Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.



Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.





Bareheaded Warrior wrote:• Elf: Movement D6+5 Squares
• Barbarian: Movement D6+4 Squares
• Wizard: Movement D6+3 Squares
• Dwarf: Movement D6+2 Squares
As suggested by others you could then combine this with a "body" armour reduces initiative idea:
• Chainmail = +1 DD, -1 Move
• Plate = +2 DD, -2 Move
• Borin's Armour = +2 DD, No Movement Penalty
And for further distinction between the hero types and to avoid the Dwarf forever lagging behind, I would suggest that his build means that he ignores movement penalties for body armour
= one hit
= one hit & pushback
= cancels one hit



= one hit
= one hit & pushback
= cancels one hit



= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster



Users browsing this forum: No registered users and 2 guests