blog header

blog header

Wednesday, 30 January 2013

Heroquest Advanced rules pt 2- Skills

We invented an experience points system to develop characters. Adventurers get 10XP for completing a quest, plus 1XP for each body point of monsters they kill (themselves, not as a party), plus any arbitrary XP awarded by the evil wizard player. Between quests these XP can be swapped for skills. There are four base skills (warrior, scout, sorceror and artisan) which are available to all characters. Each character may buy up to 2 of these base skills which then allow other skills to be bought (for example, a barbarian could buy the scout skill and then buy any further scout or scout barbarian skills in the list, if they also bought the artisan skill they could buy scout, scout barbarian, artisan, artisan barbarian and artisan scout skills). As an aside, the sorceror base skill does not allow a dwarf or barbarian to use spells, it merely allows them to pick other skills from this list (which may in turn allow them to use spells). So a barbarian picking the pyromancy skill would be largely pointless since he is unable to use fire spells in any case.



Skill List
Skill
Type
Effect
Cost
Base
Warrior/Scout
Sorcerer/Artisan
A character may purchase up to 2 base skills, they may then buy additional skills in the chosen field/s.
50xp
Melee
Warrior
+2 Combat dice in close combat
100xp
Attentive
Scout
Instead of opening a door you may ask the DM to reveal the number of enemy models (if any) inside. The types of models will not be revealed.
100xp
Lore
Sorcerer
After all magic-users choose one set of spells you may hand pick any 9 remaining spells.
100xp
Smithcraft
Artisan
You may expend 50xp or 100gc to add 1 Combat die to the attack value of any weapon. Only one improvement may be made per weapon.
100xp
Fencing
Warrior
You may force an enemy in close combat with you to reroll their defence dice.
100xp
Stealth
Scout
Enemy models will not be aware of you unless you attack them, open a door (not a secret door)or cast a spell.
100xp
Discipline
Sorcerer
Each time you miss a turn and are not attacked you may regain 1 lost spell. After the first time you use this skill you must roll a combat die each time you attempt this and lose a Mind point on a roll of a skull.
100xp
Alchemy
Artisan
By turning any piece of equipment to gold you may double its value for resale. The equipment loses any special features.
100xp
Might
Warrior Barbarian
You may wield two weapons in combat, gaining the bonuses from both.
100xp
Wardance
Warrior Elf
You may attack all enemies in base contact (including diagonally) each turn.
100xp
Grudgestrength
Warrior Dwarf
Nominate one type of creature (Goblinoid, Undead, Chaos or Ogre), you reroll all failed attack dice against these creatures.
100xp
Pyromancy
Warrior Wizard
Each time you cast a fire spell roll a combat die. The spell is lost on a roll of a black shield, otherwise it is retained and may be used again.
100xp
Foescent
Scout Barbarian
Instead of opening a door you may ask the DM to reveal the type (goblinoid, undead, chaos, ogre) of monsters (if any) within. The specific monsters and number will not be revealed.
100xp
Farsight
Scout Elf
Monsters out of sight around corridors are placed on the board when you get within five spaces of the corner.
100xp
Earthkin
Scout Dwarf
Traps and Secret doors are automatically found when searching for treasure.
100xp
Clairvoyance
Scout Wizard
You may examine the magic cards of any magic user and turn one card face down. This card may not be used until the end of your next turn.
100xp
Thor Hammer
Sorcerer Barbarian
For each white shield you roll in defence the enemy takes 1 Body Point of damage.
100xp
Magecraft
Sorcerer Elf
Once per turn you may roll a combat die to pick (at random but with the backs showing) any one spell in the discard pile. If you roll a skull you take 1 Mind point damage but still take the spell.
100xp
Runesmith
Sorcerer Dwarf
Pick any one skill and any piece of equipment carried by any player. The bearer of that piece of equipment gains that skill. You may buy the Runesmith skill any number of times but each piece of equipment may only confer one skill.
100xp
Collegiate
Sorcerer Wizard
You may cast your spells as if you were in the position of any friendly model on the board.
100xp
Reforge
Artisan Barbarian/Dwarf
Any weapon or armour equipment may be upgraded to another item of the same type for the difference in xp rather than gp.
100xp
Enchant
Artisan Wizard/Elf
Choose one piece of equipment owned by any one player and any spell. The owner of the equipment may cast the spell once per game, the spell always remains the same and is noted by the entry on the character sheet- the card is not held by the owner of the equipment. You may buy the Enchant skill any number of times.
100xp
Hawkeye
Warrior Scout
Roll an extra combat die for each ranged attack made.
100xp
Stormchannel
Warrior Sorcerer
Instead of casting a spell or attacking you may make a ranged attack against any figure in the same room or corridor (line of sight not required) by rolling 4 combat dice.
100xp
Balance Weapon
Warrior Artisan
You may reroll all failed combat dice in attack.
100xp
Mindmap
Scout Sorcerer
The contents of spaces a radius of 2 squares from your model are revealed regardless of walls and obstacles in the way.
100xp
Sapper
Scout Artisan
You may miss a turn to create a blocked passage tile in any space, remove a blocked passage tile or trap or close an opened door.
100xp
Bewitch
Sorcerer Artisan
At the start of each game, after each magic user has selected their spells, choose one remaining spell and any piece of equipment carried by any player. The bearer of that piece of equipment may cast the spell once per game.
100xp

Share/Bookmark

Heroquest advanced rules pt1- Equipment



Equipment List

We updated the equipment list, revising weapons to add bonuses to players' original combat dice rather than having their own base values so that the proportion was maintained. The availability of items ties in with the locations list. We also use an 'arcane' category to denote wizard-only items to balance their inability to wear normal armour etc.

Types: Armour, Weapon, Item;                
                                                Basic- available at all settlements where trading is permitted
Exotic- Available where specified
Unique- Only ever one, available where Exotic items are specified 
Arcane- Wizard only
Enchanted- Roll 1CD when you take on an enchanted item:
                Skull- Lose 1 Spirit Point, Black Shield- Cursed!
                                                                Wizards may only use Arcane Weapons and Armour
Equipment
Type
Effect
Cost
Helmet
Basic Armour
+1CD in defence
120
Plate Armour
Basic Armour
+4CD in defence but movement reduced to 1D6
850
Chain Mail
Basic Armour
+3 CD in defence
450
Shield
Basic Armour
+1CD in defence
100
Bracers
Basic Arcane Armour
+1CD in defence
200
Cloak of Protection
Basic Arcane Armour
+1CD in defence
350
Short Sword
Basic Weapon
+1CD attack, diagonal attacks  permitted
150
Broadsword
Basic Weapon
+2CD attack
250
Hand Axe
Basic Weapon
+2CD attack, may be thrown but lost if done so
150
Battleaxe
Basic Weapon
+3CD attack, may not combined with shield
400
Spear
Basic Weapon
+1CD attack, diagonal attacks permitted, may be thrown but lost if done so
150
Crossbow
Basic Weapon
3CD missile attack
350
Staff
Basic Arcane Weapon
+1CD attack, diagonal attacks permitted
100
Tool Kit
Basic Item
May remove traps. To do so roll 1CD on the roll of a skull lose 1 Body Point
250
Skull Amulet
Basic Arcane Item
Each time an enemy attacks the bearer in close combat it must reroll any skulls rolled
450
Griffon Amulet
Basic Arcane Item
Each time the bearer defends in close combat they may reroll any failed rolls
450
Black Amulet
Basic Arcane Item
Each time an enemy defends in close combat with the bearer they must reroll any black shields rolled
450
Spellshard
Basic Arcane Item
A character with a spellshard regains a Mind point each time they cast a spell
400
Sarkshard
Basic Arcane Item
A character with a sarkshard adds 1 to their base Body Points (to a maximum of 10)
450
Pnuemiere
Basic Arcane Item
A character with a pneumiere adds 1 to their base Spirit Points (to a maximum of 20)
450
Sigmarite Plate Armour
Exotic Armour
+4CD in defence
1250
Dragon Helm
Exotic Armour
+3CD in defence
500
Ardent Shield
Exotic Armour
+2CD in defence
250
Sappheric Mantle
Exotic Arcane Armour
+2CD in defence
500
Jade Dagger
Exotic Weapon
+1CD attack. Each wound inflicted by the Jade Dagger restores one Body point to the bearer
650
Gisarm
Exotic Weapon
+5CD attack. The bearer may not defend if using a Gisarm
350
Lustrian Blowpipe
Exotic Weapon
2CD missile attack. Any wounds inflicted remove 2 Body points each. Five darts included. Refills 200gc
300
Tomb Blade
Exotic Weapon
+2CD attack. Undead monsters may not roll to defend against the Tomb Blade, however the bearer removes one Spirit point for each wound inflicted in this way
1000
Howling Mace
Exotic Arcane Weapon
+2CD attack
300
Blazing Wand
Exotic Arcane Weapon
+1CD attack. All wounds inflicted in close combat on the bearer also inflict one Body point of damage on the attacker unless they roll a black shield for each wound sustained this way
500
Warmask
Exotic Item
Any attacks against the bearer roll one fewer CD than normal.
850
Apothecaries’ Herbs
Exotic Item
Characters may restore their Body points between quests where healing is otherwise not permitted
1000
Indendiary
Exotic Item
One use only. If thrown into a room (by standing in an open doorway) all figures in the room sustain 2 Body points of damage which may be saved as usual
500
Scrying Stone
Exotic Arcane Item
At the start of the game all pit traps are placed on the board
650
Spirit Casket
Exotic Arcane  Item
Between each quest the Spirit Casket may flip one taint counter or restore one lost Spirit point.
1000
Basilisk Helm
Exotic Enchanted Armour
+3CD in defence, +2CD in attack.
800
Daemon Helm
Exotic Enchanted Armour
+4CD in defence. Each time the wearer takes a wound they lose a Mind point instead of a Body point.
800
Titanic Hammer
Exotic Enchanted Weapon
+7CD attack
1200
Blight Saber
Exotic Enchanted Weapon
+3CD attack. The weapon automatically inflicts one Body point of damage (which may be saved as usual) in addition to the skulls rolled. Each time the Blight Saber is used the wielder suffers one Mind point of damage
1000
Mighty Axe of Great Cleavage
Exotic Enchanted Weapon
+3CD attack. If the wielder wishes they may strike a wall, creating a secret passage on that space. Roll 1CD, on a roll of a black shield the axe sustains a chip and becomes a normal Battleaxe. May not be combined with a shield.
1500

Share/Bookmark

Sunday, 27 January 2013

Clan Myeri on film

I've updated my Fimir army page with new photos of the units. Here's a sample, the rest can be found here



Share/Bookmark

Fimm McCool's

Fimm McCool's