 18 | 7D6 | 3D6+18 | 4-5 | 2D6+12,3D6+12 | |||||
20 | 20 | 8D6 | 3D6+18 | |||||||
1W | 21 | 9D6 | 4D6+18 | 6 | 4D6+12 | |||||
2W | 22 | 9D6 | 4D6+18 | 4-6 | 2D6+12,2D6+18,3D6+12,4D6+12,6D6 | |||||
5W | 25 | 10D6 | 4D6+24 | 4-10 | 2D6+12,2D6+18,3D6+12,3D6+15,3D6+24,30,4D6+12,4D6+18,4D6+24,10D6 | |||||
8W | 28 | 11D6 | 5D6+24 | 4-10 | 2D6+12,3D6+24,10D6 | |||||
10W | 30 | 12D6 | 5D6+30 | 7-12 | 2D6+30,3D6+24,8D6+12,12D6 | |||||
12W | 32 | 13D6 | 6D6+30 | 8 | 3D6+30 | |||||
18W | 38 | 15D6 | 7D6+36 | 11-12 | 6D6+32,9D6+18 | |||||
2W2 | 42 | 17D6 | 7D6+42 | |||||||
5W2 | 45 | 18D6 | 8D6+42 | 20 | 20D6 | |||||
15W2 | 55 | 22D6 | 9D6+54 | 32 | 24D6+48 |
Ability Rating | HW Ability Rating |
Equivalent Skill | Convert Rating into a fixed number, e.g. 3W2 = 43 (3 + 20 x 2) |
5=2D6 | Using the elemental stats of 5 being 2D6, this gives a method of extrapolating the figures |
6=1D6+6 | Using the elemental stats of 6 being 1D6 + 6, this gives a method of extrapolating the figures |
Dice Range | The stats of the creatures with the equivalent Ability Rating |
Dice | The number of dice in the Dice Range. This is to provide a rough equivalency guide. |
Table 3 - Tough --> CON |
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Ability Rating | Equivalent Skill | 5=2D6 | 6=1D6+6 | Dice | Dice Range | |||||
10 | 10 | 4D6 | 2D6+6 | |||||||
12 | 12 | 4D6 | 2D6+12 | 3-4 | 2D6+6,2D6+12,4D6 | |||||
14 | 14 | 5D6 | 3D6+12 | 3 | 1D6+12 | |||||
15 | 15 | 6D6 | 3D6+12 | 3-5 | 1D6+12,2D6+6,2D6+9,2D6+12,3D6+6,3D6+12 | |||||
18 | 18 | 7D6 | 3D6+18 | 3-5 | 1D4+14,2D6+6,3D6+12 | |||||
20 | 20 | 8D6 | 3D6+18 | |||||||
1W | 21 | 9D6 | 4D6+18 | |||||||
2W | 22 | 9D6 | 4D6+18 | 3 | 1D6+12 | |||||
5W | 25 | 10D6 | 4D6+24 | 4-6 | 2D6+12,4D6+12 | |||||
8W | 28 | 11D6 | 5D6+24 | |||||||
10W | 30 | 12D6 | 5D6+30 | 5-9 | 3D6+12,4D6+12,6D6+18 | |||||
12W | 32 | 13D6 | 6D6+30 | |||||||
18W | 38 | 15D6 | 7D6+36 | |||||||
2W2 | 42 | 17D6 | 7D6+42 | |||||||
3W2 | 43 | 17D6 | 7D6+42 | 4 | 3D6+6 | |||||
5W2 | 45 | 18D6 | 8D6+42 | 10 | 10D6 | |||||
15W2 | 55 | 22D6 | 9D6+54 | 22 | 16D6+48 | |||||
2W3 | 62 | 25D6 | 11D6+60 | 4 | 3D6+6 |
Ability Rating | HW Ability Rating |
Equivalent Skill | Convert Rating into a fixed number, e.g. 3W2 = 43 (3 + 20 x 2) |
5=2D6 | Using the elemental stats of 5 being 2D6, this gives a method of extrapolating the figures |
6=1D6+6 | Using the elemental stats of 6 being 1D6 + 6, this gives a method of extrapolating the figures |
Dice Range | The stats of the creatures with the equivalent Ability Rating |
Dice | The number of dice in the Dice Range. This is to provide a rough equivalency guide. |
Table 4 - Creature Movements |
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Creature | Move | HW Move | Other Move | HW Other Move | AP | HW Armour | ||||||
Human, Troll | 3 | |||||||||||
Baboon | 5 | Run Fast 12 | ||||||||||
Horse, Centaur | 10 | Run Fast 2W | 2 | Thick Skin ^1 | ||||||||
High Llama | 10 | Run Fast 2W | 4 | Thick Skin ^2 | ||||||||
Bison | 8 | Run Fast 18 | 6 | Thick Skin ^2 | ||||||||
Elf | 4 | |||||||||||
Gargoyle | 2 | 4 (Fly) | Fly Fast 12 | 6 | Stone Skin ^10 | |||||||
Gremlin, Jolanti, Nilmerg, Trollkin, Duck | 2 | |||||||||||
Impala | 13 | Run Fast 2W | ||||||||||
Morocanth | 4 | 4 | Thick skin ^2 | |||||||||
Small Magisaur | 3 | 3 (Swim) | ||||||||||
Medium Magisaur | 4 | 3 (Swim) | ||||||||||
Large Magisaur | 5 | 3 (Swim) | ||||||||||
Newtling | 2 | 4 (Swim) | Swim Fast 12 | |||||||||
Rubble Runner | 3 | |||||||||||
Runner | 2 | 3 (Trees) | ||||||||||
Sabretooth Cat | 4 | |||||||||||
Sable Antelope | 9 | Run Fast 15 | ||||||||||
Shadow Cat | 8 | Sprint 15 | ||||||||||
Sky Bull | 9 | 11 (Fly) | 5 | Thick Skin ^2 | ||||||||
Slarge | 4 | |||||||||||
Sea Troll | 3 | 5 (Swim) | ||||||||||
Tusker | 8 | Run Fast 18 | 4 | Thick Skin ^2 | ||||||||
Wind Child | 3 | 10 (Fly) | Fly Fast 5W | |||||||||
Cockatrice | 3 | 5 (Fly) | ||||||||||
Blue Elf | 5 (Swim) | |||||||||||
Gnydron Mermen | 5 (Swim) | |||||||||||
Ludoch Mermen | 4 (Swim) | Swim Fast 1W | ||||||||||
Malasp Mermen | 3 (Swim) | |||||||||||
Ouori Mermen | 3 (Swim) | Swim Fast 17 | ||||||||||
Ysabbau Mermen | 3 (Swim) | |||||||||||
Zabdamar Mermen | 2 (Swim) | |||||||||||
Basilisk | 2 | 3 (Fly) | ||||||||||
Bear | 7 | Move Quickly 15 | 3 | Fur and Thick Skin ^2 | ||||||||
Giant Beetle | 6 | Run Fast 18 | Chitin ^3 | |||||||||
Broo | 4 | |||||||||||
Cattle | 9 | Run Fast 18 | 4 | Thick Skin ^1 | ||||||||
Crocodile | 3 | 4 (Swim) | Swim Fast 15 | 5 | Armoured Hide ^3 | |||||||
Deer | 11 | |||||||||||
Dog | 7 | Run Fast 15 | ||||||||||
Elephant | 6 | Run Fast 2W | 8 | Thick Skin ^4 | ||||||||
Griffin | 5 | 12 (Fly) | Fly Fast 15 | 6 | Thick Skin ^2 | |||||||
Harpy | 1 | 8 (Fly) | Fly Fast 18 | |||||||||
Manticore | 6 | Run Fast 15 | 4 | Thick Skin ^2 | ||||||||
Minotaur | 5 | 5 | Tough Skin and leather ^2 | |||||||||
Panther | 8 | |||||||||||
Satyr | 5 | |||||||||||
Wolf | 7 | Run Fast 18 | 2 | Fur ^1 | ||||||||
Wyvern | 2 | 8 (Fly) | 7 | Armoured Hide ^5 | ||||||||
Unicorn | 11 | Run Fast 5W | ||||||||||
[End]