Have a look to my NEW Heroes!

Edit, NOTE: Since the first time I posted, people contributed with very insightful suggestions, and I had time to look in this forum and around the internet extensively. I just do this for the fun of it, and I happily give credit to the whole forum for my creations. Feel free to take what you want, and If I should give specific credits, PM me and I will point it out in the specific passage
I am currently working on a retro-clone of Heroquest. I started with the idea of keep all more or less the same, just integrating the quests more on a prolonged story and changing some fluff for flavor (I prefer change the Ring of return to a Horn, a sort of homage to Boromir) or because of minis (I can find Beastmen easily, Fimirs.. less so).
Nonetheless, as a former RPG (D&D, Pathfinder) player, I was just wondering to add more classes for each "niche" the original four Heroes filled. I had a look to the various skills and abilities monsters get, and to items the Heroes have access to, to create some combination. This is what I have created so far - could you please kindly tell me what do you think? I tried to keep it as simple as possible. Each "original" hero is now part of a "slot". You can only have one hero per slot, in the same way as in the "normal" game you cannot have a party with 3 Elves.
Every character will have indicated Body, Mind, Weapon proficiency, Armor proficiency, Power (pure strength, like the ability of break doors in AtOH) Special Rules (like spells for the wizard).
Would you play this new heroes? Are they any inspiring or interesting? Regardless the answer, why?
Changes I made you should know (most of them are things I found on this very site and reworked, please point it out anytime I should give credit):
The general framework is the american version, so
CW with 3 wounds, and Chaos Spells for Chaos Warlocks.
The available spells are from adventure 1 are the “seven lores”. That is, The Four elemental ones, and the ones found in Wizard of Morcar. Changed Divination to Light, Protection to Arcane, and Shadow... to Shadow
Weapons are the american ones + the ones present only in the English Version. The access is limited there are 1-2 card copies in base of the weapon or armor. The Crossbow is just 1, and there is 1 Bow rolling 2 dice, the Longsword has been changed to a Glaive not allowing a shield. The Shortsoword attacks diagonally. Wizard can purchase 2 dice attack Staff (called Hexstaff) Cloak and Bracers like in the English version. This stuff is wizard only and is not considered when I say “Weapons: all”.
Spellscrolls became single-use wondrous items one can draw from treasure, but can activated normally only with a Mind Point test (you must roll your mind point or less on a d6 or the effect is lost).
No mercenaries (but there is an exception, see below).
Potions from treasure are on purchase, but you can still find them. The more the game progresses, more they are available, more diverse and powerful (both the ones you find in the dungeon, and the ones on purchase follow this rule).
Artifacts that are 1 use only are changed to 1-per-Chapter. A chapter is a whole story arc, like, say, the Elf Quest Pack.
Warriors - warriors are the front-liners of the adventuring group. They belong to an archetypal group of "fighter" classes.
Barbarian: Attack: 3 Defend: 2 Movement: 2d6 Body: 8; Mind: 2; Weapons: All Armor: All; Special: Power 4; Later in game can take specific rituals to go berserk (refluff of barbarian-only potions from Barbarian Quest, I am considering to reduce the cost or transform them in 1-per-quest berserk rages).
Paladin: Attack: 2 Defend: 2 Movement: 2d6 Body: 7; Mind: 3 ; Weapons: No Two Handed Armor: All; Special: Power 3; Blessed: When defending, attacking and rolling against Chaos Spells effects, always rolls one dice more, then discards one dice at his choice.
Marshal: Attack: 2 Defend: 2 Movement: 2d6 Body: 7; Mind: 3 ; Weapons: No Two-handed Armor: All ; Special: Power 3: Leadership: can hire 1 mercenary starting with the choice between scout and pikemam (2 dice diagonal), later gains more powerful ones like greatsword (the attack 4 defend 5 guy) and crossbowman. Stats of mercenaries are comparable to the ones of the game. I can consider an “artifact” like a noble title or something to hire 2 mercenaries in later quests, but is difficult to balance.
Monk: Attack: 2 Defend: 2 Movement: 3d6 choose 2 Body: ; 6 Mind: 4 ; Weapons: Dagger, Staff, Hexstaff, Axe, Glaive Armor: None; Special: Diehard: Is enough for the monk roll one shield to negate all the attacker skulls, like the Dark Warriors in Dark Company quest. For later quest, I am considering to let the monk purchase mantle and bracers like the wizard, or to give him a Monk belt to increase defense.
Experts -experts support the warriors and add useful skills, generally for defensive purpose and/or for the party
Dwarf: Attack: 2 Defend: 2 Movement: 2d6 Body: 7; Mind:3 ; Weapons: All Armor: All ; Special: Power 3. Trapfinding (as normal) and Endurance (in some quest the Dwarf has a diminished effect from some hazard). He and the Barbarian are the only ones able to wield an Hammer wich is similar to the one found in A growl of Thunder.
Ranger: Attack: 2 Defend: 2 Movement: 2d6 Body: 7; Mind: 3; Weapons: All Armor: All but plate (but yes Borin Armor); Special: Power 3. Track: Wandering monsters in the same room or corridor as the Ranger does not gain initiative - they will fight in Morcar’s (or Zargon’s
) next turn, because Heroes have time to organize (the Ranger already tracked them and is not surprised!). This class prevents less damage from traps but more from Wandering Monsters. Probably the Elf Bow will be evolved to something cool for this guy.
Assassin: Attack: 1/1 Defend: 2 Movement: 3d6 choose 2 Body: 6; Mind: 4; Weapons: Daggers, Shortsword, Bow Armor: none ; Special: Power 2. Trapfinding (like Dwarf). Doublestrike: like polar bear. In melee (should I add the with bow, too?), he can attack twice with the weapon is wielding, and the second attack cannot be defended! A nasty, nasty glass cannon. Later in the game, he will develop poisons for extra damage and paralyzing effects (not more than three).
Inquisitor: Attack: 2 Defend: 2 Movement: 2d6 Body: 6; Mind: 4 ; Weapons: All, but not Two-handed, Pistol Armor: all but plate (and NO Borin); Special: Power 2; Mettle: Every time a roll of one or more d6 is made to avoid the effect of a Chaos Spell or effect, the Inquisitor considers a 5+ a successful save instead of a 6+(say, to avoid the 2 BP damages of a spell, he rolls 2 dice and hopes in two 5+ instead of two 6). In Addition, has the exclusive access to the experimental pistol, a new weapon given to inquisition. The 1-handed pistol makes a 3-dice ranged attack per quest, that cannot be defended against.
Gishes - Gishes mix martial prowess with magical support, with a greater or lesser expertise in one or another
Elf: Attack:2 Defend: 2Movement: 2d6 Body: 6; Mind: 4 ; Weapons: All Armor: All ; Special: Power 2. Can choose and cast 1 Lore of spells. He will keep his special toys a little bit reworked.
Cleric: Attack: 1 Defend: 2 Movement: 2d6 Body: 5 ; Mind:5 ; Weapons: Dagger, Staff, Hexstaff, Hammer (is like the handaxe) Armor: All (included Borin); Special: Power 1. He can choose and cast TWO lore of spell. Is like the elf but less punchy and more casty. Later he will have the chance to get a sacred relic to more punch and to create holy water.
Alchemist/b]: [b]Attack: 2 Defend: 2 Movement: 2d6 Body: 6; Mind: 4; Weapons: Daggers, Shortsword, Bow Armor: Not plate (and not Borin); Special: Power 1; Can cast 1 lore of spells; start quest with 2 free potions available from that scenario (so when the story goes on, he has more choice). Later in the game he will find a way to create a third potion for the beginning of the quest.
Bard: Attack: 2 Defend: 2 Movement: 2d6 Body: 6; Mind: 4; Weapons: Daggers, Shortsword, Bow Armor: All but plate (no Borin); Special: Power 1; Can cast 1 Spell lore; Magical Aptitude: will alway pass the test to use wondrous items. In addition, if he is the only user, he can use twice artifacts normally usable once per Chapter.
Magicians - Magicians offer their support mostly in the form of supernatural powers.
Wizard: Attack: 1Defend: 2 Movement: 2d6 Body: 4; Mind: 6 ; Weapons: Dagger, Staff, Hexstaff Armor: Bracers and Mantle ; Special: Power 1. Can cast thre lores of spells. Still has the wonderful toys of the core game, and later can add few more tricks to his sleeve.
Witch: Attack: 1Defend: 2 Movement: 2d6 Body: 4; Mind: 6; Weapons: Dagger, Staff, Hexstaff Armor: none; Special: Power 1. Can choose and cast 6 different chaos spells, but Morcar/Zargon has complete and absolute priority with all his casting monsters. Summoned Chaos creatures will last maximum three turns. Same control Spells. Chaos is hard for the not completely corrupted. Before the torch and pitchforks crowd gathers (very appropriate for a Witch!) I have to say I am not sure on this one, but I wanted to try a “dark” character that uses evil vs evil. Later in the game more spells are available because of expansions. Wizard artifacts cannot be used for Chaos Spells.
Sorcerer: Attack: 1Defend: 2Movement: 2d6 Body: 4 ; Mind: 6 ; Weapons: Dagger, Staff, Hexstaff Armor: Bracers and Mantle; Special: Power 1, 2 Spell lores (6 spells total), Spellmastery on one Lore: in other words, the Sorcerer casts less spell but the ones of 1 School will be cast twice, and this stacks with the approrpiate artifact. It’s inspired by D&D Sorcerer. Same toy than the Wizard.
Druid: Attack: 1Defend: 2 Movement: 2d6 Body: 5; Mind: 5 ; Weapons: Dagger, Staff, Spear Armor: Mantle; Special: Power 1. Can cast 2 lores of Spell. Wildshape: at the beginning of his turn, he can sacrifice a spell (discard it without effect) to Wildshape into an animal. Wolf: change attack to 3 dice, defense to 3, move 3d6 and discard one. Boar: attack 3, defense 4. Lion: attack 4, defense 3. It lasts 1 turn (undecided, better two?). Later artifacts can improve duration, and give more animals and dire versions of the base ones. Or maybe I should just create three wildshape cards, one per animal - but in this way is more versatile (but loses many spells).
So, that is. Perhaps I should exchange place between Druid (going into Gishes) and Cleric (going into Magicians). Any suggestion, playtest, or plain “this will not work” is appreciated. Ask in thread or PM for any clarification. Point me out people I should credit (I guess at least Gravaillon for the spellscroll rule, is it possible?).
Thank you so much in advance.
I am currently working on a retro-clone of Heroquest. I started with the idea of keep all more or less the same, just integrating the quests more on a prolonged story and changing some fluff for flavor (I prefer change the Ring of return to a Horn, a sort of homage to Boromir) or because of minis (I can find Beastmen easily, Fimirs.. less so).
Nonetheless, as a former RPG (D&D, Pathfinder) player, I was just wondering to add more classes for each "niche" the original four Heroes filled. I had a look to the various skills and abilities monsters get, and to items the Heroes have access to, to create some combination. This is what I have created so far - could you please kindly tell me what do you think? I tried to keep it as simple as possible. Each "original" hero is now part of a "slot". You can only have one hero per slot, in the same way as in the "normal" game you cannot have a party with 3 Elves.
Every character will have indicated Body, Mind, Weapon proficiency, Armor proficiency, Power (pure strength, like the ability of break doors in AtOH) Special Rules (like spells for the wizard).
Would you play this new heroes? Are they any inspiring or interesting? Regardless the answer, why?
Changes I made you should know (most of them are things I found on this very site and reworked, please point it out anytime I should give credit):
The general framework is the american version, so

The available spells are from adventure 1 are the “seven lores”. That is, The Four elemental ones, and the ones found in Wizard of Morcar. Changed Divination to Light, Protection to Arcane, and Shadow... to Shadow

Weapons are the american ones + the ones present only in the English Version. The access is limited there are 1-2 card copies in base of the weapon or armor. The Crossbow is just 1, and there is 1 Bow rolling 2 dice, the Longsword has been changed to a Glaive not allowing a shield. The Shortsoword attacks diagonally. Wizard can purchase 2 dice attack Staff (called Hexstaff) Cloak and Bracers like in the English version. This stuff is wizard only and is not considered when I say “Weapons: all”.
Spellscrolls became single-use wondrous items one can draw from treasure, but can activated normally only with a Mind Point test (you must roll your mind point or less on a d6 or the effect is lost).
No mercenaries (but there is an exception, see below).
Potions from treasure are on purchase, but you can still find them. The more the game progresses, more they are available, more diverse and powerful (both the ones you find in the dungeon, and the ones on purchase follow this rule).
Artifacts that are 1 use only are changed to 1-per-Chapter. A chapter is a whole story arc, like, say, the Elf Quest Pack.
Warriors - warriors are the front-liners of the adventuring group. They belong to an archetypal group of "fighter" classes.

Barbarian: Attack: 3 Defend: 2 Movement: 2d6 Body: 8; Mind: 2; Weapons: All Armor: All; Special: Power 4; Later in game can take specific rituals to go berserk (refluff of barbarian-only potions from Barbarian Quest, I am considering to reduce the cost or transform them in 1-per-quest berserk rages).
Paladin: Attack: 2 Defend: 2 Movement: 2d6 Body: 7; Mind: 3 ; Weapons: No Two Handed Armor: All; Special: Power 3; Blessed: When defending, attacking and rolling against Chaos Spells effects, always rolls one dice more, then discards one dice at his choice.
Marshal: Attack: 2 Defend: 2 Movement: 2d6 Body: 7; Mind: 3 ; Weapons: No Two-handed Armor: All ; Special: Power 3: Leadership: can hire 1 mercenary starting with the choice between scout and pikemam (2 dice diagonal), later gains more powerful ones like greatsword (the attack 4 defend 5 guy) and crossbowman. Stats of mercenaries are comparable to the ones of the game. I can consider an “artifact” like a noble title or something to hire 2 mercenaries in later quests, but is difficult to balance.
Monk: Attack: 2 Defend: 2 Movement: 3d6 choose 2 Body: ; 6 Mind: 4 ; Weapons: Dagger, Staff, Hexstaff, Axe, Glaive Armor: None; Special: Diehard: Is enough for the monk roll one shield to negate all the attacker skulls, like the Dark Warriors in Dark Company quest. For later quest, I am considering to let the monk purchase mantle and bracers like the wizard, or to give him a Monk belt to increase defense.
Experts -experts support the warriors and add useful skills, generally for defensive purpose and/or for the party

Dwarf: Attack: 2 Defend: 2 Movement: 2d6 Body: 7; Mind:3 ; Weapons: All Armor: All ; Special: Power 3. Trapfinding (as normal) and Endurance (in some quest the Dwarf has a diminished effect from some hazard). He and the Barbarian are the only ones able to wield an Hammer wich is similar to the one found in A growl of Thunder.
Ranger: Attack: 2 Defend: 2 Movement: 2d6 Body: 7; Mind: 3; Weapons: All Armor: All but plate (but yes Borin Armor); Special: Power 3. Track: Wandering monsters in the same room or corridor as the Ranger does not gain initiative - they will fight in Morcar’s (or Zargon’s

Assassin: Attack: 1/1 Defend: 2 Movement: 3d6 choose 2 Body: 6; Mind: 4; Weapons: Daggers, Shortsword, Bow Armor: none ; Special: Power 2. Trapfinding (like Dwarf). Doublestrike: like polar bear. In melee (should I add the with bow, too?), he can attack twice with the weapon is wielding, and the second attack cannot be defended! A nasty, nasty glass cannon. Later in the game, he will develop poisons for extra damage and paralyzing effects (not more than three).
Inquisitor: Attack: 2 Defend: 2 Movement: 2d6 Body: 6; Mind: 4 ; Weapons: All, but not Two-handed, Pistol Armor: all but plate (and NO Borin); Special: Power 2; Mettle: Every time a roll of one or more d6 is made to avoid the effect of a Chaos Spell or effect, the Inquisitor considers a 5+ a successful save instead of a 6+(say, to avoid the 2 BP damages of a spell, he rolls 2 dice and hopes in two 5+ instead of two 6). In Addition, has the exclusive access to the experimental pistol, a new weapon given to inquisition. The 1-handed pistol makes a 3-dice ranged attack per quest, that cannot be defended against.
Gishes - Gishes mix martial prowess with magical support, with a greater or lesser expertise in one or another

Elf: Attack:2 Defend: 2Movement: 2d6 Body: 6; Mind: 4 ; Weapons: All Armor: All ; Special: Power 2. Can choose and cast 1 Lore of spells. He will keep his special toys a little bit reworked.
Cleric: Attack: 1 Defend: 2 Movement: 2d6 Body: 5 ; Mind:5 ; Weapons: Dagger, Staff, Hexstaff, Hammer (is like the handaxe) Armor: All (included Borin); Special: Power 1. He can choose and cast TWO lore of spell. Is like the elf but less punchy and more casty. Later he will have the chance to get a sacred relic to more punch and to create holy water.
Alchemist/b]: [b]Attack: 2 Defend: 2 Movement: 2d6 Body: 6; Mind: 4; Weapons: Daggers, Shortsword, Bow Armor: Not plate (and not Borin); Special: Power 1; Can cast 1 lore of spells; start quest with 2 free potions available from that scenario (so when the story goes on, he has more choice). Later in the game he will find a way to create a third potion for the beginning of the quest.
Bard: Attack: 2 Defend: 2 Movement: 2d6 Body: 6; Mind: 4; Weapons: Daggers, Shortsword, Bow Armor: All but plate (no Borin); Special: Power 1; Can cast 1 Spell lore; Magical Aptitude: will alway pass the test to use wondrous items. In addition, if he is the only user, he can use twice artifacts normally usable once per Chapter.
Magicians - Magicians offer their support mostly in the form of supernatural powers.

Wizard: Attack: 1Defend: 2 Movement: 2d6 Body: 4; Mind: 6 ; Weapons: Dagger, Staff, Hexstaff Armor: Bracers and Mantle ; Special: Power 1. Can cast thre lores of spells. Still has the wonderful toys of the core game, and later can add few more tricks to his sleeve.
Witch: Attack: 1Defend: 2 Movement: 2d6 Body: 4; Mind: 6; Weapons: Dagger, Staff, Hexstaff Armor: none; Special: Power 1. Can choose and cast 6 different chaos spells, but Morcar/Zargon has complete and absolute priority with all his casting monsters. Summoned Chaos creatures will last maximum three turns. Same control Spells. Chaos is hard for the not completely corrupted. Before the torch and pitchforks crowd gathers (very appropriate for a Witch!) I have to say I am not sure on this one, but I wanted to try a “dark” character that uses evil vs evil. Later in the game more spells are available because of expansions. Wizard artifacts cannot be used for Chaos Spells.
Sorcerer: Attack: 1Defend: 2Movement: 2d6 Body: 4 ; Mind: 6 ; Weapons: Dagger, Staff, Hexstaff Armor: Bracers and Mantle; Special: Power 1, 2 Spell lores (6 spells total), Spellmastery on one Lore: in other words, the Sorcerer casts less spell but the ones of 1 School will be cast twice, and this stacks with the approrpiate artifact. It’s inspired by D&D Sorcerer. Same toy than the Wizard.
Druid: Attack: 1Defend: 2 Movement: 2d6 Body: 5; Mind: 5 ; Weapons: Dagger, Staff, Spear Armor: Mantle; Special: Power 1. Can cast 2 lores of Spell. Wildshape: at the beginning of his turn, he can sacrifice a spell (discard it without effect) to Wildshape into an animal. Wolf: change attack to 3 dice, defense to 3, move 3d6 and discard one. Boar: attack 3, defense 4. Lion: attack 4, defense 3. It lasts 1 turn (undecided, better two?). Later artifacts can improve duration, and give more animals and dire versions of the base ones. Or maybe I should just create three wildshape cards, one per animal - but in this way is more versatile (but loses many spells).
So, that is. Perhaps I should exchange place between Druid (going into Gishes) and Cleric (going into Magicians). Any suggestion, playtest, or plain “this will not work” is appreciated. Ask in thread or PM for any clarification. Point me out people I should credit (I guess at least Gravaillon for the spellscroll rule, is it possible?).
Thank you so much in advance.