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HeroQuest
Armoury

by Dewayne Agin

Some new rules for the armoury for you to use as needed.

  • The armoury will buy back weapons at 1/2 their cost (round down). The armoury will buy back weapons taken from all monsters except the Undead.
  • Heroes can carry only a limited number of weapons at a time (this includes bows). I set this number at three, you may want to raise or lower this number. You also may want to 'fudge' on this number some - a Hero could carry more daggers but fewer halberds.
  • Heroes may take weapons from monsters they have killed, except for the Undead, to sell or use. A Hero must tell the Game Master when he wishes to take a weapon, then note it on his chart. The Hero that kills the monster gets first choice on the weapon the monster was carrying, then any other Hero in the room can take it on his turn. The weapon is gone if all the Heroes leave the room or hallway.
  • If a Hero's weapon is destroyed in battle, he can either take one from a dead monster or use one he is carrying.
  • Switching weapons, including going from a bow to a melee weapon, takes 1 turn. During this turn the Hero may not attack.
  • Below is a list of the weapons carried by monsters:

    • Goblins carry daggers and hatchets.
    • Orcs carry several types of swords which I included with the shortswords, flails, and cleavers which I included with the axes.
    • Fimirs have axes.
    • Chaos Warriors have battle axes.
    • Chaos Mages/Sorcerers/Warlocks have daggers.
    • Gargoyles have broadswords. Alternately you may wish to give a Gargoyle a broadsword and a whip.


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Weapons

Weapon Name

Cost

Combat Dice

Special Notes

Dagger

25 G

1

May be thrown at any Monster within line of sight.
May be thrown Diagonally.
Lost once thrown.

Hatchet

50 G

1

May be thrown at any Monster within line of sight.
May be thrown Diagonally.
Not lost once thrown, but broken on a roll of 4, 5 or 6 on one red die.
May not be used by Wizards.

Staff

100 G

1

May attack Diagonally.
Two-handed weapon, may not be used with a Shield.

Whip

125 G

1

May attack Diagonally.
May not be used by Wizards.

Shortsword

150 G

2

May not be used by Wizards.

Axe & Hammer

200 G

2

May be thrown at any Monster within line of sight.
May be thrown Diagonally.
Not lost once thrown, but broken on a roll of 4, 5 or 6 on one red die.
May not be used by Wizards.

Flail

250 G

2

May attack Diagonally.
May not be used by Wizards.

Spear

400 G

2

May attack Diagonally.
May be used to attack Monsters Two squares away.
May be thrown at any Monster within line of sight.
May be thrown Diagonally.
A thrown Spear may be recovered by a Hero on another turn using up one action.
Two-handed weapon, may not be used with a Shield.
May not be used by Wizards.

Broadsword

250 G

3

May not be used by Wizards.

Longsword

350 G

3

May attack Diagonally.
May not be used by Wizards.

Halberd

500 G

3

May attack Diagonally.
May be used to attack Monsters Two squares away.
Two-handed weapon, may not be used with a Shield.
May not be used by Wizards.

Battle Axe

450 G

4

Two-handed weapon, may not be used with a Shield.
May not be used by Wizards.

Two-Handed Sword

600 G

4

May attack Diagonally.
Two-handed weapon, may not be used with a Shield.
May not be used by Wizards.

Short Bow

100 G

1

May attack Monsters within line of sight.
May attack Diagonally.
May not be used to attack adjacent Monsters.
Two-handed weapon, may not be used with a Shield.
Costs an action to switch to a hand-to-hand weapon.
May not be used by Wizards.

Long Bow

200 G

2

May attack Monsters within line of sight.
May attack Diagonally.
May not be used to attack adjacent Monsters.
Two-handed weapon, may not be used with a Shield.
Costs an action to switch to a hand-to-hand weapon.
May not be used by Wizards.

Crossbow

300 G

3

May be used to attack any Monster within line of sight, adjacent or not.
Two-handed weapon, may not be used with a Shield.
Costs an action to reload Crossbow.
Costs an action to switch to a hand-to-hand weapon.
May not be used by Wizards.

Note: After a Hero throws a 'recoverable' weapon, the Game Master needs to tell him which square it landed on. If the Hero rolled at least one skull, the weapon is on the same square as the monster. It can only be recovered after the monster is killed. If the Hero did not roll any skulls, the weapon flew in a straight line from the Hero to the Monster to the nearest wall. The Game Master should decide which square this is and tell the Hero that the weapon landed on it. The Hero must physically move to the square his weapon landed on to recover it. You may want to create some weapon tiles or use the equipment tiles from the Elf Quest Pack to place on the square.



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Armour

Piece of Armour

Cost

Defence Dice

Special Notes

Small Shield

150 G

+1

Cannot be used by Wizards.
Cannot be used by any Hero using a two-handed weapon.

Large Shield

300 G

+2

Cannot be used by Wizards.
Cannot be used by any Hero using a two-handed weapon.

Helmet

125 G

+1

Cannot be used by Wizards.

Chain Mail

500 G

+1

Cannot be used by Wizards.

Plate Mail

850 G

+2

Cannot be used by Wizards.
Reduces the Hero's Movement to 1 Red Die.

Alternate Body Armour Types

Piece of Armour

Cost

Defence Dice

Special Notes

Leather Armour

500 G

+1

Cannot be used by Wizards.

Chain Mail

850 G

+2

Cannot be used by Wizards.

Plate Mail

1200 G

+3

Cannot be used by Wizards.
Reduces the Hero's Movement to 1 Red Die.



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Other Items

Item Name

Cost

Special Notes

Toolkit

250 G

Used to Disarm Traps.


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