I've been working on a set of fairly light house rules for HeroQuest. My intention is not to turn HeroQuest into Warhammer Quest, but rather to add a little more character to some of the equipment while keeping the original combat system as simple as possible.
One of the things that inspired me was Warhammer Quest, particularly some of the weapon rules in the Roleplay Book. I like the idea that different weapons should feel different rather than simply being a matter of "more Combat Dice = better weapon". However, some of the original Warhammer Quest mechanics don't translate particularly well to HeroQuest, so I've been trying to adapt the underlying ideas to the much simpler HeroQuest system.
I've started with blunt weapons, giving them a small chance of causing an unavoidable point of damage, representing the ability of a heavy blow to injure an enemy even through armour. Other weapons have their own risks or advantages.
I'm trying to keep everything very simple and avoid adding lots of modifiers or extra rolls, so I'd be interested to hear what you think about the balance and whether these weapons still feel like HeroQuest.
Mace – 150 gold coins
2 Combat Dice.
Roll 1D6 before resolving the attack:
1: The attack automatically fails.
6: Devastating – the target immediately loses 1 Body Point. If it survives, it may defend against the Combat Dice as normal.
The Mace cannot be used by the Wizard.
War Hammer – 250 gold coins
2 Combat Dice.
Roll 1D6 before resolving the attack:
6: Devastating – the target immediately loses 1 Body Point. If it survives, it may defend against the Combat Dice as normal.
The War Hammer cannot be used by the Wizard.
Flail – 250 gold coins
3 Combat Dice.
Roll 1D6 before resolving the attack:
1: The attack automatically fails. The wielder accidentally strikes himself and must defend against all Skulls rolled in the attack.
6: Devastating – the target immediately loses 1 Body Point. If it survives, it may defend against the Combat Dice as normal.
Cannot be used by the Wizard.
Two-Handed War Hammer/ War Mattock – 350 gold coins
3 Combat Dice.
Roll 1D6 before resolving the attack:
6: Devastating – the target immediately loses 1 Body Point. If it survives, it may defend against the Combat Dice as normal.
The weapon requires two hands and cannot be used with a shield. Cannot be used by the Wizard.
Great Flail – 450 gold coins
4 Combat Dice.
Roll 1D6 before resolving the attack:
1: The attack automatically fails. The wielder accidentally strikes himself and must defend against all Skulls rolled in the attack.
6: Devastating – the target immediately loses 1 Body Point. If it survives, it may defend against the Combat Dice as normal.
The Great Flail requires two hands and cannot be used with a shield. Cannot be used by the Wizard.




