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My New (Expanded) Armory... (yes, another one)

Discuss new Rules for HeroQuest.

My New (Expanded) Armory... (yes, another one)

Postby Kurgan » Saturday June 1st, 2019 3:09pm

I've expanded the Armory somewhat, including mostly tweaked versions of ideas presented by others.

I keep the default Hero Quest Armory (NA version) intact, but add the following:

("lost when thrown" weapons can be retrieved later by searching for treasure where they were lost... does not apply to daggers)
("two handed" means it can't be used with a shield, I have NOT implemented dual wielding rules with my weapons)
(cleric character cannot use "edged" weapons, but can use bows)
And it should go without saying you can sell stuff back between quests for half list price...

New Throwable weapons:
Hand Ax = 175 gold coins = 2 attack dice, lost when thrown, not usable by wizard
Spear = 250 gold coins = 2 attack dice, can attack diagonally, two-handed, lost when thrown, not usable by wizard or mystic

New Armor:
Bracers = 300 gold coins = 1 extra defend die, wearable only by wizard, mystic or ranger
Tower Shield = 500 gold coins = 2 extra defend dice, can't combine with any two-handed weapon, not usable by wizard, mystic or ranger. (substitutes green dice defending against projectiles)
Cloak = 600 gold coins = 1 extra defend die, cannot be combined with Chain Mail or Plate Armor (Note: wearable by any character class)

New Ranged weapons (unlimited ammo):
Sling = 150 gold coins = 1 attack die at range
Short bow = 200 gold coins = 2 attack dice at range, not usable by wizard or mystic (two handed)
Long bow = 550 gold coins = 4 attack dice at range, not usable by dwarf, wizard or mystic (two handed)

New Hand weapons:
Mace = 150 gold coins = identical to the Shortsword, but usable by cleric
Whip = 160 gold coins = 1 attack die, can attack diagonally, use to jump a pit trap (roll anything but a black shield)
Flail = 180 gold coins = 2 attack dice, can attack diagonally, not usable by wizard
Hammer = 200 gold coins = identical to the Hand Axe, but usable by cleric
Torch = 250 gold coins = 1 attack die (roll 1 additional attack die if it hits, for fire damage), lasts 1 quest when lit: ignore "Hazard" cards, cannot use with two-handed weapon
Halberd = 300 gold coins = 3 attack dice, can attack diagonally, two-handed, not usable by wizard or mystic
Bastard sword = 300 gold coins = 3 attack dice, substitute 1 black die when used by barbarian, not usable by wizard
War Hammer = 500 gold coins = identical to the Battle Axe, but usable by cleric
Greatsword = 700 gold coins = 4 attack dice, can attack diagonally, only usable by barbarian

Other Equipment:
Rallying Horn = 250 gold coins = Blowing horn counts as an action, ALERTS any allies (heroes or mercs) on your half of the board and/or you can "see," giving them 1 extra Red Die of movement on their next movement phase. Each figure can only be "alerted" once per round of turns. On each fourth usage of a Rallying Horn, Zargon rolls 1 white die. If it's a Skull, Wandering Monster attacks the character who blew the horn.

The Cleric hero starts with a Cloak and a Mace.
The Ranger hero starts with a Short Bow.
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Last edited by Kurgan on Sunday July 7th, 2019 3:32pm, edited 5 times in total.
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Kurgan

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Posts: 301
Joined: Saturday February 23rd, 2019 7:08pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Hero:

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Re: My New (Expanded) Armory... (yes, another one)

Postby Kurgan » Sunday June 2nd, 2019 4:18pm

Here's the first part... (as you can see, just adding European GS gear to the regular Armory)
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Kurgan

Necromancer
Necromancer
 
Posts: 301
Joined: Saturday February 23rd, 2019 7:08pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Hero:


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