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EAHQ 2nd Edition rulebook release.

Topics related to Games Workshops Advanced HeroQuest.

Re: EAHQ 2nd Edition rulebook release.

Postby Neuralstasis » July 21st, 2025, 12:06 am

One thing I noticed that could possibly be changed/fixed in EAHQ is the Orc Champion's speed of 5, which is one lower than a normal Orc, with the same equipment. I think this is just an error from the original AHQ designers.

In my opinion, there are two solutions available

1. increase the speed of the Orc Champ to 6. - This would make sense as it would match the base speed of the normal Orc. There's no reason an Orc champ would naturally be slower than a basic Orc.

2. Give the Orc champ chainmail and leave it's speed at 5. This would also make sense as the Orc's toughness of 8 would reflect the extra armour rather and a natural toughness increase.

I would be fine with either of these changes, but I think would lean towards 2.
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Re: EAHQ 2nd Edition rulebook release.

Postby Thanquol » July 28th, 2025, 5:18 am

It'd be impracticable for me to send a full list of the suggestions I gave Dieter via private message for the Adventure Book – plus that's mostly confidential, given it was sent via PM.

I do know he corrected nearly every item on the main list I provided, primarily relating to spelling errors. You'd likely need a file comparison tool, such as WinMerge https://en.wikipedia.org/wiki/WinMerge, if you wanted to see the full scope of potential changes made. I believe he also made other significant updates to the files that were unrelated to my notes.

However, what I can say is that I submitted a list of over 200 typographical issues for the EAHQ: Advanced Heroquest Enhanced Second Edition rulebook, and quite a few were Optical Character Recognition (OCR) artefacts. Some corrections involved ensuring British English spellings – mostly minor adjustments, but all worthwhile.

Being word-blind, I am neurodivergent. Grammar is not my forte, so I'm naturally limited in what suggestions I can offer regarding more complex refinements. That said, I have previously done "proofreading" of scanned OCR text for some of the Lone Wolf gamebooks archived by Project Aon https://www.projectaon.org/en/Main/Books, so I'm quite familiar with spotting common OCR artefacts.

Regarding the two 'short stories' in the AHQ Rulebook: many of the errors were basic grammar or spelling mistakes, or inconsistencies in Games Workshop's original copy. For example – mistaking "Tick" for "Tic", capitalising "Northernmost" unnecessarily, spelling "aquire" instead of "acquire", and schoolboy errors such as "a austere" in place of the correct "an austere".

Originally, the EAHQ Second Edition Spell Books were all constructed using Adobe Photoshop and presented as raster images. As such, I only submitted a small handful of corrections for them. In fact, I didn't thoroughly look at the Spell Book section until much later. I did offer a few corrections for the Jade College, although Dieter seems to have missed them. He did, however, edit the Bright Wizard's Spell Book based on my suggestions, sending me a PDF preview after recreating the layout in InDesign.

There are two versions of the Light Wizard's Spell Book – the one printed in Advanced Heroquest: Terror in the Dark (TitD) is phrased more clearly than the version included in White Dwarf issue 139 (July 1991).

I suspect Dieter had to omit or condense some text in the Spell Books to fit the updated PDF layout more cleanly.

Since I didn't have the opportunity to review the Magic Spells section properly until the release on 10 July, I'll be providing a basic list of changes drawn from that latest PDF rather than referencing earlier versions.


Below is Thanquol's preferred wording of the Light Wizard's Spell Book, based primarily on the printed version found in Advanced Heroquest: Terror in the Dark (pages 7 and 8). The phrasing in that edition tends to flow more naturally than the version published in UK White Dwarf issue 139 (July 1991), and it's posted here for clarity and educational reference.

Thanquol's suggested Light Wizard's Spell Book version, based primarily on: Terror in the Dark, pages 7 and 8. (Words used rather than actual paragraph layout.)

LIGHT WIZARD'S SPELL BOOK

POWER OF LIFE
Component: Silver Hand

The Wizard lays the silver hand upon the bare wounds of a fallen comrade, and uses it as a channel to pour out a little of his own life energy. The hand gently glows as the wizard casts the Power of Life spell. By means of it, the Wizard may heal any Wounds lost by any one model, himself included. The Wizard can only cast this spell on a model within his own death zone, and he cannot cast it if there is an enemy model within the death zone as well as a wounded comrade he is healing. This spell cannot restore to life a model which has been slain.

STRENGTH OF LIFE
Component: Powdered bones of a Large Monster

Sprinkling the bone dust on himself or any one other model within his death zone, the Wizard draws on the basic energies of life to infuse strength and vitality into the body. The affected character adds +1 to Strength and gains 1 point of Weapon Skill until the next exploration turn.

CLOAK OF PROTECTION
Component: Cloth of Gold

Placing the cloth of gold on his head, the Wizard pronounces the mystic incantation, and the cloth expands to make a shimmering cloak of golden light which covers him from head to toe. This cloak adds +2 to his Toughness against attacks from Undead creatures and Daemons, and +1 to his Toughness against all other attacks. The magical cloak lasts until the next exploration turn. The Wizard can only affect himself with this spell.

BLINDING LIGHT
Components: A Glass Prism and Grave Dust

The Wizard flings the dust into the air, and it is consumed in a blinding flash by pure life energy which is then focused within the glass prism. Rays shoot out from the prism into the eyes of the Wizard’s enemies. All enemy models within the same room or passage as the Wizard suffer a −1 penalty to hit rolls for the rest of the combat (until the next exploration turn).

You know only the above Spells at the start of the Game.


ESCAPE
Component: A Lizard’s Tail

The Wizard drops the lizard’s tail behind him when the Heroes wish to escape from an encounter. A sheet of blinding white light springs up at the point where the tail hits the ground – solid life-essence, which no creature can pass through. The Heroes cannot be pursued, and automatically escape the encounter (if they return, apply the standard rules. See page 18 of the Advanced Heroquest rulebook).

RESTORE LIFE
Component: Fossil Leaf

This spell may only be cast when a combat has finished, before the Wizard does anything else. He crumbles the fossil leaf over the heart and eyes of a comrade who has died in the fight just ended (or been killed by a deadly trap, etc.). As he murmurs the incantation, the dust glows green, and miraculously turns into fragments of fresh green leaf! If the Wizard passes an Intelligence test, the glow of life-essence sinks slowly into the body of the fallen Hero: wounds close, breathing starts again, and after a few moments the eyelids flicker and open. The recently-dead Hero is restored to life at full strength.

REGENERATION
Component: Troll Bone Marrow

The Wizard chants some words of power for a few moments over the bone marrow, before handing it to the Hero who is to receive the benefit of the spell. The Hero then completes the spell by eating the bone marrow (or this may be the Wizard himself). Until the end of the next combat, the Hero will recover one lost Wound at the beginning of each GM phase of every combat turn.

REMOVE VENOM
Component: Snake Tooth

The Wizard holds the snake tooth between thumb and forefinger and chants for a few moments. Any poison in the room or passage the Wizard is in is sucked into his body through the tooth, and destroyed by the powerful life-energies that empower the Light Wizard’s magic. All poison in the room or passage is instantly destroyed, be it part of a trap or hazard, or even Rat Poison or Blade Venom carried by a comrade! If any trap or hazard is discovered in the room and the dice indicate that it features poison, it is rendered completely harmless, and any poisoned weapons function only as normal ones.

DAGGER OF BANISHMENT
Component: Miniature silver dagger

Chanting words of power, the Wizard hurls the tiny dagger at an unliving foe – a single Undead model or daemon within a maximum range of 8 squares. As with all ranged combat, the Wizard must have a clear line of sight to the target. The dagger spins and swirls in the air and expands into a glowing dagger of pure life force! If the dagger hits, the creature is destroyed; there is no need to roll damage dice.

When using this spell against a Daemon, however, the Wizard must pass an Intelligence test in order to destroy the creature. If the test is failed, the dagger hits with a number of damage dice equal to the creature’s Toughness score. Greater Daemons are not subject to the instant death effect, but suffer damage dice equal to their Toughness score.

SLEEP OF AGES
Component: A piece of Duck Down

By whispering the incantation of this spell, and waving his hands in a gentle arc, the Wizard lets the feather float to the ground. As he does so, he points to any single model within his line of sight. That model falls to the ground in a deep sleep, and remains asleep permanently until woken.

A sleeping creature can be woken by any comrade which is on an adjacent square, but the waker must spend one full combat turn shaking the sleeper into wakefulness and cannot do anything else at the same time. A sleeping creature can be struck with a +4 bonus to all hit rolls, and the striker adds 2 damage dice and +2 to the roll of each damage dice! The blow(s) then wake the sleeper, if the creature is still alive.

LIGHT OF LEARNING
Component: A lit Lamp

This spell is called upon by a Light Wizard when he wishes to magically see through a closed door to see what may lie on the other side. He chants the words of the spell and his eyes are surrounded by a gentle pale light. As the light of the lamp falls upon the door, the wizard is able to see through it into the passage or room which lies on the other side.

This spell forces the GM immediately to roll up the room type and contents (or passage) if the adventure being played is a randomly generated one. In any event, the Wizard must be given clear details of what can be seen in the room or passage: any monsters, chests, magic circles, and the like. The spell does not allow the Wizard to see anything which wouldn’t be discovered by natural powers of sight, such as a concealed pit trap, for instance.

BANISH FEAR
Component: The Heart of a Lion

The Wizard holds up the lion’s heart, and as he pronounces the incantation the heart begins to beat again, becoming suffused with pure white light! Every friendly model in the Wizard’s death zone when the spell is cast becomes completely immune to fear until the start of the next exploration turn.

Fearsome Monsters do not affect those protected by this spell, and nor do spells which cause fear, like the Bright Wizards’ Flight spell.


This material is used for the purpose of criticism, review, or news reporting. It falls under the UK's fair dealing exception to copyright law, specifically for educational purposes. This use is believed to be fair and no copyright infringement is intended.

NB: 'Fair dealing' is a recognised exception in UK copyright law, allowing limited use of protected material for specific purposes such as criticism, review, or education.



Latest suggested Fixes to your PDF (10 July 2025)
File: EAHQ_2nd_Edition_Rulebook_Print_white.pdf

The correct British English spellings have been used. For example, armour, calibre, centre, centred, colour, coloured, colours, defence, duelling, duellist, labour, manoeuvres, mould, rumour and vigour, etc.

Let's walk through them like a scribe with a quill dipped in Oxford ink:
Page number is the page indicated on the page footer itself.

Spell Books and Magic (pp. 33–44.)

Flames of Death
[p. 33] in a white flame. → in white flame. (The "in white flame" reads sharper and evokes a mystical intensity; removing "a" avoids implying a singular physical flame)

Power of Life
[p. 35] Wizard casts → wizard casts (Second mention of "wizard"; standard grammar suggests lowercase here as it's not a title or subject opener.)
[p. 35] the wounded model → a wounded comrade (WD 139 uses "comrade," which adds a warmer, more narrative tone.)

Cloak of Protection
[p. 35] +I → +1 (OCR issue – "I" is a misread of numeric "1"; correcting for clarity in rules text.)
[p. 35] the Wizard's → his ("His" offers slightly cleaner phrasing, but "the Wizard's" maintains formal tone.)
[p. 35] The Wizard can only cast this spell upon himself. → The Wizard can only affect himself with this spell. (The revision simplifies phrasing slightly but loses some magical flair. Stylistic choice – neutral correction.)

Restore Life
[p. 36] etc). → etc.). (Grammar correction – punctuation order ensures clarity and proper sentence closure.)

Sleep of Ages
[p. 36] sleeрer, → "p" (The "р" here is a Cyrillic Small Letter Er (U+0440), not the English "p" (U+0070). OCR encoding fault, correct it to ensure accurate typesetting and searchability – replace it with a fresh English "p".)
[p. 36] The blow then wake the sleeper, if he is still alive. → The blow(s) then wake the sleeper, if the creature is still alive. ("Blow(s)" reflects that more than one strike may occur. "Creature" feels broader and slightly more thematic than "he" – less gendered, more evocative.)

Light of Learning
[p. 36] magically look → magically see ("See" flows better and is used in WD 139 – it has a cleaner rhythm and is more fitting for magical observation.)
[p. 36] the Wizard → the wizard (Lowercase is appropriate as it's not a unique title and aligns with earlier usage. Continuity is key.)
[p. 36] is randomly generated → is a randomly generated one (Inserting "a" improves sentence structure and grammatical logic. More natural when read aloud.)

Banish Fear
[p. 36] When the spell is cast every friendly model in the Wizard's death zone → Every friendly model in the Wizard's death zone when the spell is cast (This phrasing matches WD 139 styling and reads smoother.)
[p. 36] Wizard's → Wizards' (A critical fix – plural possessive. Refers to the Bright Wizards as a collective, not an individual caster.)

The Cloak of Dainne
[p. 37] This spell adds → It adds (Possible flow preference; aligns with WD [121] phrasing. (Stylistic difference.))
[p. 37] Toughness, → Toughness – (The WD version should use an EN dash. Typographical alignment.)

The Green Eye
[p. 37] I square → 1 square (OCR error; misreads "1" as letter "I".)

The Pool of Many Places
[p. 37] centered → centred (Corrected to British English spelling.)

The Jade Casket
[p. 37] cacoon → cocoon (Spelling fix; multiple occurrences.)
[p. 37] color → colour (British English spelling.)
[p. 37] vigor → vigour (British English spelling.)

The Wall of Thorns
[p. 37] anyny → any (Simple OCR slip; corrected word.)

The Emerald Waterfall
[p. 37] vigor → vigour (British English spelling.)

Mist of Speed
[p. 38] Still Air from the Bright Wizard's Spell Book is erroneously listed in place of Mist of Speed.
The correct spell description (as printed in WD 121) reads: As the Wizard utters this spell a thick green mist spews from his mouth, quickly enveloping the area around him. As he moves so does the fog. Beyond the area covered by the cloud, the air is still and time runs slowly. For one turn, the Wizard and a number of others may move at a rapid rate. Roll a dice and halve the number (rounding up); that many Heroes may be moved at either 18 squares (exploration turn) or may double their Speed (combat turn).

Hand of Decay
[p. 38] Roll a dice. The → Roll a dice; the (The semicolon improves sentence flow and properly connects the two independent clauses.)

Alter Allegiance
[p. 39] Expensive Parchment → A Sheet of Expensive Parchment ("A Sheet of…" improves specificity.)

Fortitude
[p. 39] hands → hand (Singular "hand" matches the descriptive sentence and action performed.)

Spirit Control
[p. 39] Stiffened → A Stiffened ("A" restores article omitted.)
[p. 39] Holding → With this spell, the Wizard may remotely see with another's vision and control his actions. Holding (Restoration of contextual opener improves flow.)
[p. 39] Monster → Monsters (Use Wandering Monsters Matrix throughout your write-up for internal consistency.)

Rout
[p. 40] Griffin's → Griffon's (British English correction; "Griffon" is typically preferred in Warhammer UK material.)

Spasm
[p. 40] Gulping → This spell allows the Wizard to inflict extreme pain on one of his opponents. Gulping (Full descriptive lead-in is missing; reinserting contextual intro clarifies the spell's dramatic tone. Omission likely for layout.)
[p. 40] agonizing → agonising (British spelling fix.)
[p. 40] sight. → sight to be the target of this attack. (Completion of sentence restores mechanic and targeting instruction. Original truncation likely space-saving.)

Soul Share
[p. 40] starts a chant → starts to chant (Not as bard song, action unfolding)

Sleep
[p. 40] purpose of this only, → purposes of this test only, ("Purposes" is standard phrasing in British instructional contexts. Correction improves grammatical structure and clarity.)

[p. 41] hand.. → hand. (Double full stop corrected to single.)
[p. 41] neccesary → necessary (Spelling error fixed.)
[p. 41] succesful → successful (Standard spelling correction.)
[p. 42] 2 Crafing → 2 Crafting (Typo corrected – missing "t".)
[p. 42] untill → until (Extra "l" removed.)
[p. 42] deathzone → death zone (British and GW formatting standard; separated into two words.)
[p. 43] centered → centred (British English spelling.)
[p. 43] ARMOR OF RIGHTEOUSNESS → ARMOUR OF RIGHTEOUSNESS (British English spelling; adjusted for consistency with UK Warhammer style.)

I'll repeat the "Light of Learning" below, given that it's a fairly complex description.

LIGHT OF LEARNING
Component: A lit Lamp

This spell is called upon by a Light Wizard when he wishes to magically see through a closed door to see what may lie on the other side. He chants the words of the spell and his eyes are surrounded by a gentle pale light. As the light of the lamp falls upon the door, the wizard is able to see through it into the passage or room which lies on the other side.

This spell forces the GM immediately to roll up the room type and contents (or passage) if the adventure being played is a randomly generated one. In any event, the Wizard must be given clear details of what can be seen in the room or passage: any monsters, chests, magic circles, and the like. The spell does not allow the Wizard to see anything which wouldn't be discovered by natural powers of sight, such as a concealed pit trap, for instance.


Anyway, that'll give you a loose outline of the types of issues that might still need reviewing in the PDF (10 July 2025) of the EAHQ Second Edition "Magic" section (pp. 33–44).

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Re: EAHQ 2nd Edition rulebook release.

Postby Thanquol » July 29th, 2025, 8:16 am

AHQ: Multiplication Sign Usage and Typographic Refinements

Games Workshop's presentation of Advanced Heroquest – charming as the chaos was – frequently suffered from typographic inconsistencies. Some formatting lapses were likely proofing oversights, but often, restrictions in layout and space led to less-than-ideal choices.

At times, it felt like GW's editorial department was fuelled more by caffeine and chaos than style sheets. I've corrected numerous typos across their material, e.g. commas, semicolons, full stops, brackets, misused digits, and the occasional rogue colon.

These are corrections, not rewrites
I've simply tidied up some typographical blunders GW should have caught pre-publication. For example:

Hazard Table Formatting:

  • Incorrect: Steps Impede. Movement at quarter rate in step squares
  • Correct: Steps Impede: Movement at quarter rate in step squares
A colon ":" provides proper separation between the result label and its effect.

Spell Names and Font Styling

GW often failed to properly italicise spell names when referenced in body text.

  • Italicise: when outside tables or stat blocks, e.g. Flames of Death
  • Roman (non-italic): acceptable within tabular data or Monster stat lineups for legibility, e.g. Fireball, Choke

Multiplication Symbol – "×" versus letter "x"

One particular formatting oversight crops up repeatedly in AHQ is: misuse of the letter "x" instead of the proper multiplication sign "×" (U+00D7).

Correct Format:

  • Closed-up, no spacing between number and symbol
  • Digit precedes the symbol
Example: 2× Fireball components, not ×2 Fireball components

Simply visualised:
❌Wrong: ×2 Fireball components, ×1 Strength Potion
✅Correct: 2× Fireball components, 1× Strength Potion

Examples of Proper Formatting:
PRAZNAGAR'S UNDEAD BODYGUARD:
1 Sorcerer (2× Fireball, 2× Flaming Skull of Terror)
1× Strength Potion, 1× Healing Potion, 1× Amulet of Protection
Spells: 1× Choke, 1× Flaming Skull of Terror, 2× Fireball
Spells: Flesh Flaying, Strengthen Undead, Choke, Fireball 2×, Flight 2×, Inferno of Doom

Note: The non-bracketed format is generally preferred over (2×) suffixes, which feel clunky and are harder to scan.

For physical measurements (e.g. 12 in × 12 in), a space between the symbol is appropriate as per standard British usage.

Suggested Corrections (Sample Pages):

General Room Counts
[p. 3] 3 x Large Room → 3× Large Room
[p. 3] 6 x Small Room → 6× Small Room
[p. 3] 1 x Revolving Room → 1× Revolving Room

Dungeon Counter Formatting
[p. 4] 4 x Trap Counter → 4× Trap Counter
For clarity, spell cards or counters should appear with closed-up notation.

Spell Stat Blocks:
[p. 96] Choke x1, Flaming Skull of Terror x1, Fireball x2 → 1× Choke, 1× Flaming Skull of Terror, 2× Fireball
[p. 102] Flesh Flaying x1, Strengthen Undead x1, Fireball x2, Flight x1, Inferno of Doom x1 → Corrected: 1× Flesh Flaying, 1× Strengthen Undead, 2× Fireball, 1× Flight, 1× Inferno of Doom
[p. 102] Choke x2, Fireball x2, Flaming Skull of Terror (on allies) x2 → 2× Choke, 2× Fireball, 2× Flaming Skull of Terror (on allies)
[p. 137] Choke x1, Flaming Skull of Terror x1, Fireball x2 → 1× Choke, 1× Flaming Skull of Terror, 2× Fireball

Monster Matrix Table (Non-Stat Block)
[p. 153] 1 Sorcerer (2 x Fireball, 2 x Flaming Skull of Terror) → 1 Sorcerer (2× Fireball, 2× Flaming Skull of Terror)

NB: Dieter, even if you opt not to switch to the "×" symbol throughout, using it consistently in spell lists and stat blocks – especially with the digit-first notation – would improve legibility, reduce ambiguity, and align the layout with standard British typographic practices. A small shift... but one that sharpens the sword.

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Re: EAHQ 2nd Edition rulebook release.

Postby Neuralstasis » July 30th, 2025, 12:12 am

Very interesting So most of the changes/fixes were typos and layout things?

Amazing effort that someone had to do! I do love consistency.

Like the point I made above about the Orc champs speed, is there likely to be updates/fixes to the actual content? I'm not the only one to point out that Orc one for instance.
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Re: EAHQ 2nd Edition rulebook release.

Postby Thanquol » August 6th, 2025, 1:48 pm

As mentioned in my last two posts (see above), most of the suggested corrections were focused primarily on fixing OCR errors, spelling mistakes, typographical inconsistencies, minor punctuation issues, and small grammar irregularities found in Games Workshop's original material.

Put simply, it was mostly error-checking, aimed at improving readability and making the overall PDF presentation feel more consistent and professional.

I also sent Dieter a corrections list for the EAHQ: Second Edition, Adventure Book; I suspect he'll review them when time allows.

At present, I've recorded over 70 additional potential fixes for the latest (10 July) EAHQ Second Edition Rulebook. I didn't post these on the forum, since I was only highlighting the "Possible Typos and Corrections for Magic" section.

Again, most of these are typographical – things like stray punctuation or OCR artefacts.

I plan to send those suggestions to Dieter via PM.

Neuralstasis wrote:One thing I noticed that could possibly be changed/fixed in EAHQ is the Orc Champion's speed of 5, which is one lower than a normal Orc, with the same equipment. I think this is just an error from the original AHQ designers. ...


Regarding how Advanced Heroquest treated the Orc Champion, Orc Warchief, "Character Monster," and other creatures listed in the Monster Reference sheets and Monster Reference Table handouts, there were many inconsistencies where weapons or armour didn't match the intended profiles.

For example, some Skaven were shown wielding daggers, yet their Damage Dice (DD) didn't correspond correctly to their Strength. Others had armour configurations that didn't align with their Toughness or Speed ratings.

Take the Orc Warchief: he has Strength 6, so he should logically deal 5 Damage Dice – not 3, as GW listed. A double-handed mêlée weapon typically deals one less Damage Dice than the user's Strength. It looks like GW may have reused the generic Orc warrior's Damage Dice score by mistake.

As for the Orc Champion, in the AHQ Rulebook he's listed with Speed 5 and Toughness 8. That profile combination implies he should be wearing Chainmail (+2 Toughness, −2 Speed), not Leather Armour (+1 Toughness, −1 Speed). This suggests those characteristics may have been copied in error from the standard Orc. It's fair to assume the Orc Champion would possess some better physical characteristics compared to a regular Orc.

AHQ ARMOUR TABLE
Code: Select all
Armour         | Bow Skill | Toughness | Speed
Shield         | -1        | +1        | —
Leather Armour | -1        | +1        | −1
Chain Armour   | -1        | +2        | −2


Monster Stat Blocks – Suggested Corrections
Code: Select all
ORC: WS 6 | BS 5 | S 5 | T 7 | Sp 6 | Br 7 | Int 5 | W 4 | DD 3 | PV 1 | Equipment: Leather Armour, Shield, Sword


Code: Select all
ORC CHAMPION: WS 7 | BS 5 | S 6 | T 8 | Sp 5 | Br 8 | Int 5 | W 4 | DD 4 | PV 2 | Suggested Equipment: Chain Armour, Shield, Sword


Code: Select all
ORC WARCHIEF:  WS 9 | BS 3 | S 6 | T 9 | Sp 6 | Br 10 | Int 7 | W 4 | DD 5 | PV 8 | Equipment: Chain Armour, Double-Handed Weapon (Fumble 1–2, Critical 11–12)


The Advanced Heroquest: Terror in the Dark (TitD) expansion tried to apply some errata – but it also introduced a few errors of its own, particularly around the Invulnerable Monsters rule.

On page 53 for the Terror in the Dark "Rules Clarifications" section it says:

INVULNERABLE MONSTERS

The rule that at least one 12 must be rolled among the damage dice for a hit to inflict any Wounds at all against such monsters means that a "natural" 12 must be rolled – that is, the 12 face must be uppermost on the D12 after it has been rolled. Some magical weapons (including the Sword of the Flaming Heart in the Quest for The Lichemaster) give the user a bonus on damage dice rolls, but an 11 on the dice to which a +1 bonus is added is not a "natural" 12, and will not be sufficient to inflict Wounds against an Invulnerable Monster.


This contradicts the AHQ Rulebook (page 40), which already makes clear that Magical weapons bypass Invulnerability. So the clarification in TitD is unnecessary for magic and only applies to non-magical weapons.

Advanced Heroquest Rulebook (page 40)
[...] This does not apply to damage rolled as the result of a free attack or to any attack made with a magical weapon. ...


GW also updated the Orc's Toughness in Terror in the Dark (page 57)

Ordinary Orcs (and Orc Sentries) should in future be played with Toughness 7.


Advanced Heroquest: Terror in the Dark (page 57)

ORC REFERENCE TABLE

The Orc Monster Reference Table [below] shows an Orc with a Short Bow weapon, for you to use with Orcs who have this ranged weapon. There is also a revision to the Orc's profile: Toughness is 7, and not 8 as in the original Advanced Heroquest rulebook. Ordinary Orcs (and Orc Sentries) should in future be played with Toughness 7.


However, confusion arises with Orcs using Short Bows on that same page. Their Toughness score is shown using shields in melee – something likely not possible while firing a two-handed bow during any Ranged Combat turn.


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Re: EAHQ 2nd Edition rulebook release.

Postby Thanquol » August 10th, 2025, 4:18 pm

Continuing from my previous post (see above), Games Workshop also neglected to list the Short Bow in the "Equipment/Notes" section of the stat block for the so-called "Orc with a Short Bow" found in Advanced Heroquest: Terror in the Dark (page 57).

A specific 'Orc Sentry' monster profile is not described anywhere within the core Advanced Heroquest Rulebook Monster Sheets, nor in the Terror in the Dark expansion. Not even within the Monster Matrices tables of those two booklets.

The only reference is the generic special rules for Sentry-type creatures and their associated actions, found in Advanced Heroquest, page 16:

SENTRIES

There is a special rule for a certain type of monster, these are called Sentries. Sentries add +1 to the GM's surprise roll. ...


The only dedicated 'Orc Sentry' profile appears in White Dwarf 121 (January 1990, page 50), and notably, no body armour is listed. However, the profile assigns a Toughness of 7. This suggests either Leather Armour should have been included, or the Toughness should have been reduced to 6 to reflect the lack of armour. The Speed difference compared to a regular Orc suggests the Sentry doesn't wear Leather armour. The accompanying model photograph also depicts the Orc Sentry as lightly armoured, wielding only a shield (used actively in combat, rather than simply worn) and a sword in the other hand.

ORC SENTRY (WD 121)
Code: Select all
ORC SENTRY: WS 6 | BS 5 | S 5 | T 7 | Sp 7 | Br 7 | Int 5 | W 4 | DD 3 | PV 2 | Equipment: Shield, Sword


The profiles occasionally wandered from the models, but perhaps that was just part of the creative looseness of the time.

Sarcasm: How is the brilliant Grey Seer Thanquol expected to manipulate the dim-witted Greenskin-things if their weaponry is not properly documented? Sabotage! A conspiracy! Designed to undermine my glorious schemes! The Short Bow omission is clearly an act of treachery – how can I orchestrate unstoppable conquer-plans if the tools of manipulation are missing from the stat block? No, it is not fair! They break-ruin everything! It was perfect! My control-manipulation of the Orcs-things would have been legendary!
Attributed to Grey Seer Thanquol, moments before a tactical retreat (not fleeing, no, never fleeing)
/Sarcasm
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Re: EAHQ 2nd Edition rulebook release.

Postby Thanquol » September 15th, 2025, 10:40 am

Following on from my earlier notes regarding typographical corrections and OCR artefacts in the EAHQ Second Edition PDF (dated 10 July 2025), I'm posting the Bright and Jade Wizard Spell Books here for reference. These versions reflect the original Games Workshop phrasing, with minor corrections applied for clarity and British English consistency.

For the EAHQ Second Edition "Magic" section (pp. 33–44), the Bright and Jade Wizard spells – as originally printed in official AHQ material – share broadly similar phrasing.

NB: These are based on the official AHQ rulebook and White Dwarf issue 121 respectively. The Bright Wizard's Spell Book had a few minor typos in the original print, e.g. "range attacks" instead of "ranged attacks", and a capitalised "The" mid-sentence in Dragon Armour. The Jade Wizard's version from WD 121 was largely clean, though Dieter's PDF had some OCR-related hiccups, including a mispaste of Still Air in place of Mist of Speed.


Bright Wizard's Spell Book (Corrected version based on AHQ Rulebook)

BRIGHT WIZARD'S SPELL BOOK

DRAGON ARMOUR
Component: Red Dragon Dust

Casting the dust into the air, the Wizard’s gestures pull it into a tightening band of glistening red scales. The segments expand, fuse and encase the target. This spell may be cast on any model in the Wizard’s death zone. Until the next exploration turn, add +1 to the model’s Toughness.

OPEN WINDOW
Component: Silver Key

Shedding only a little blood, an eye opens in the flesh of the spellcaster’s forehead, an eye with no white or iris – just a glittering green light. With this eye, the Wizard may see into a dungeon section that has not already been explored. Pick any potential area that has not been explored (behind a door or past a junction, for example) and generate what is there by the normal means. If there are monsters, they will have no idea that they have been spied upon. If the Heroes enter an area with monsters that have been spied upon, add +3 to the Leader’s surprise roll.

FLAMES OF DEATH
Component: Fire Dust

The Wizard casts a sizzling fireball at the enemy, which engulfs them in white flame. Place a fireball template anywhere within 12 squares of the caster within his line of sight (treat this just like ranged attacks – see the Combat section). Any models, friendly or enemy, which fall under the fireball template are automatically hit. Roll 5 damage dice to see what effect a hit has.

FLAMES OF THE PHOENIX
Component: Phoenix Feather
The Wizard lays his hands upon the bare wounds of a fallen comrade, and takes the pain into himself, to be consumed by the strength of his magic. By means of this spell, the Wizard may heal any Wounds lost by any one model, himself included. There must be no model other than the wounded comrade in the Wizard’s death zone when he casts the spell.

You know only the above spells at the start of the game. Tick the boxes as you learn the spells below.


THE BRIGHT KEY
Component: Silver Key

The Wizard clenches his fist tightly, surrounding it with a nimbus of hot light. He then opens his hand, which will take an enormous effort, as if it were encased in rock. When it is finally opened, the Wizard will have created a door where there was none. The Wizard player may place a door in any wall of the section in which the Wizard stands. If this would lead into an unexplored part of the dungeon, and the Heroes choose to open it, first roll a dice. If the result is 4 or less, there is only solid rock behind the door. Otherwise, create the dungeon behind the door as normal.

FLAMING HAND OF DESTRUCTION
Component: Red Dragon Dust

This spell transforms the Wizard’s hands, so that they burn with an intense magical flame, a grim energy that does not consume the flesh, though it seems to blacken all the while the spell is engaged. In any following combat turn, if the Wizard successfully hits a target in combat, the target automatically loses as many Wounds as are shown by the roll of one dice. Do not roll conventional damage dice. The spell dies down at the beginning of the next exploration turn.

FLIGHT
Component: Red Dragon Dust

Strange tendrils of magic leave the palms and fingertips of the Wizard as he casts this spell, which weave to the target like the lash of a whip. As they strike, they cause a brief, blinding agony – and then a desperate desire to run, to be anywhere but this painful place. The Wizard may cast this spell on any one model to which he has whole or partial line of sight before it has moved. The Wizard player may then have the model run in any direction he chooses.

SWIFT WIND
Component: Fire Dust

As the last words are spoken, the air around the Wizard seems to chill, and become slightly opaque. Beyond this glass, all moves very slowly. The aura travels with the Wizard as he begins to move. For one turn, the Wizard and a number of others may move at a very rapid rate. Roll a dice, and halve the result (round up). That many characters may be moved either a maximum of 18 squares (exploration turn) or may double their Speed (combat turn).

POWER OF THE PHOENIX
Components: Phoenix Feather and a Dragon Tooth

From deep within himself, the Wizard utters a shout which carries into the void, to be heard only by the soul of a fallen comrade, beckoning it back to the body it has left. In this fashion, the Wizard may resurrect a dead character. The spell can only be cast the turn after the character was killed. If the Wizard passes an Intelligence test, the character is returned to life at full strength. If he fails, he will actually cast the soul of the dead person into tortured oblivion.

STILL AIR
Component: Phoenix Feather

The complicated words and gestures of this spell are spoken swiftly, as if racing to beat some desperate fate. But the formula also demands that they be broken off at a critical moment, and for an instant the Wizard will freeze, even his heart pausing as the energy courses through his hands. Then, for one turn, no monster in the dungeon section selected by the Wizard may move or attack. The Wizard must have line of sight to the dungeon section to cast this spell.

INFERNO OF DOOM
Components: Fire Dust and a Dragon Tooth

A firestorm leaps out from the Wizard’s outstretched hands, which can render a man to ashes in a few seconds. Place a fireball template anywhere within 12 squares of the caster within his line of sight (treat this just like ranged attacks – see the Combat section). Any models, friendly or enemy, which fall under the fireball template are automatically hit. Roll 7 damage dice to see what effect a hit has. Before casting the spell, the Wizard must make an Intelligence test; if it is failed, only 5 damage dice can be rolled.

COURAGE
Component: Silver Key

The magic that powers this spell is drawn from very dangerous sources indeed, such that the Wizard will actually see ghastly, fell creatures from the corners of his eyes, slavering for his body and soul, reaching talons for his flesh… Then, in an instant, all fear is gone. The Wizard may cast this spell on himself or any model in his death zone. The model's Bravery is automatically 12 until the beginning of the next exploration turn.



Jade Wizard's Spell Book (Corrected version based on White Dwarf 121)

JADE WIZARD'S SPELL BOOK

THE GREEN EYE
Component: Small Glass Lens

The Wizard’s stare becomes glassy as a green fire seems to ignite within his eyes. The two bright balls of emerald light grow brighter and larger until they merge into one and, with a loud crack and a cascade of sparks, shoot out a beam of green energy which injures any model in its path. The Wizard should choose a direction to fire the beam. It shoots forward in a straight line in the chosen direction, forming a corridor 1 square wide and 12 squares long. Every model, friendly or enemy, in this corridor of light is automatically hit. Roll 5 damage dice for each model to see what effect a hit has.

THE JADE SHROUD
Component: A Giant Spider’s web

The Wizard waves his hands above the wounded body of an injured comrade, causing a fine mesh of green filaments to drift down and cover the Hero's body, healing any injuries he has. Using this spell, the Wizard restores any Wounds lost by one model, including himself. There must be no model in the Wizard’s death zone, other than the wounded comrade, when this spell is cast.

THE CLOAK OF DAINNE
Component: Green Dragon Dust

Upon throwing the Green Dragon Dust into the air, a thin, insubstantial cloak of pale green light forms in the air and draws itself around the target. It adds +1 to the model's Toughness – and lasts until the end of the next exploration turn. This spell may be cast against any model in the Wizard’s death zone.

THE POOL OF MANY PLACES
Component: A Suspension of Crushed Jade in Water

The Wizard lets a single drop of water fall onto the ground at his feet. As it touches the flagstones it grows in volume until the Wizard is standing next to a pool of deep green water that sparkles with otherworldly energy. The pool can be represented with the pool floorplan. It allows up to 5 models per turn to teleport to another location. Upon jumping into the pool the models disappear, only to reappear elsewhere. The models may be placed on any of the dungeon sections that are currently in play. All of the models must be placed in an area 3 squares by 3 squares centred on the first model placed. The pool lasts until the end of the next exploration turn.

You know only the above spells at the start of the game. Tick the boxes as you learn the spells below.


THE JADE CASKET
Components: A Giant Spider’s web and Emerald Dust

The Wizard lays his hands onto the body of a fallen comrade, in an attempt to bring him back to life.

Immediately the Hero levitates and is smothered in a thin cocoon of crystalline material, a deep green in colour. After a few moments the cocoon splits and the Hero inside steps out, fully restored to life. This spell may only be cast on a dead model, and only in the turn after the model was killed. If the Wizard passes an Intelligence test, the character is returned to life at full vigour. If he fails, the Hero appears to be alive, only to crumble into dust mere seconds later as his soul is destroyed and his body falls apart.

THE EMERALD FOUNTAIN
Component: Swamp Dragon Blood

The Wizard raises his hands above his head, placing his palms together for a few moments. His fingers begin to spark and a green mist begins to flow from their tips. Upon easing his hands apart a stream of green energy flows from between them, like water from a fountain, covering his opponents and burning their flesh. It cascades down onto the surrounding area, spitting and crackling with the discharge of vast energies. Every model, friendly or enemy, within four squares of the Wizard take 5 damage dice of injury.

HAND OF DECAY
Component: Spleen of Toad

The Wizard’s hands take on a pale green hue, and the flesh seems to rot away leaving just the pale white of his bones showing through the lumps of peeling skin.

If the Wizard hits a target during this combat, it begins to age and wither, the flesh falling from its body in bloody lumps. Roll a dice; the target loses that many Wounds. Do not roll conventional damage dice. The Wizard’s hands return to normal at the beginning of the next exploration turn.

THE THOUSAND CUTS
Component: A Jade Statuette

A swirling maelstrom of tiny green shards forms around the Wizard’s hand as he crushes the statuette. They spin around in ever-increasing circles, gradually causing the mass of whirling blades to get bigger, until they suddenly detach themselves and hurtle towards the chosen target. They cluster around him, stabbing and slashing his flesh as they constrict and squeeze tighter and tighter. The Wizard may choose any target in his line of sight (treat this as a ranged attack) and up to 12 squares away. The shards surround the target, inflicting 12 damage dice of injury. If the shards fail to cause a Wound on the chosen target they move on to the next nearest model. This process continues until they have wounded one model, at which point they disappear.

MIST OF SPEED
Component: Crystal Vial of Chlorine

As the Wizard utters this spell a thick green mist spews from his mouth, quickly enveloping the area around him. As he moves so does the fog. Beyond the area covered by the cloud, the air is still and time runs slowly. For one turn, the Wizard and a number of others may move at a rapid rate. Roll a dice and halve the number (rounding up); that many Heroes may be moved at either 18 squares (exploration turn) or may double their Speed (combat turn).

THE EMERALD WATERFALL
Components: Swamp Dragon Blood and Emerald Dust

The Wizard throws his arms into the air, clapping his hands together three times. As he does so, a raging torrent of green fire arcs upwards from between his palms. It drenches the surrounding area, sending out bright green sparks into the air as it spits and crackles with unnatural vigour. Every model, friendly or enemy, within four squares of the Wizard take 7 damage dice of injury. Before casting this spell the Wizard must make an Intelligence test; if it is failed, only 5 damage dice can be rolled.


This material is posted for educational and review purposes under the UK's fair dealing exception to copyright law.



If anyone spots additional inconsistencies or formatting quirks in the latest PDF, I am sure Dieter would be happy if you flagged them. I'll continue reviewing and post any further refinements as needed.

Sarcasm: Just a few pinches of the green-shining dust... The good stuff! The powerful-strong kind! More Warpstone! The flames of proofreading shall consume all typos, yes-yes! No more "range attacks" or rogue capitalised "The"s – only glorious, squeaky clarity! The Jade College shall rain AoE upon the unworthy! The Bright Wizard shall hurl fireballs with correct grammar! We shall purge the OCR heresy! Burn the artefacts! Cleanse the pixels! /Sarcasm
Thanquol

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Re: EAHQ 2nd Edition rulebook release.

Postby MingTheMirthless » March 29th, 2026, 6:13 am

Before I forget. Thank you for all this legendary work. :whiteshield: :whiteshield: Sorry for the necrobump. :skull: :skull:
D4? D6? D12? D100? Doesn't matter - you can still roll too many 1s...
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