AHQ-Revamping Squad’s WORKSHOP “Pimpin’ AHQ since 2012”
Presents
AHQ Reforged: Revised & Revamped Version 1.7
For easy reference, the following rules have been sorted into sections titled after the
corresponding books of Advanced HeroQuest: Reforged (V6.2). Slev’s rules are observed
unless otherwise indicated below.
Book 00-AHQR Rules-Introduction
Redesign Notes
Advanced HeroQuest: Reforged is, in my opinion, one of the most ingenious and well-
developed AHQ variants in existence. It significantly improves the original game while
preserving most of its essence, thereby boosting the system’s potential even further. Slev’s
adaptation is clever, relatively simple, and easily adjustable; it also offers a sheer variety of
Weapons and Treasures not found in other revisions.
One of my primary arguments against Reforged, however, is that it departs from the
assumption that most of the combat in the game should be conducted through doorways. In
tune with such a conception, Slev’s variant offers double doors, broader Death Zones, and
diagonal attacks as solutions for the bottleneck issue. While it may be just my personal
preference, I believe playing like that makes the game repetitive after clearing a few rooms,
and, at least for me, kills the fun. Bottleneck fighting is one of the main flaws in AHQ to begin
with, and I believe there are other ways of handling it without altering the original combat
mechanics while, at the same time, delivering more tactical variety to the game.
Another issue is that Reforged offers the weakest starting Heroes and Enemies when
compared to AHQ and its other variants. It is also the most restrictive about training Core
Characteristics. I believe Slev’s solution works very well in the early stages of the game, as it
starts moderately difficult at the beginning, as it should be. However, in my opinion, the game
may become monotonous in the long run, as it limits the options for character development. If
Specialization (Skill) is allowed multiple times in order to deal with the training restriction, then
the game may also become unbalanced in the long run, as the Enemies (despite their
increasing number) remain considerably weak for the rest of the game while the Heroes may
become increasingly more resilient and skilled (and even more so if this variant is used).
Also, the character-development system in Reforged may be somewhat flat, since most of the
new Abilities are either Path dependent or fixed to Equipment. The Heroes start off with their
main bonuses already available, so there are not many different combat options (other than
Slev’s optional Heroic Feats) or tactics to use as the Campaign progresses.
In such circumstances I do not find much incentive to create or develop a Hero, as any
character may be replicated relatively easy by simply creating a new one with the same
starting Abilities or by purchasing certain pieces of Equipment.
The purpose herein is to address the aforementioned issues through the implementation of the
following changes, primarily:
A return to the original mechanics: This variant reimplements most of the original core
mechanics, so that it plays more like Advanced HeroQuest than Reforged does. Heroes and
Enemies now have similar Core Characteristics to those of their counterparts in the original,
even to the point that they may now be used interchangeably. Also, the Core Characteristics of
Heroes may now be increased more than twice as in the original game.
The starting Core Characteristics of Heroes have been increased, and they are now on the
lower spectrum of the starting values allocated in Advanced HeroQuest in order to give room
for advancement. Core Characteristics are no longer fixed; they may now be partially
customized during the character-creation process, even Wounds. However, Bravery and
Intelligence are intentionally lower than in the original, as they may now be increased through
Skills and Feats. The original turn sequence used in Advanced HeroQuest has also been
reimplemented, with some clarifications.
The original Movement and Death Zone rules used in Advanced HeroQuest have been
reimplemented with some exceptions: Diagonal movement is now allowed at double
(Movement) cost. Also, moving out of a focused Death Zone now requires a successful
Withdraw Action, which is essentially a Speed Test. Diagonal attacks are only possible when
wielding certain long-range Skirmish (Hand-to-Hand) weapons as in the original game.
The “Doorway-Exploit” Fix: This is my (separately released) solution for the bottleneck
issue. Combat will now take place through doorways only if the Heroes win the Surprise and
decide to stay out of the room. If the Heroes stay out of the room for protection, they will be
vulnerable to monster attacks for one turn as a penalty.
Heroes now face the risk of being ambushed inside rooms if they fail to surprise the Enemies.
Bottleneck combat is discouraged, but it may still be used as a tactic if the Heroes win the
Surprise, though now optionally and with a penalty as aforementioned.
Also, Enemies may now push Heroes and Henchmen through doorways in order to limit the
effects of the bottleneck issue even more. As you may see, these changes remove the need
for Slev’s alterations to Movement and Death Zone rules.
The fix has been tested over the last few years and it has proved to increase the mortality rate
amongst the Heroes, as they become more vulnerable to (Surprise) ambushes. Nevertheless,
the added difficulty balances considerably with some of the Abilities introduced by Slev (like
Block) and also with several of the new Heroic Feats and Actions, designed precisely to deal
with the new ambush situations while providing more variety and tactical options to the
players.
A new character-development system: This variant introduces a new character-
development system inspired by AHQ Second Edition and Descent. The Abilities assigned in
Reforged to each Path are maintained for starting Heroes; however, a new set of Heroic Feats
may now be purchased in exchange for Fate Points and Gold Coins after completing a Quest.
Starting Fate Points awarded to the Heroes after each Quest may now be converted to Heroic
Tokens, which is the currency needed to purchase Heroic Feats from a common repository for
all types of characters. However, the archetypical class restrictions found in AHQ Second
Edition are observed. Cross-classing is possible but expensive.
The new mechanic of using Fate Points as currency to purchase Heroic Feats (ala Descent) is
easily adjustable and integrates consistently well with Slev’s system, even better than the
Experience Points-counting mechanic used in AHQ Second Edition. In fact, that is the only
concept borrowed from Descent, which (I must admit) I never really liked as a dungeon
crawler. This new mechanic also deals very effectively with the issue of Fate Point
accumulation, which may affect game balance.
The player(s) now have to decide between keeping Fate Points or acquiring Heroic Feats
instead. Although it is possible for purists to ignore the Heroic Feats altogether and keep all
the Fate Points, it would eventually lead to passive and bland gameplay (as in AHQ).
Many of the new Heroic Feats have been borrowed from the other AHQ variants, but they are
not accessible by Class like in Descent. I figured that a common repository could be adapted
more easily to Reforged and, at the same time, make the game more varied, even if the
Campaign is limited to a certain number of Quests. I have been flirting with the idea of
assigning one unique Heroic Feat to each Path, though, as of now, I prefer the current setting.
Time will tell.
The imported Skills have been tweaked and integrated to this variant as Heroic Feats
according to a predetermined conception of how the game should play, including some ideas
from Descent and Warhammer Quest itself. More than 120 Heroic Feats are now available,
including slight variations of some of Slev’s.
The new Heroic Feats have been designed to spice up combat by making Encounters more
varied for the Heroes as the Campaign progresses. Some of the new Heroic Feats are also
designed to help the Heroes in the new Surprise ambushes resulting from the aforementioned
“Doorway-Exploit” Fix.
The new Heroic Feats are not supposed to interfere with the balance of the game, as the most
powerful ones are not available to the Heroes until after they have completed a few Quests
and, consequently, the dungeons have become more difficult in order to counterbalance.
The fragility of the Heroes is one of the main concepts that served as an outline for my
modifications. Therefore, the new Actions and Heroic Feats are not intended to make the
game easier nor to create near-invincible characters. Instead, they are intended to provide
balance and more tactical variety without spoiling the tension.
Although some of the new Heroic Feats may appear too powerful at first glance, this is
intentional. I decided to start working from raw (and sometimes over-powerful) concepts, then I
used a few pre-planned factors or “valves” to adjust balance depending on the results obtained
from playtesting.
The aforementioned balancing factors make the new Heroic Feats more easily adjustable at
the end of the playtesting process by altering just a few variables such as: cost, tests to be
passed, or limitation of use (upon a Critical Hit, per Expedition, Encounter, or Turn). Such
variables shape every Heroic Feat in this variant, and they also allow the adoption of new
concepts as well as imported ideas from other games (tweaking accordingly).
Some of the most powerful Heroic Feats require passing tests associated with different Core
Characteristics; in consequence, training those Characteristics now carries added effects.
AHQ Reforged is not an easy game: dungeons become increasingly dangerous as the Heroes
gain Experience, and to make things worse, the new Surprise ambushes add even more
fatality to the equation. However, the increased difficulty balances relatively well with the
bonuses granted to the Heroes by Slev’s implementations (like Block Ability), as mentioned
above.
A few powerful Heroic Feats do not spoil the difficulty of the game, considering that they
become available only after completing a few Quests (when the dungeons are deadly
enough). Instead, the new Heroic Feats make combat more varied, and they also produce
very climactic moments when the result of a decisive attack in the midst of a crucial Encounter
depends on the result of a test.
As a result of the new mechanics, some new management decisions have to be made now:
spend or keep Fate Points? how many? go defensive or offensive? These and other options
lead to different configurations and results. My goal is to make the new Heroic Feats balanced
and interesting enough to make those decisions as engaging as possible.
Numerous adjustments and modifications have been made. Several obscurities and
imprecisions have been clarified and fixed with my house rules; some entirely new mechanics
have been implemented as well. Updates are listed and detailed in the following pages.
AHQ Reforged: Revised & Revamped–as the title suggests–is a set of variant rules for
Slev’s Advanced HeroQuest Reforged.
A variant of a variant, implemented as a mod. If I had to describe it in a few words, I would say
it is essentially a cross between AHQ Reforged and AHQ Second Edition, with a heavy dose
of our own house rules.
The project offers a revised version of Reforged (reimplementing the original AHQ mechanics
and fixing the bottleneck issue) coupled with a new character-development system inspired by
AHQ Second Edition and Descent, all combined with our modifications and adaptations from
the other AHQ variants.
At the core level it retains most of the original game mechanics, so it plays more like Advanced
HeroQuest than Reforged does. However, the recent implementations (working cohesively
with Slev’s system) provide new options that spice up the experience considerably.
It is designed to be a tactical dungeon crawler, light and uncomplicated but varied and
engaging at the same time. It is focused on exploring dungeons, fighting monsters, finding
treasures, and developing your character(s) in a challenging environment.
The game requires very few components and short set-up times, so the administration is
relatively simple and agile even when controlling the whole party of adventurers. Also, we
have not yet found another tabletop dungeon crawler that delivers the same sense of tension
and unpredictability while playing solo. If we add all the customization options and (of course)
the nostalgia factor, we then have features rarely found together in a dungeon crawler these
days.
This is a non-profit effort based on shared work. Our goal is to evolve Advanced HeroQuest to
the level it deserves as an exceptional and unique dungeon-crawl system ahead of its time.
It is a work in progress, so the purpose of the attached document is to share what we have so
far (as an open test version) in order to receive comments that may be useful for its
improvement. Any feedback will be greatly appreciated.
AHQ-Revamping Squad’s Workshop
February 11, 2016
UPDATES (The rules start on page 82)
Updates V1.1
(For Advanced HeroQuest: Reforged V6.0)
Core Rules Actions Movement and Traps -Heroes and Henchmen may now move past any type of spotted trap by moving slowly (or
Tiptoeing). The squares surrounding the trapped square may now be passed over at double
(Movement) cost; the trapped square itself may now be passed over at triple cost. The trap is
set off if the moving model fails a Speed Test upon stepping onto the trapped square.
Tiptoeing is now allowed for all spotted traps (not only for the Falling Block) in order to address
some problematic issues experienced when dealing with traps in awkward positions (like
adjacent to Pits, Portcullises, and/or other Traps), also when dealing in combat with (those)
awkwardly placed traps. Tiptoeing is particularly useful in Solo Play, in which traps are
encountered in random and unexpected positions.
Free Attacks
-It is now expressly indicated that Free Attacks (caused by Critical Hits) may be used at any
point during the attacker's Activation (as if they were normal Skirmish Actions), even against
different targets. This is just a clarification, as the corresponding rule in Reforged may be
interpreted ambiguously.
Death, Wounds & Injury
Severely Wounded -Enemies with only one Life Point left are now considered Severely Wounded; they suffer a
penalty of -2 Weapon Skill until recovery. In my opinion, Severely Wounded Enemies should
not be able to attack with the same vigor as fresh ones.
Generating the Dungeon
Stairs
-Unless otherwise indicated in the Quest rules, all the stairs found at the end of Passages are
considered Stairs Out, except the first set of stairs discovered on Level 1 of the dungeon,
which is now considered Stairs Down. The only set of Stairs Down on Level 2 (and below if
more levels are added) is found in the corresponding Quest Room of that Level. I believe the
game now plays better with these adjustments, as stairs may be difficult to find in passages
when using Slev’s rules.
Doors
-Doors may be either single doors or double doors. Every door found in the dungeon is a
double door on a roll of 9-12; otherwise, it is a single door by default. This variant retains both
types of doors for more diversity. Doors may either help or hinder, depending on the situation.
Quests & Campaigns
Quest Rewards
-Experience Tokens have been renamed to “Heroic Tokens” in order to avoid confusions with
Experience, which is a different game concept.
-The rules for trading Heroic Tokens have been changed: One Heroic Token is now awarded
to each Hero after completing a Quest regardless of their performance, and another Heroic
Token may be traded for a Starting Fate Point. Therefore, a maximum of two Heroic Tokens
may now be obtained after completing a Quest, just as in the previous version. I believe that a
system of tokens is easily adaptable to Slev’s variant without altering its balance, but I am still
testing other options.
Spending Gold
-Identify Magic Item (Service) now costs 60 Gold Coins.
Bestiary-Rules & Matrices
Number of Enemies
-A single Wandering Monster is now considered to be two Enemies in order to prevent it from
being assigned a disproportionately high Points Value.
Number of Sentries
-The Sentries Table has been tweaked; Sentries are now less likely to appear in the game.
Sentries are far too common in Reforged, and I believe they should be encountered less
frequently.
Orcs
-A new section with Orcs has been added, including nine different ready-to-play specimens.
Play Sheets
Combined Tables
-The basic information required to play has been condensed in just three pages of combined
tables.
Abilities
-Awareness now treats the Spot Chance of Traps as being one point higher instead of two, as
there are now Heroic Feats to increase the bonus granted by this Ability.
-Channeling now indicates that the Wounds taken by this Ability are immediately lost upon
failing the Intelligence Test required for the Spell or after the Spell has been resolved
(including after any healing effects have been applied). This is just a clarification, as the rule in
Reforged may be interpreted ambiguously.
Heroic Feats
-Hero Types have been renamed to Martial, Mystic, and Wanderer.
-There are now 91 Heroic Feats to customize your character(s): 11 Academic Feats, 43
Combat Feats, 12 Magic Feats and 25 Prowess Feats.
Academic Feats
-Trap Master now correctly refers to Awareness and Dexterity instead of “Detect Traps” and
“Disarm Traps” (correspondingly).
-Survival has been renamed to Survivalist, and its effect has been tweaked. A Hero with this
Feat may now roll a die upon being required to pay Cost of Living between Expeditions; the
cost may be ignored on a roll of 10-12.
-Trade Master may not be used anymore to cover Cost of Living or to purchase items with a
price higher than 250 Gold Coins, as it may be exploited by Priests.
Combat Feats
-Accurate Blow has been added (with one rank and a cost of one Heroic Token): Upon scoring
a Critical Hit, the Hero is able to make a Free Attack with +2 Aim.
-Killing Blow now costs two Heroic Tokens instead of one, and it causes +2 extra Wounds in
addition to any Wounds caused by the corresponding Free Attack.
-Stubborn has been renamed to Stubborn Defense, and it now costs 3 Heroic Tokens instead
of 2, considering the substantial benefit it provides.
-Tunnel Fighter now grants +2 Aim instead of +2 Weapon Skill.
-Armor Piercing has been renamed to Armor Piercer, and it now grants a Free Attack with
Armor Piercing (Ability) upon scoring a Critical Hit.
-Combat Inspiration now grants +2 Aim instead of +2 Weapon Skill.
-Furious Attack now grants +2 Might instead of +2 Damage Dice, and it now costs one Heroic
Token instead of two.
-Power Shot now grants two ranged attacks, each with +2 Aim instead of +2 Weapon Skill,
once per Expedition.
-Revenant Rage has been added (with one rank and a cost of two Heroic Tokens): When the
Hero has two or less Life Points left, he receives a bonus of +2 Aim (Ability) and +1 Might
(Ability) until recovery.
-Savage Strength now grants +3 Might (Ability) instead of +2 Strength.
-Outmaneuver now grants +2 Aim instead of +2 Weapon Skill.
-Weapon of Choice now grants +1 Might or +1 Aim instead of +1 Damage Die or +1 Weapon
Skill.
-Doomstrike now grants +3 Aim instead of +3 Weapon Skill.
-Slay 'Em All now grants +2 Might (Ability) instead of +2 Damage Dice.
Magic Feats
-Combat Casting does not require to pass an Intelligence Test anymore.
-Counter Magic now costs 3 Heroic Tokens and its effect has been reworded to match the
effect of Crystal Mirror (Trinket Treasure). The cost of one Fate Point has also been swapped
for an Intelligence Test.
-Far Range now requires an additional Intelligence Test, and the effect has also been
reworded for more clarity.
-Magical Infliction now interacts with Spells only.
-Miser with Magic now works differently: A Hero with this Feat is able to preserve one Spell
Component upon failing the Intelligence Test required to cast a Spell. If combined with
Channeling (Ability), the Hero is able to avoid the penalty (Wounds) for failing the test.
-Swift Fingers now costs two Heroic Tokens instead of three, considering the substantial
benefit it provides.
-Dual Caster now works differently: The Hero may now cast two Spells during the same
Combat Turn by passing an additional Intelligence Test once per Encounter. To resolve the
second Spell, the Feat may be combined with Channeling and/or Miser with Magic. It has no
effect if acquired by a Hero with Focusing (Ability), and it is now for Spells only.
-Greater Infliction now interacts with Spells only.
-Restoring Radius now only affects the user and one adjacent Hero or Henchman.
-True Believer now expressly indicates that it refers to Fate Points, as the rule in Reforged
may be interpreted ambiguously.
Prowess Feats
-Alertness now indicates that the bonus granted by this Feat is limited to one point, up to the maximum allowed. -Keen Eye now adds +1 Conserve instead of “retrieving ammunition”. -Quickie has been renamed to Swift, and now each rank grants +1 Swift (Ability). -Cat Burglar now allows the Hero to walk through spotted trapped squares and their areas of effect at normal speed without setting off the traps. -Double Dealer has been reworded for more clarity; it now correctly refers to Major Actions during Exploration Turns. -Fearsome now costs three Heroic Tokens instead of two, considering the substantial benefit it provides. -Backpacker now has two ranks; each rank now allows the Hero to carry 100 Gold Coins and
one Weapon, in addition to the regular carry limit.
-Ignore Injury has been renamed to Invulnerable, and it now costs three Heroic Tokens instead
of two, considering the substantial benefit it provides. It now grants Invulnerable (Ability) for
the rest of the turn.
-Plunderer now costs three Heroic Tokens instead of two, considering the substantial benefit it
provides.
-Miracle Deflection now has two ranks; each rank provides one permanent Block Point. Each
Block Point may only be used once per Expedition as normal.
-Quick Search now costs three Heroic Tokens instead of two, considering the substantial
benefit it provides.
-Slev’s Hand-to-Hand To-Hit Rolls Table is now ignored, as its use may complicate combat
without any significant benefit. I am reverting to the original AHQ’s Hand-To-Hand Hit Rolls
Table since it is much easier and faster to determine To-Hit numbers by using the arithmetic
method adopted in this variant, without having to look up tables.
Solo Play
-Dungeon Counters are now limited as in Multiplayer games. Every time the GameMaster rolls
a trap or a group of Wandering Monsters the die is rolled again; the “event” will not require the
cost in Dungeon Counters (it will be free) on a result of 9-12. The GameMaster now receives a
limited number of Dungeon Counters, the same quantity allocated in Multiplayer games plus
one. The GameMaster received virtually unlimited counters in Solo Play under the original
rules, considerably increasing the difficulty without much justification.
-A new optional rule (for more difficulty) has been added: The GameMaster is not required to
spend DCs on traps in doors and chests.
March 22, 2016
Updates V1.2
(For Advanced HeroQuest: Reforged V6.1)
Core Rules
Game Concepts
Danger
-The Danger rating of Random Quests is now determined (unless otherwise indicated in the
Quest rules) by the number of Dungeon Levels in the Quest (usually 3) +2. If the player(s)
want to customize the Danger rating of a Random Quest, simply add +1 or +2 for each tweak
that may increase difficulty. Random Quests have only one dungeon, if more dungeons are
added, then each dungeon is considered as a separate part of the Quest.
Death Zones
-Death Zones may now be focused in the same way as in Advanced HeroQuest. However,
some adjustments have been made to deal with the new Surprise ambushes (when the
Heroes are surprised). The original Death Zone mechanic feels more realistic (than Reforged),
and it allows more tactical detail. I have been observing the original rules in my tests, although
they are not expressly enabled in Reforged.
Party Experience
-Party Experience is now determined by adding the Experience values of Heroes and
Henchmen in the Party and dividing the total by the number of Heroes, rounding up fractions
greater than 0.5. This fix is intended to increase Experience at a steady pace instead of the
steep variances registered when rounding down.
Game Turns
-The GameMaster Phase of an Exploration Turn is now ignored if, during any of the previous
phases of the same turn, all the Heroes and Henchmen reached a stairway out of the dungeon
or Enemies were encountered. I am not yet completely sure about this adjustment, but it is
included anyway since it is problematic to have trapped stairs or Wandering Monsters against
vanished Heroes.
-Slev’s Optional Rule for Simplified Exploration is now ignored, as it does not fit well in the
already-simplified Turn Sequence (borrowed from Advanced HeroQuest) implemented in this
variant.
Actions
-Change Places may now be taken even if both models are in a focused Death Zone. Only the
performing model must pass the Speed Test unless both are in a focused Death Zone. This
Action may be very useful in Surprise ambushes, and it was supposed to be included in the
previous version of this variant.
Moving
-Movement through friendly models is now allowed by spending one additional Movement
Point (1 Movement Point = 1 Square) for each space containing a friendly model.
Generating the Dungeon
Doors
-Double doors are now more common; a door is now a double door on an even roll instead of
a result of 9-12 as in the previous version.
Hazards
Bats & Rats
-The Bats/Rats Hazard Rooms now have only one door and one Minor Treasure Chest.
Stranger
-The Maiden encountered as a Stranger is now a beautiful and voluptuous girl (in a
provocative slave outfit) who may be escorted to her penniless father for a reward of +1
Charisma (for each Hero) or sold as a pleasure slave for $250 Gold Coins and no Charisma
gain for the current dungeon. I cannot help but imagine the scene of the Party walking out of
the dungeon with the pretty girl in custody: “Thank you very much for rescuing me! Please take
me to my father!” The Heroes look at each other in silence...
Traps
Pit Trap
-If a Pit Trap is spotted, the corresponding overlay must be placed in front of the spotting Hero
(considering the square it was moving to) as indicated in Reforged. If such placement affects
an adjacent model, the Pit Trap overlay must then be placed in a way that affects the spotting
Hero only. If this is not possible, the overlay is then placed one square away in front of the
Party (as indicated). If a spotted Pit Trap is set off, it also affects any adjacent Hero or
Henchman within the board overlay area.
Quests & Campaigns
After the Expedition
-Treasure is now divided before resolving Quest Rewards in order to pay for Heroic Feats.
Quest Rewards
-Heroes must now pay 50 Gold Coins for each Heroic Token, as Basic Training Cost.
-Heroic Feats may now be sorted into three groups according to base cost: Low Cost (1 Heroic
Token) Medium Cost (2 Heroic Tokens) or High Cost (3-4 Heroic Tokens).
-Each Hero is now allowed a Basic Set of five Heroic Feats as maximum, from which only two
may be of High Cost (three or more Heroic Tokens). After acquiring four Heroic Feats, more
may be purchased by spending one additional Heroic Token per Feat and an Extended
Training Cost of (Experience x8) Gold Coins for each Heroic Token for the Heroic Feat.
-A Hero may not purchase Heroic Feats of High Cost until he has acquired at least one Heroic
Feat of Low Cost and another of Medium Cost.
Bestiary-Rules & Matrices
Number of Enemies
-The Number of Enemies Table is now ignored, as it tends to produce erratic results. I have
already started working on a replacement. The GameMaster (or Solo Player) must determine
the number of Enemies depending on the circumstances. It is recommended to start with the
Points Value of Enemies, then it is easier to determine their number by considering the
difficulty intended for the dungeon.
Orcs
-Each Enemy is now labeled as Common, Elite or Character in order to select the appropriate
type as indicated in Reforged.
Hero Creation
Racial Paths (Elf)
-Elves do not start with one rank of Alertness (Feat) anymore. I believe it is unnecessarily
advantageous.
Play Sheets
Heroic Skills
-Any Starting Spell granted by Wild Talent (Skill) now includes two components for such Spell.
Wild Talent Spells may now be used only once per Encounter.
Example Heroes
-Rogar’s Character Sheet has been corrected, the Bidenhander (GS) should have +11 Brutal
Damage instead of +10.
Abilities
Heroic Feats
-Cross-classing costs have been adjusted; they are slightly lower now.
Prowess
-Cat Burglar now allows the Hero to walk or run through trapped squares and their areas of
effect without setting off the traps.
-Survivalist is now a Prowess Feat, and it may not be acquired by Mystic-Type Heroes
anymore. It may be exploited by Priests.
Solo Play
-The rules for using Dungeon Counters have been tweaked: the GameMaster is now able to
use all the Dungeon Counters in Solo Play.
April 14, 2016
Updates V1.3
(For Advanced HeroQuest: Reforged V6.1)
Introduction
Redesign Notes
-The Redesign Notes have been updated to current version; some typos and errors have been
corrected in the process.
Core Rules
Actions
-Push has been tweaked: A bonus of +1 is now added to the result of the Strength roll for each
friendly model behind the ones involved in the Push Action (correspondingly).
-Leap has been added: Heroes may now leap over Pit Traps and Chasms in combat as a
Major Action. This addition is intended to deal with problematic situations experienced when
dealing with Enemies across trapped spaces.
Death, Wounds & Injury
Severely Wounded
-Fearsome (Ability) is now ineffective in Severely Wounded Enemies as long as they are in
that condition.
Fate Points
-Fate Points may now be used by the Leader to influence Surprise rolls, but only the Leader’s
Fate Points may be used for that purpose.
Generating the Dungeon
Furniture
-My alternative tables for using HeroQuest Furniture have been included in their entirety. They
are not intended to mess with the balance in Slev’s system.
Traps
Dealing with Spotted Traps
-The Hazard Action included in Reforged for moving past a trapped area is now ignored, as
Heroes and Henchmen may now tiptoe through trapped areas in Exploration and Combat
Turns as indicated in the Core Rules. Slev’s rule is abandoned, as it may be problematic when
dealing with Enemies encountered in trapped passages.
Quests & Campaigns
Campaigns
-A new optional rule (for more difficulty) has been added: The Campaign must not last more
than twelve Quests, and the Heroes are discarded afterward. I believe that a Quest limit
makes it even more challenging to develop your character(s).
Quest Rewards
-Heroic Tokens are no longer awarded freely to the Heroes after completing a Quest, though it
is now an optional rule for faster development. Heroic Tokens are therefore more valuable
now.
-Each Hero (except Mystic-Type Heroes) is allowed to acquire a Basic Set of four Heroic
Feats, from which only one may be of High Cost. Heroes must pay (Experience x10) Gold
Coins for each Heroic Token for the Basic Set of Heroic Feats, as Basic Training Cost.
-After acquiring four Heroic Feats, more may be purchased (except Mystic-Type Heroes) by
paying one additional Heroic Token per Feat, and an Advanced Training Cost of (Experience
x15) Gold Coins for each Heroic Token for the Advanced Set of Heroic Feats instead of the
Basic Training Cost, additional to any cross-classing cost that may apply. (See Appendix X-
Abilities).
-Mystic-Type Heroes are allowed to acquire a maximum of four Heroic Feats in total, from
which only two may be Wizardry Feats. Mystic-Type Heroes must pay (Experience x25) Gold
Coins for each Heroic Token for Magic Feats, as Special Training Cost.
-It is now indicated that Mystic-Type Heroes may not acquire High-Cost Feats until they have
acquired at least one Heroic Feat of Medium Cost.
Bestiary-Rules & Matrices
Value of Enemies
-When calculating the Basic Points Value of Enemies to turn up (No. 1: Party Experience),
fractions are rounded up.
Play Sheets
-It is now expressly indicated that Number of Enemies Table is ignored, as indicated above.
Abilities
Heroic Feats
-Cross-classing costs are now added to Training Cost. Cross-classing is possible but
expensive; it may be a good incentive to keep developing your character(s).
Academic
-Stone Master may now be used once per wall. This is just a clarification, as the rule in Reforged may be interpreted ambiguously.
Solo Play
-For all the purposes of the Solo Mode GM Table, Effects are now named Results, and
Occurrences are now named Situations.
-A new optional rule (for more difficulty) has been added to the Solo GameMaster Table:
Results (formerly Effects) may trigger new Situations (formerly Occurrences) and then new
Results. The GameMaster may use multiple Dungeon Counters in such event.
June 1, 2016
Updates V1.4
(For Advanced HeroQuest: Reforged V6.2)
Introduction
Redesign Notes
-I finally dedicated some time to improve the appearance of the document. The whole text (not
only the Introduction) has been thoroughly revised and updated with numerous grammar
corrections and wording changes.
-Updates are now grouped by book and section for easier reference.
Core Rules
Game Concepts
Danger
-The default rules for Random Quests have been moved to Book 03J-Quest Generator, as I
believe they belong there.
Death Zones
-In order to keep track of the focused Death Zones, models must now be turned towards the
square they are focused on.
-It is now indicated that, if more models are in the same opponent’s Death Zone when it starts
its Activation but none of them moved first or was attacked during the last turn, the Death Zone
is then considered focused on the model with the lowest Weapon Skill. If the models’ Weapon
Skills are tied, the Death Zone is considered focused on the model with the lowest Toughness.
If the models’ Toughness values are also tied, the Death Zone is then focused on the model
with less Life Points left. If the models have the same Weapon Skills, Toughness values, and
number of Life Points left, the Death Zone is then focused randomly.
Setting up the Game
-The number of Dungeon Counters (indicated in No. 4) is now determined by calculating one-
quarter of the Party Experience, rounding up fractions greater than 0.5. This adjustment is
intended to increase the number of Dungeon Counters at a steady pace instead of the sharp
variances registered when rounding down fractions.
Game Turns
-The Turn Sequence Table now correctly includes the exploration of junctions and doors as
conditions to activate the Exploration Phase of Exploration Turns. This correction was
supposed to be included in V1.0.
-The Turn Sequence Table now also indicates that any Hero or Henchman that steps up or
down through a stairway during the Hero Phase is considered out of the game until all the
Heroes and Henchmen have gone through the same stairway or the remaining have died. This
rule is intended to fix an ambiguity in the original turn sequence. I believe it works better with
this adjustment instead of having the Heroes divided on two different levels of the same
dungeon, as the original sequence apparently suggests. However, I am still exploring the
possibility of rules for splitting the Party.
-The Turn Sequence Table now also indicates that any remaining Hero Activations are omitted
if all the Enemies are slain during the Hero Phase of a Combat Turn. The GameMaster Phase
of that turn is (for obvious reasons) also omitted, and the End Phase is then resolved. This rule
is intended to fix another ambiguity in the original turn sequence, and I believe the game flows
neater with this addition. This adjustment was also supposed to be included in V1.0.
-The Turn Sequence Table now also includes the Exploration Phase of Combat Turns; it is
started when Heroes or Sentries open a door or move to a junction that leads to an unexplored
part of the dungeon during a Combat Turn. It works in the same way as in Exploration Turns.
-The Turn Sequence Table now also includes details of Solo Play in the description of the
Game Master Phase of Exploration Turns, for easier reference.
Actions
-Loot Chest (Action) has been excluded and is therefore ignored; it should have been
expressly removed long ago, as Treasure Chests may not be examined in Combat Turns
under our rules. (See Opening Treasure Chests in the Core Rules).
-Any Action that requires to pass a test is now considered exhausted if such test is failed. It is
not clear in Reforged whether an Action is considered used or not upon failing the
corresponding test.
Free Actions
-It is now expressly indicated that Heroes and Henchmen (not in a focused Death Zone) may
pass equipment and items to an adjacent Hero or Henchman in any direction (including
diagonally) as a Free Action. Slev’s rule apparently allows only Heroes to pass Equipment
between each other, which I believe is an error since Henchmen are clearly intended to help
the Heroes in carrying gold and items.
Moving
-It is now expressly indicated that Heroes and Henchmen may move in any order during the
corresponding Hero’s Activation.
-It is now also expressly indicated that Death Zone restrictions and Movement rules are always
observed in any Action that involves movement (including movement allowed by an Ability,
Action, Heroic Feat, or Skill) unless otherwise indicated.
Movement and Death Zones
-It is now expressly indicated that models may not move out of a focused Death Zone even if
friendly Death Zones overlap.
Movement and Traps
-This section has been removed since Leap and Tiptoe are now Actions that may be taken to
move past spotted traps. The rules have been moved to the corresponding sections (Actions
and Traps) of this document. Special rules for Traps and Hazards now tend to be exceptional.
Opening Treasure Chests
-As mentioned above, the fourth paragraph in this part of the Core Rules is ignored since Loot
Chest (Action) has been excluded. Any Treasure discovered in a chest may be distributed
freely amongst the Heroes and Henchmen located in the same room (or passage section) as
the looting Hero decides. Models left out of the room for protective reasons (see Hints & Tips)
may not take part in the share-out.
Using Healing Herbs
-A new section titled Using Healing Herbs has been added: It is now expressly indicated that
Healing Herbs may now be used in Exploration and Combat turns by taking a Heal Friend or
Heal Self Action. Heal Friend is now a Major Action in combat. Heroes and Henchmen may
now be healed even when located in a focused Death Zone as long as the healing Hero is not
in one.
Leap
-Heroes and Henchmen may now leap over Pits and (spotted) traps as a Minor Action
(Vigorous in Combat) by passing a Speed Test. A model may leap and move up to four
squares in a straight line (horizontal or vertical) and land in a spotted trap’s area of effect
without risk, but the model must pass another Speed Test upon landing in a trapped square.
Models may jump into a Pit or Chasm, suffering the corresponding damage. Models may not
leap out of a focused Death Zone or through other models. If the leaping model fails the Speed
Test, it is placed in the closest square with a spotted trap in the direction of the attempted leap,
setting it off, otherwise the model falls into the closest Pit or Chasm (in the same direction of
the attempted leap). These tweaks are intended to fix some problematic issues experienced
when dealing with traps adjacent to Pits, Portcullises and/or other traps. Also, these tweaks
are intended to deal with Pits and Traps in combat, especially in Solo Play, in which traps are
placed randomly.
Push
-It is now indicated that the pushing model and the target each roll a die and add their Strength
values to the result, they also (correspondingly) add +1 for each friendly model adjacently
behind them in a straight and continuous line. Only the friendly models (in a continuous line)
that have not moved during the same turn are considered for the bonus.
-Enemies adjacent to doorways may now push party members instead of moving. This
addition is intended to limit the effects of the bottleneck issue even more.
Switch Places
-The name has been changed to Switch Places, as it seems more appropriate. It is now a
(Vigorous) Minor Action. The switch may now be done with an adjacent friendly model in any
direction, including diagonally. Also, the second model (the one switching places with the
active Hero or Henchman) may now participate in the switch only if it has not moved or
switched places in the same turn in which the Action is attempted. If the maneuver is
successful, then the switch is considered as a Bonus Action for the second model. I believe it
may be too advantageous (and exploitable) as a repeatable Minor Action, but I am still
considering it.
Tiptoe
-Tiptoe has been added as a Minor Action (that allows movement): it now allows Heroes and
Henchmen to move past spotted traps and their areas of effect by moving a maximum of three
squares (for each Tiptoe Action) in Exploration Turns and half their Speed in combat, rounding
down fractions. Tiptoe is now considered an Action that allows Movement, and therefore
Movement rules and restrictions are observed when taking a Tiptoe Action. Additional
Movement Costs (for moving diagonally or through friendly models) are also observed when
tiptoeing. Also, the Hero or Henchman must now pass a Speed Test upon stepping onto a
trapped square (while tiptoeing); if the test is failed, the trap is set off. These additions provide
more variety, as the Heroes must now decide between leaping (fast but risky) or tiptoeing
(slow but safe) to move past spotted traps. They are also intended to fix some problematic
issues experienced when dealing with spotted traps in enclosed spaces, in which the Heroes
are not allowed to move off the area of effect after spotting the trap, also when dealing in
combat with (awkwardly placed) traps.
Withdraw
-Withdraw is now a (Vigorous) Minor Action and it now allows bonus movement (up to three
squares) when successful, observing Death Zone restrictions and Movement rules. If the
withdrawing model has two or more Death Zones focused on itself, it now adds +1 to the result
of the corresponding Speed Test for each additional Death Zone focused on the model. It is
now indicated that Withdraw may be attempted by Heroes and Henchmen as a Bonus Action
immediately after making a successful Skirmish attack that caused at least one Wound. I like
how the added attack and movement bonus allow more tactical options during combat.
Attacks & Combat
-Flanking (Penalty) has been added: A model is considered Flanked if it has two or more
Death Zones focused on itself at the same time. Flanked models suffer a penalty of -1
Weapon Skill when attacked (Skirmish) by a third Enemy, to a maximum of -2 Weapon Skill
when attacked by a fourth or more.
Death, Wounds & Injury
Death
-When a model is killed, it is removed from the game as normal; its slayer may then be moved
to the vacated square (if the player so decides) unless it is located in a focused Death Zone.
This is just a clarification of the original rule, as the corresponding rule in Reforged may be
interpreted ambiguously.
Severely Wounded
-Severely Wounded Enemies now exert a weaker Death Zone. When a Hero or Henchman
attempts to withdraw from the focused Death Zone of a Severely Wounded Enemy, the active
player must now subtract -2 from the result of the corresponding Speed Test.
-Fearsome is now less effective while the Enemy is Severely Wounded. When a Hero or
Henchman starts its Activation adjacent to a Fearsome Enemy that has been Severely
Wounded, the active player must subtract -2 from the result of the corresponding Bravery Test.
-Severely Wounded Enemies must now also subtract -2 from the result of their Strength roll
when taking a Push Action.
Fate Points
-Fate Points used by the Leader to influence Surprise rolls now have the effect of making the
Leader’s roll equal to the GameMaster’s roll.
-Fate Points may now also be used to unlock and/or open Portcullises; in the latter event
(open), the result of the corresponding Strength roll is considered as a 12. This section has
been moved here from Game Concepts, as I believe it was misplaced.
Exploration (Placing Enemies)
-The rules for placing Enemies have been updated and streamlined into a table, making them
easier to use now.
-Enemies encountered in Small Rooms may now be placed one square away from the door
and adjacent to each other if necessary when the Heroes win the Surprise.
-Enemies encountered in rooms when the Heroes win the Surprise must now be placed
separated one square from each other, horizontally or vertically, not diagonally.
-The Leader must now enter first when the Heroes are surprised in a room. The player(s) now
have to be more careful when electing a new Leader. This tweak is intended as a
counterweight to the new rule that allows using Fate Points to influence Surprise rolls,
mentioned above.
-A new rule for placing Enemies has been added: Sentries do not roll for Surprise when they
encounter Enemies, the first Enemy must be placed as close to the Sentry as possible. Any
remaining Enemies must be placed in squares adjacent to ones which already contain an
Enemy, and that are no closer to the Sentry than the square where the first Enemy was
placed. Enemies encountered by Sentries always move and attack in their first Activation.
-The rules for placing Wandering Monsters have been updated: the reader is now referred to
Appendix IX-Play Sheets, included below.
Generating the Dungeon
Passages
Junctions
-It is now expressly indicated that the two passages leading off a T-Junction must be
completely generated before starting combat with Wandering Monsters encountered in any of
the same passages. This is just a clarification intended to avoid combat in incomplete
passages, as the corresponding rule in Reforged may be interpreted ambiguously.
Passage Tables
-This section has been added, as the passage tables were incorrectly placed in the Passage
Doors section. The rules for Passage Tables are now in their corresponding section.
-The Passage Features Table has been tweaked. Revealed Pit Traps and Revealed
Portcullises have been replaced with Special Features (like Locked Portcullises, Spotted
Traps, Revealed Pit Traps, and Environments) that are determined randomly from three
separate tables: Special Features Table, Traps Table and Environment Table. Also, the
Passage Features Table has been tweaked in order to make passage doors slightly more
likely to appear. Special Features must be placed preferably in the middle of the
corresponding passage. If a previous feature is already there, then the second feature must be
placed at the end of the same passage. I believe the dungeons become more varied with
these adjustments, and I like this approach more than finding always the same features from
the same table every time.
Wandering Monsters
-The rules for placing Wandering Monsters have been moved to the Monster Placement Table
in the Exploration section of the Core Rules, for easier reference.
Stairs
-The rules for stairs have been tweaked: Unless otherwise indicated in the corresponding
Quest rules, only the first stairway discovered at the end of a passage on Level 1 of the
dungeon is considered Stairs Down. If the Heroes discover another stairway at the end of a
passage on any Level, the Leader must then roll 1D12, and the stairway is considered a Dead
End on a result of 1-8 or Stairs Out on a result of 9-12.
-As indicated in the section titled Quest Rooms (below), Stairs Down to Level 3 are found in
the first (and only) Quest Room discovered on Level 2 of the dungeon, or below if more levels
are added. Stairs Out are very common (and exploitable) in the previous version, so the
Heroes may exit and re-enter the dungeon too easily, without having to fight their way through
restocked rooms and passages.
Doors
-For every door found, the GameMaster (or Solo Player) must now roll 1D12 twice on a new
Doors Table. The first roll determines whether the door is either a single door or a double door;
the second roll determines if the door is locked or not. The odds of finding a single door have
been reduced to 1/3; therefore, double doors are now more likely to appear.
-It is now expressly indicated that double doors may be opened from any of their adjacent
squares. This is just a clarification, as the rule in Reforged may be interpreted ambiguously.
-Locked Doors have been introduced. Doors are now unlocked by default, but they are now
considered locked if the GameMaster (or Solo Player) scores equal or lower than Dungeon
Level +1 when generating the new door.
-Locked doors may now be either lockpicked or broken down, as indicated for the “Locked
Room” Hazard in Reforged. Lockpick is now a (Vigorous) Minor Action in Exploration Turns
and a Major Action in Combat Turns. Heroes must now have a Lock Pick (Equipment) in order
to attempt to pick a locked door. When a door is successfully lockpicked, it now remains
closed until opened by an additional Open Door Action. Lockpick (Action) is now considered
exhausted if it fails.
-A locked door is now considered damaged after two unsuccessful Lockpick Actions or if it
suffers at least one “wound” while trying to break it down. Damaged doors may not be
lockpicked; they may only be broken down. Breaking down a locked door is now considered as
an Open Door Action, so the player(s) must roll for traps as normal. If a trap is encountered in
a broken door, it cannot be spotted; the trap is automatically (and inevitably) set off and its
effects resolved immediately, before generating the new section of the dungeon. As indicated
in Reforged, the adventurers are always surprised when Enemies are encountered after
breaking down a door. The odds of finding a locked door now depend on Dungeon Level, but
the chance is 1/3 at the bottom level.
Quest Rooms
-The expressions “Objective**” and “Stairs Down*” in Slev’s Quest Room Contents Table are
ignored along with their corresponding descriptions underneath that table; only the Treasures
included in that same table are considered for the game.
-Unless otherwise indicated in the Quest rules, a three-level dungeon may only have two
Quest Rooms, one on Level 2 and the other on Level 3. The Quest Room on Level 2 contains
the only set of Stairs Down to Level 3.
Optional Rule: Terrain
-It is now expressly indicated that there may be only one Environment in any given passage.
Roll again if the result is a second Environment. This addition deals with the inconvenience of
finding two Environments in the same dungeon section, as now there may be Environments as
Passage Features, according to the Exploration rules above.
-A new optional rule for Environments has been added: Environments are added to passages
and rooms upon a result of 9-12 when generating each dungeon section. In my opinion,
Environments may become repetitive when they are used in every single room and passage
as indicated in Reforged. However, passages may now have Environments as special
features, for added variety.
Optional Rule: Furniture
-Some small corrections have been made to the entire section.
-The rules for pushing Tables and Thrones are not optional anymore.
Type & Quantity
-The modifiers in the Room Furnishing Tables have been tweaked; furnishings are now more
likely to appear in pairs.
Position
-It is now indicated that, when the position of furniture is determined randomly, and the
position is already occupied by doors or other pieces of furniture, then the dice is rolled again.
Contents
-Furniture may now be examined by Heroes (some pieces also by Henchmen) taking an
Examine Chest Action while the model is in the same room. Furnishings may now be
examined in the same way as Treasure Chests.
Hazards
Cess Pit
-Heroes and Henchmen may now be pushed into a Cess Pit. In such event, the Cess Pit is
considered as a Pit Trap for all the purposes of this variant.
Chasm
-It is now indicated that Chasms may be encountered in Large and Small Rooms, leaving only
five squares on the side of the Heroes in any event. A Combat Turn must now start upon
finding a Chasm Room but omitting the Surprise roll. Heroes are now considered to have
escaped upon exiting the room.
-If all the Heroes and Henchmen are outside the Chasm Room at the start of a subsequent
turn, a new Exploration Turn will start. Conversely, a new Combat Turn will start if any Hero or
Henchman is inside the Chasm Room at the start of the turn and there is at least one Enemy
on the other side of the Chasm. From all the Enemies, only Sentries may leap across chasms.
These additions are intended to clarify some obscurities in the rules for the Chasm (Hazard).
Revolving Room
-The Revolving Room is now initially generated with only one entrance door. Players do not
roll on the Room Doors Table upon discovering a Revolving Room. The entrance door to a
Revolving Room is always a single door. If a double door was originally generated, then only
the actual entrance marked in the corresponding dungeon tile is considered accessible.
-It is now indicated that, if at the end of any of the GameMaster’s Phases there is at least one
Hero or Henchman inside a Revolving Room, the room now rotates according to Slev’s
Revolving Room Table in Appendix II-Hazards (page 8). If (after rotation) the exit door points
to a previously explored section of the dungeon, there is no exit there, only solid stone wall. If,
however, it points to an empty area, a single door is generated, which may be locked and/or
trapped as normal.
-Heroes located inside a Revolving Room are now considered separated if Wandering
Monsters are encountered by adventurers located outside the room.
Rockfall
-It is now indicated that a Hero must be adjacent to the Treasure Chest inside the Rockfall
Hazard Room in order to examine it. This is just a clarification, as the corresponding rule in
Reforged may be interpreted ambiguously.
Stranger
-After defeating the Enemies encountered in the room, the player(s) must now decide which
Hero will take the Stranger as a follower for the rest of the Expedition. In case of
disagreement, the Leader decides.
-The Maiden has been tweaked: The penalty for selling her as a pleasure slave has been
adjusted to -2 Charisma. Also, the bonus or penalty is now resolved immediately after the
Quest Effects are applied (once the corresponding Quest Objective has been completed).
Traps
Dealing with Spotted Traps
-It is now expressly indicated that, upon spotting a trap, any movement out of its area of effect
must be done as a retreat towards the starting position (in that turn) of the Hero or Henchman
that spotted the trap. This tweak is intended to clarify some obscurities in the rules, specifically
to deal with spotted traps in enclosed spaces and in Solo Play, in which traps are encountered
randomly.
-The third paragraph of the section has been updated. If a Hero or Henchman is unable to
move out of the spotted trap’s square or its area of effect due to obstacles (like Portcullises,
Enemies, or any other of the same sort) or if they simply do not want to move, they must pass
a Speed Test to remain in their square, otherwise the trap is set off, affecting any model in the
area of effect.
-The last paragraph of the section has also been updated. The Hazard Action indicated in
Reforged for safely moving past a trapped area is now ignored, as Heroes and Henchmen
may now Leap or Tiptoe over trapped areas in Exploration and Combat Turns, as indicated in
the Core Rules above. Special Hazard actions remain exceptional and are intended to have
effect in the corresponding Hazard Room only.
-Enemies are not affected by spotted traps or their effects anymore. Enemies do not set off
traps. Enemies may now move through trapped squares as normal.
Pit Trap
-The Hazard Action indicated in Reforged for leaping over a Pit Trap is now ignored, as traps
may now be passed over by using either the Leap or Tiptoe Actions as indicated in this
variant.
-If a Pit Trap is set off, it now also affects any adjacent Hero or Henchman within the overlay
area.
-Only Heroes and Henchmen may fall into a Pit Trap. The fallen models may be leaped over
as normal; they may not be attacked while in the Pit. I am still experimenting with combat in
Pits and some bonuses and penalties that may be applied when a model falls into a pit full of
Enemies. I am sticking to the original mechanic for the moment.
-Climb Out (of a Pit Trap) is now a Major Action that may be taken in Exploration and Combat
Turns. In order to climb out of a Pit Trap, the Hero or Henchman must now pass a Speed Test,
and also there must be at least one empty square adjacent to the Pit. If the test is successful,
the model is allowed to climb out to the adjacent empty square and move one additional
square in any direction, even diagonally, observing Movement and Death Zone rules. These
changes are intended to clarify some obscurities in the rules, specifically to deal with Pits in
Combat Turns.
-Enemies are not affected by Pit Traps anymore. Enemies may now be placed over Pit Traps
without falling down, but they must end their Activation upon moving onto one. In order to
move past a Pit Trap, Enemies must start their Activation on one. Enemies are now only
slowed down by Pit Traps; the GameMaster is now somehow able to keep his minions from
falling.
Portcullis
-New rules have been added to clarify some obscurities in Slev’s rules, inherited from
Advanced HeroQuest itself: Portcullises may now be lifted in Exploration and Combat Turns.
At least one of the lifting models must be a Hero; the other one may be a Henchman. When
passing a lifted Portcullis, the Hero or Henchman must consider one additional square of
Movement cost for going through friendly figures.
-Any Hero or Henchman lifting a Portcullis may be attacked normally; in such event, consider
the model as having a Weapon Skill of 1. Portcullises may be dropped by any of the lifting
models as a Free Action, but the Portcullis is instantly dropped if any of the lifting models is
killed. Models may freely move out of a focused Death Zone if the opponents are on the other
side of a Portcullis.
-It is now also indicated that Enemies may move freely through Portcullises if they begin their
Activation adjacent to one (the GameMaster is able to lift the Portcullis for his minions).
Skirmish combat through a closed Portcullis is possible with a penalty of -2 Weapon Skill on
the attacker, and for ranged attacks the target is considered as being four squares farther.
Portcullises encountered as Traps in rooms are always placed blocking the entrance door.
Spiked Log
-Spiked Logs may now be encountered only in passages. It is now treated as a Guillotine
when encountered in a room. I believe the Spike Log was intended for passages only.
Treasure
Looting Enemies After Combat
-It is now indicated that Reinforcements (any monster generated by the GameMaster using an
Ambush Dungeon Counter) and restocked Enemies do not provide loot; therefore, such
groups of Enemies are not considered when rolling on the Monster Loot Table during the End
Phase of a Combat Turn. This adjustment is intended to make the budget even tighter in order
to compensate for the bonuses and penalties introduced by the new rules.
Treasure Maps
-Treasure Maps may now be used at any point of the Expedition, discarding them upon exiting
the dungeon.
Quests & Campaigns
After the Expedition
-The sequence has been tweaked: Heroic Tokens and Heroic Feats are now traded and
purchased after Random Events, during the step of spending gold on Training and Equipment.
Prior to this tweak the Heroes had the opportunity to spend gold on Heroic Feats before
Random Events, which unfairly limited the effects of some of those events.
Also, this tweak allows the Experience gained during the last Quest to be applied to the
Heroes before purchasing Heroic Feats and hiring Henchmen, increasing their price and cost
of living according to the real Party Experience. The increases to Experience and Fame should
be immediately considered to calculate the price of new Heroic Feats and Henchmen. In my
opinion, the system works better with this adjustment, and it should have been included in the
previous version.
-It is now indicated that Heroic Tokens may be traded in exchange for Fate Points and Gold
Coins. Training Cost (Basic, Advanced, or Special) must now be paid at the moment of trading
the corresponding Heroic Token instead of paying at the moment of acquiring the Heroic Feat,
as it was previously. In my opinion, the system plays neater with this simple adjustment, as
Heroic Tokens are now the only currency needed to purchase Heroic Feats.
-It is now indicated that a Hero may not purchase cross-class Heroic Feats until he has
acquired the four Feats of the Basic Set.
Trade Starting Fate Points for Heroic Tokens and purchase Heroic Feats.
-A Hero may now acquire only one Heroic Feat between Expeditions, immediately after
completing a Quest. This new restriction is more in accordance with Reforged, and it is
intended to emulate Slev’s way of treating Heroic Feats, they now work in (mostly) the same
way.
Training
-The acquisition of Heroic Feats is now considered as Training; therefore, a Hero may not
purchase one Heroic Feat and also take Training after the same Expedition. This adjustment is
more in accordance with Reforged, and is also intended to emulate Slev’s way of treating
Heroic Feats, they now work in (mostly) the same way.
-Heroes now gain Experience for each Heroic Feat they purchase. Low-Cost and Medium-
Cost Feats now increase +1 Experience each. High-Cost Feats increase +2 Experience each.
-A new optional rule (for faster character development) has been added: A Hero may purchase
one Heroic Feat and also take Training after the same Expedition.
Embark on next expedition
-Cleared rooms and Hazard rooms are now restocked with Wandering Monsters in
subsequent Expeditions. I believe the game now plays better (with this adjustment), since it is
less repetitive and also more balanced with the increased mortality caused by the new
(Surprise) ambushes.
-It is now indicated that, once a dungeon has been exited after completing the Quest
Objective, it may not be entered ever again.
-Slev’s optional rule that adds Heroic Feats to the game is ignored, as this variant implements
the new Heroic Feats on Appendix X-Abilities below.
Bestiary-Rules & Matrices
Sentries
-A new section about Sentries has been added. I have come to realize that Sentries may be a
double-edged sword. They have the potential to make the game either more interesting or
annoying, so I believe they should be used prudently. Sentries are clearly a threat that may
increase the tension and difficulty of Encounters, but they may also become exploitable by
simply letting them open the doors, sparing the Heroes the risks of ambushes and traps. Also,
Sentries may turn the game into a monster-chasing matter that will most likely claim most of
your gaming space without being even remotely fun. From my point of view, Sentries are
incidental elements; the game should be focused on exploring dungeons and slaying
monsters, not chasing them.
-When all Enemies are slain but there are still Sentries wandering the dungeon, the
corresponding Combat Turn now ends normally if no Enemy is in line of sight.
-If the Heroes find a Sentry in an Exploration Turn, the adventurers may complete their
Activations and resolve the remaining Phases as normal. A Combat Turn must start
immediately afterward if an Enemy is in light of sight, omitting the Surprise roll. Sentries now
remain in their positions if all the adventurers exit the Level through a stairway or if they exit
the dungeon.
-It is now indicated that Sentries are not affected by locked doors; they may open any door as
normal. Locked Doors opened by Sentries are now considered closed (and locked) for the
Heroes. Sentries may not move through stairways.
-A door must be placed immediately accessible for Sentries when they are encountered in
rooms or dead-end passages if there is no other closed door or unexplored junction already
accessible.
-A new optional rule (for restraining Sentries) has been added: Sentries may open doors or
generate new passages only if a Hero or Henchman is located in the same dungeon section
(room or passage) or in any square adjacent to an open door if the Sentry is in a room, also if
the Sentry has been attacked (hit or not) in the same turn. If this rule is observed, Sentries
may not move (or explore) too far away from the adventurers. In some instances, the
adventurers will even have a chance to kill Sentries before these open a door or generate a
new passage. Therefore, Sentries are not exploitable or annoying anymore if this rule is used,
but they are still troublesome, particularly in long passages.
Number of Sentries
-The Sentries Table has been tweaked. Sentries were still too common in the previous
version, but they are now less likely to appear. As mentioned above, Sentries are incidental
elements of the game, so they should be exceptional.
Hero Creation
Elf
-It is now indicated that Elves may purchase Wild Talent (Skill) at a reduced price of 350 Gold
Coins, after completing the first Quest. Elves do not start with Wild Talent anymore. I believe
the game works better with this adjustment, as too much magic may spoil the tension.
Play Sheets
Dungeon Counter Effects
Ambush
-The rules for placing Reinforcements when the GameMaster uses an Ambush counter
(Option 1) have been tweaked: The first Enemy must now be placed so it can be seen by at
least one Hero or Henchman but as far away from the Heroes as possible. The first Enemy is
never placed closer to the Heroes than the monster(s) already in play. Any remaining Enemies
may be placed in squares that are adjacent to ones that already contain a monster, and that
are no closer to the Heroes than the square where the first Enemy was placed.
-Enemies that are placed after the first do not have to be in the Heroes' line of sight. Enemies
block line of sight. Portcullises do not block line of sight for the purposes of an Ambush
counter. If the first Enemy cannot be placed in line of sight of at least one Hero according to
these rules, it is placed adjacently behind the Enemies closest to the weakest Hero. Any
remaining Enemies are placed adjacent to squares which already contain an Enemy, and that
are no closer to the Heroes than the square where the first Enemy was placed. Enemies that
are placed after the first do not have to be in the Heroes' line of sight. Reinforcements are
never placed adjacent to party members. If the Heroes are Separated (see Wandering
Monsters in Passages below) when an Ambush counter is used, then the Reinforcements are
placed according to these rules, but considering (to establish line of sight) only the Hero or
group of Heroes closest to the Enemies already in play, preferably threatening the weakest
Hero.
-When establishing line of sight according to the above rules, Reinforcements must be
preferably placed as coming from an unexplored part of the dungeon, and they may also be
placed as coming from Dead-End Passages if such placement is the only option to establish
line of sight according to these rules. If Sentries are encountered in that event, then a door
must be placed on one of the walls of the corresponding Dead End if no other closed door in
that passage is immediately accessible to the Enemies.
-As indicated in the section titled Looting Enemies after Combat in Appendix IV-Treasure,
Reinforcements do not provide loot.
Character
-Character Monsters may now attack or move independently from the other Enemies in play.
This tweak adds flexibility for the GameMaster while increasing the difficulty.
Escape
-Escape counters may no longer be used for Character Monsters encountered in the last
Quest Room. In such event, the counter may now be used as any other type of Dungeon
Counter.
Fate Point
-Fate Point counters may now be used to negate the effects of Fate Points or Spells used by
the Heroes.
Wandering Monsters
-Wandering Monsters encountered in passages are now placed according to the following
rules: Before placing the Enemies, the GameMaster and the Leader roll for Surprise, if the
GameMaster wins the Surprise, the Enemies are placed using WHQ’s 1-on-1 rule and attack
first (Heroes miss their first Activation). If the Heroes win the Surprise, the Enemies are placed
as far as possible but in line of sight of at least one of the Heroes. Any remaining Enemies
must be placed in squares adjacent to ones which already contain an Enemy, and that are no
closer to the Heroes than the square where the first Enemy was placed. Enemies that are
placed after the first do not have to be in the Heroes' line of sight.
-Wandering Monsters must now be preferably placed as coming from an unexplored part of
the dungeon.
-If the Leader wins the Surprise but the difference in scores is of three points or less, the first
Enemy is now placed adjacently in front of the closest Hero in the passage, counting from the
farthest square in the passage. Any remaining Enemies must be placed in squares adjacent to
ones which already contain an Enemy, and that are no closer to the Heroes than the square
where the first Enemy was placed. Enemies that are placed after the first do not have to be in
the Heroes' line of sight.
-A Hero (or group of Heroes) located more than eleven squares away from the Leader or cut
off (from the Leader) by a Portcullis, is now considered Separated. When a group of
Wandering Monsters is encountered in a passage and they win the Surprise, if there are
Heroes Separated from the Leader, the Enemies then ambush the weakest Hero or the group
with the weakest Hero. The weakest Hero is considered to be the one with the lowest Weapon
Skill. If the Heroes’ Weapon Skills are tied, the weakest Hero is considered to be the one with
the lowest Toughness. If the Heroes’ Toughness values are also tied, the weakest Hero is the
one with less Life Points left. If the Heroes have the same Weapon Skills, Toughness value,
and number of Life Points left, then the weakest Hero is determined randomly.
-When a group of Wandering Monsters is encountered in a passage and the Heroes win the
Surprise, if there are Heroes Separated from the Leader, the Enemies are then placed
according to the rules above in this section, considering only the strongest Hero or the group
with the strongest Hero.
-The strongest Hero is now considered to be the one with the highest Weapons Skill. If the
Heroes’ Weapon Skills are tied, the strongest Hero is considered to be the one with the
highest Toughness. If the Heroes’ Toughness values are also tied, the strongest Hero is the
one with more Life Points left. If the Heroes have the same Weapon Skills, Toughness values,
and number of Life Points left, then the strongest Hero is determined randomly. These tweaks
encourage the Heroes to stay close to each other and care for their position at all times. I
cannot help but imagine the scene of some Heroes desperately trying to lift a heavy Portcullis
while their weak comrades are being slaughtered on the other side.
-Wandering Monsters must now be placed in the order indicated by the Monster Placement
Table in the Core Rules. Weaker Enemies are always placed first and closer to the Heroes.
Special Dungeon Counters
-Special Dungeon Counters have been added: Dungeon Counters may now become Special
Dungeon Counters (SDCs) if the GameMaster is in possession of three Dungeon Counters of
the same type. Special Dungeon Counters are used as normal counters upon the appropriate
situation but applying their special effects instead.
-In order to use a Special Dungeon Counter, the GameMaster must now declare it upon the
appropriate situation and reveal the three counters of the same type to the rest of the players.
The effects are then resolved according to the corresponding table, discarding one of the
counters as normal. The two remaining counters must also be discarded and replaced with
one from the cup.
Combined Tables
-The summary has been rearranged and updated to include the latest changes to the
Dungeon Features Table, as well as to the new Special Features Table. Some small changes
have also been made.
-The Traps Table has been updated according to the latest adjustments to the rules. The
Spiked Log (Trap) may now be encountered only in passages. It is now treated as a Guillotine
when encountered in a room.
-The Sentries Table has been updated according to the latest adjustments to the rules.
Sentries are now less likely to appear.
Heroic Skills
Wild Talent
-The Action required to cast any Spell granted by the Wild Talent Skill is now a Major Action
for Heroes without Spellcaster (Ability). This adjustment should reflect the user’s inexperience
with magic, as it is supposed to be. Wild Talent Spells may now be used only once per
Encounter.
Abilities
Fearsome
-A model that cowers as a result of Fearsome (Ability) may move directly away from the
Fearsome model without passing a Speed Test unless it is located in another focused Death
Zone; in such situation, the model must pass a Speed Test to move away. This tweak is
intended to prevent the exploitation of Fearsome as a way of leaving a focused Death Zone
without passing the required Speed Test.
Heroic Feats
-All the Heroic Feats that require to pass a test are considered exhausted if it is failed, unless
otherwise indicated. Also, the effects of a Heroic Feat are not cumulative with the effects of
other Abilities, Actions, Feats, or Skills unless otherwise indicated. These indications prevent
exploitations and conflicts in the interpretation of the rules when using Heroic Feats.
-Heroic Feats are now sorted into the following groups: Aptitude, Scholastic, Warfare and
Wizardry.
-Numerous corrections and wording changes have been made to all the Heroic Feats’
descriptions.
Aptitude
-Block is now an Aptitude Feat, as it does not have any offensive capability to be considered
as a Warfare Feat. Also, it now grants two permanent Block Points instead of one, as it is
pointless to trade one Fate Point for just one (inferior) Block Point.
-Dodge has been renamed to Dodge & Attack, and it is now a Warfare Feat, with some
adjustments.
-Feint may now be attempted only once per Activation, and it may now be used only once per
Encounter when successful.
-Fleet Footed now allows the Hero to move double his Speed in combat once per Encounter.
-Keen Eye is not a source of Conserve (Ability) anymore, as I am considering other sources.
-Strengthened now also considers the Strength bonus when taking a Push Action.
-Disengage may now be attempted only once per Activation. This tweak was supposed to be
included in the previous version, as the Feat may be exploitable as a Bonus Action.
-Expanded Death Zone has been added (with one rank and a cost of two Heroic Tokens): A
Hero with this Feat is able to focus his Death Zone on multiple Enemies at the same time.
Therefore, the Hero considers his Death Zone focused on all the adjacent Enemies he may
attack, observing the corresponding effects indicated by Death Zone rules.
-Fast Switch now has two ranks, and it now allows the Hero to Switch Places (Action) without
a Speed Test. The second rank allows the second model (Hero or Henchman) to switch
places without passing the Speed Test if he is in a focused Death Zone.
-Backpacker does not allow the Hero to carry one extra weapon anymore, as it is unnecessary
given the (more than) sufficient weapon slots allowed by Reforged.
-Inspiration now expressly indicates that it may be activated as a Major Action in Combat, and
that the effect lasts for the rest of the turn.
-Miracle Deflection has been excluded, as it is pointless to trade two Fate Points for one
(inferior) Block Point; it is a better option to keep the Fate Points anyhow.
-Spy & Sneak now expressly indicates that it may be used only once per Expedition.
-Negate the Flank has been added (with two ranks and a cost of two Heroic Tokens each): A
Hero with this Feat negates the Flanking penalty by -1, to a maximum of -2.
-Invulnerable now indicates that the Hero is able to gain Invulnerable (Ability) for the rest of the
turn instead of passing a Speed Test for every attack received, as it was previously.
Scholastic
-Each rank of Picklock now grants a bonus of +1 to the result (of the roll for) Lockpick (Action)
to a maximum of +3. It now also allows the Hero to pick damaged locked doors as normal.
-Stone Master does not allow the Hero to find stairs on Dead Ends anymore, as it is too
advantageous for the cost. It now allows the Hero to search for secret doors also in the Bats/
Rats Hazard Rooms.
-Herbalist now expressly indicates that it may be used in Combat Turns. This Feat is intended
as an option to Heal Friends in combat since that Action is not allowed in Reforged.
-Herb Lore now indicates that the effect of the corresponding Healing Herb is resolved as
normal instead of losing it as in the previous version.
-Obscure Lore now expressly indicates that it may only be used in Exploration Turns. This is
just a clarification, as the corresponding rule in Reforged may be interpreted ambiguously.
Warfare
-Block is now an Aptitude Feat, as it does not have any offensive capability to be considered
as a Warfare Feat.
-Battle Bravery has been added (formerly Intimidate): It now allows the Hero to become
immune to Fearsome (Ability) for two Combat Turns by passing a Bravery Test. The effects of
this feat may be activated as a Bonus Action in a Combat Turn instead of the Bravery Test
required when starting the Activation in the Death Zone of a Fearsome Enemy.
I believe it is too advantageous to grant Fearsome (Ability) for one Encounter, but I am still
experimenting with Feats that may help dealing with Fearsome Enemies.
-Cross Attack has been added (with one rank and a cost of one Heroic Token): It allows the
Hero to attack diagonally upon scoring a Critical Hit in a Skirmish Action. This Heroic Feat was
supposed to be included in the previous version.
-Damage Enhancer has been added (with two ranks and a cost of one Heroic Token each):
The first rank allows the Hero to gain +2 Might (Ability) once per Encounter in exchange for
two points of Weapon Skill on the same Skirmish attack. Therefore, the Hero may attack with
+2 Might (Ability) but -2 Weapon Skill. The second rank of this Feat limits the penalty to -1
Weapon Skill.
-Dodge & Attack (formerly Dodge) has been added (with one rank and a cost of one Heroic
Token): It now allows the Hero to dodge an attack and fight back by passing a Speed Test.
Whenever the Hero is hit (Skirmish or Shoot) he may take a Speed Test as a Bonus Action. If
the test is successful, the blow is dodged and the Hero is allowed a Free Attack against the
attacker if it is adjacent, otherwise any damage is suffered as normal. This Feat may only be
used once per Encounter when successful.
-Furious Attack now expressly indicates that the Critical Hit required to activate the Feat must
come from a Skirmish Action.
-Intimidate has been renamed to Battle Bravery, as it is indicated above.
-Tussle now requires a successful Speed Test to move out of the focused Death Zone of an
additional Enemy, adding +1 to the result for any additional focused Death Zone affecting the
adventurer.
-Amour Piercer now expressly indicates that the Critical Hit required to activate the Feat must
come from a Skirmish Action.
-Battle Push is now activated with a Bonus Action instead of a Minor Action, as I believe the
game now flows more dynamically with this adjustment.
-Blade Fury now indicates that a Hero using this Feat may use Blade Fury (Ability) for the rest
of the Encounter as indicated in Reforged. It may now be activated as a Bonus Action once
per Expedition. Other sources of Blade Fury are now ignored while the Feat is activated.
-Counter Strike now allows the Hero to perform either a Shoot or Skirmish Action during the
Game Master’s Phase of a Combat Turn. It may now only be used as a Bonus Action once per
Encounter, either before or after an Enemy attack.
-Defensive Stance now indicates that both models (defender and defended) must be adjacent
to the attacker, and that they may not move during the effect of the Feat. As it was previously,
it allowed exploitation by defenders that were not adjacent to the attacker. Also, a Hero may
not defend itself with this Feat anymore, since there are now other Feats available for that
purpose.
-Diagonal Attack has been added (with multiple ranks and a cost of two Heroic Tokens each):
Each rank allows the Hero to Skirmish diagonally with one type of Skirmish Weapon for the
rest of the Encounter. It may not be used twice with the same Type of Weapon. (Types of
Weapons: Axes, Clubs, Greatswords, Bows, Longbows, Handguns, etc.). This Feat may be
activated as a Minor Action once per Encounter, and it is ineffective with Range R Weapons.
-Killing Blow now expressly indicates that the Critical Hit required to activate this Feat must
come from a Skirmish Action.
-Paired Weapons now grants a penalty of -2 Strength on each Attack, and it may now be used
twice per Encounter. I believe the Feat is more balanced with this adjustment.
-Pinion has been renamed to Pinning, as I believe it is a more appropriate name to describe it.
Skirmish attacks may now also activate the effects of the Feat.
-Power Shot may now be activated as a Shoot Action instead of a Free Action, as it implied
granting an extra Free Attack, which was unintended and too advantageous for the cost. This
Feat may now only be used as a Shoot Action once per Encounter; the additional attack is
then considered as a Bonus Action.
-Reflect now expressly indicates that the Hero must use the Feat as a Bonus Action after an
attack has been declared but before it is resolved.
-Second Wind may now be activated only in combat and once per Encounter (instead of once
per Expedition as in the previous version). This Feat may be very useful in combat.
-Stubborn Defense may now be activated as a Minor Action, as it is too advantageous as a
Bonus Action.
-Enraged now expressly indicates that the Free Attacks granted by the Feat are resolved
immediately and consecutively, treating Critical Hits as normal but resolving additional Free
Attacks (with the same -1 WS penalty) before any remaining Attacks granted by the Feat.
-Slay ‘em All is now activated as a Bonus Action; therefore, it allows one additional attack in
the same Encounter. It is pointless to subtract one attack when the Feat lasts for the entire
Encounter. This adjustment was supposed to be included in the previous version.
Wizardry
-Far Range now expressly indicates that Spells granted by Wild Talent (Skill) or Scrolls are not
affected by the Feat, as it would give the Hero a disproportionate advantage.
-Miser with Magic now indicates that the preserved Spell Component is randomly determined if
the Spell is a Ritual. I believe the magic system now works more realistically with this
adjustment.
-Swift Fingers now indicates that the Hero may cast either two consecutive Ritual Spells (using
four components and passing two Intelligence Tests as normal) or two consecutive Cantrip
Spells (using only one component and one Intelligence Test for both) in the same Exploration
Turn. This Feat may now be used only as a Major Action in Exploration Turns, as I believe it
would be disproportionately advantageous as a repeatable Minor Action.
-Restoring Radius now also interacts with Prayers. This correction was supposed to be
included in the previous version.
-True Believer has been excluded, as it was disproportionately advantageous for the cost.
Solo Play
Dungeon Counters
-The Solo GameMaster Table has been updated with some minor corrections.
-The GameMaster may now use a Wandering Monster Dungeon Counter when the Heroes
find an empty room. This tweak was supposed to be included in the previous version.
-The Solo GameMaster Table now indicates that the result required to ignore the cost of a
Dungeon Counter must be equal or lower than Dungeon Level plus one (DL+1) instead of 9-
12. I believe Solo Play becomes more varied with this adjustment.
-The GameMaster must preferably discard unpaired Dungeon Counters (without pair in its
possession) when Special Dungeon Counters are in use.
-Spell Dungeon Counters are ignored in Solo Play. I am figuring out a new way to implement
them.
-The GameMaster is now able to use Fate Point counters to negate the effects of the Fate
Points or Spells used by the Heroes. Each time a Hero spends one Fate Point the
GameMaster must roll a die to determine if a Fate Point counter is used.
-It is now expressly indicated that the GameMaster may use two or more Dungeon Counters in
the same turn only when Reinforcements, Wandering Monsters or Elites are added to
Enemies already in play
Special Dungeon Counters
-Special Dungeon Counters are optional in Solo Play. If Special Dungeon Counters are used,
their special effects must be resolved instead of the regular effect of the next counter (of the
corresponding type) used by the GameMaster.
-Special Dungeon Counters are used as normal counters upon the appropriate situation,
discarding one of the counters as normal. The two remaining counters must also be discarded
and replaced with two from the cup. The GameMaster receives an advantage in Solo Play and
keeps one more counter than in Multiplayer, considering the nature of playing alone.
Traps in Solo Play
-A new section titled Traps in Solo Play has been added: It is now indicated that, when the
GameMaster uses a Trap Dungeon Counter in Solo Play, the player must select a Hero
randomly, usually by rolling 1D4 if four Heroes are in play. If the selected Hero is followed by
one or more Henchmen, then the player rolls 1D12. The Hero itself is selected on a result of 1-
8, otherwise one of its Henchman is selected on a roll of 9-12, deciding randomly if more than
one is following.
-The optional rule for omitting the Dungeon Counter cost of traps in Solo Play has been
excluded, it is not optional anymore. In Solo Play, the Game Master is not required to spend
dungeon counters on traps encountered in doors and chests.
Placing Enemies
-It is now expressly indicated that Enemies are placed according to the Enemy Placement
Table in the Core Rules (Solo Play segment).
Attacks
-When a model has a choice of targets, it now attacks the target with the lowest Weapon Skill.
If the Heroes’ Weapon Skills are tied, the weakest Hero is considered to be the one with the
lowest Toughness. If the Heroes’ Toughness values are also tied, the weakest Hero is the one
with less Life Points left. If the Heroes have the same Weapon Skills, Toughness values, and
number of Life Points left, then the weakest Hero is determined randomly.
Tactics Table
-Slev’s GameMaster Tactics Table is now ignored. Reinforcements are now generated on a
roll equal or lower than Dungeon Level instead of a result of 1. When the GameMaster wins
the Surprise, the Enemies always attack and move in that turn.
-Enemies in Solo Play may now attack and/or move independently, following the rules in the
Enemy Tactics section below.
Enemy Tactics in Solo Play
-A new section titled Enemy Tactics in Solo Play has been added. Slev’s rules for using
Enemies in Solo Play are now observed with some slight changes.
-It is now indicated that weaker Enemies must be activated first. If an Enemy starts its
Activation in an opponent’s focused Death Zone, it must attack such opponent. If an Enemy
starts its Activation in an opponent’s Death Zone, it must attack such opponent unless the
Enemy is able to attack a weaker opponent without moving, preferably a Hero. Once a
monster attacks, it must continue attacking the same target until one of the two (attacker or
target) is killed or the target is moved away.
-Enemies never move out of an opponent’s Death Zone (focused or not) except to attack a
weaker Hero or to allow a ranged attack. If at the start of its Activation an Enemy is not in an
opponent’s Death Zone, then it moves to the closest opponent, preferably blocking passages
and line of sight for the Heroes.
-In Skirmish (Hand-to-Hand) combat, Enemies attack the weakest adjacent Hero or Henchman
in their Death Zone, but they must preferably attack a Hero. Ranged Enemies and Magic users
also attack the weakest opponent available, but they must avoid affecting other Enemies as
much as possible. However, some damage to friendly Enemies is allowed by ranged and
magic attacks only if the Heroes are more likely to suffer more Wounds than the affected
Enemies. Enemies must move to a vacated square after killing an opponent only if they are
not in an opponent’s Death Zone or if such move would allow an attack on a weaker opponent,
preferably a Hero.
-Enemies must now take a Push Action instead of moving when they are adjacent (horizontally
or vertically) to a Hero or Henchman blocking a doorway or when a Hero or Henchman is at
the edge of a Chasm or Pit. This tweak is intended to minimize the “bottleneck” issue even
more.
-Sentries are placed last and behind the other Enemies, but they must always move away
from the adventurers towards the closest closed door or unexplored part of the dungeon.
Sentries may now open doors or generate new passages only if a Hero or Henchman is
located in the same dungeon section (room or passage) or in any square adjacent to an open
door if the Sentry is in a room, also if the Sentry has been attacked (hit or not) in the same
turn. As indicated above, this rule is optional in Multiplayer.
-Sentries must preferably move towards unlocked closed doors. If the only accessible door(s)
are locked, Sentries must then preferably open a locked door instead of moving to another
room or passage. However, if the Sentry is not able to immediately open a door in its way
(because of the rules above), it must ignore the door and move towards the closest
unexplored part of the dungeon. If a Sentry reaches a dead end in a room or passage, it must
move back to the closest closed door already discovered and wait in an adjacent square until it
is able to open it according to the rules above.
-If the Sentry reaches a dead end in a room or passage and there is no other closed door
immediately available or any junction to an unexplored part of the dungeon, then the Sentry
must turn back and fight when needed.
-I believe these adjustments capture the feeling of being after a Sentry in Solo Play without
turning the game into a monster-chasing matter. Sentries have also become a way of making
Wizards deplete their precious Fireballs, since Rangers need to move and shoot in the same
turn in order to deal effectively with a Sentry.
Quest Generator
-A new section with default rules for Random Quests has been added.
-Unless otherwise indicated in the corresponding Quest rules, a Random Quest includes one
three-level dungeon inhabited by one (random) Character Monster. By default, the Objective of
a Random Quest is to kill the Character Monster.
-Unless otherwise indicated, the Points Value of a Character Monster is equal to the Points
Value of a group of Wandering Monsters for the Party. The Character Monster of a random
dungeon is not revealed until it is first encountered.
-Once the value of the Character Monster has been determined, the GameMaster (or Solo
Player) must then select one specimen randomly from the Character Monsters with a Points
Value equal to the result, otherwise the GameMaster (or Solo Player) must select randomly
from the Character Monsters with a value up to two points higher than the result. If none of the
Character Monsters meet these conditions, the Character Monster must be selected randomly
from the specimens with the nearest Points Value downward.
-If more dungeons are added to a Random Quest, then each dungeon is considered as a
separate part of the adventure. The Expedition count is reset and the Quest Effects are
applied to the Heroes after each dungeon.
-Unless otherwise indicated in the Quest rules, a Random Quest does not include any special
reward for completing its Objective. After clearing a random dungeon, the Heroes keep the
items and gold looted from Enemies and Treasure Chests; they also gain the increases to
Starting Fate Points, Fame, Experience and Charisma, according to the Quest Effects Table
on Slev’s Appendix V-Quests & Campaigns (page 5).
Danger of Random Quests
-Slev’s Danger Table is now optional, the Danger rating of a Random Quest is determined by
the number of levels in the dungeon (usually 3) + 2. If the players want to customize the
Danger rating of a Random Quest, simply add +1 or +2 depending on any tweak that may
increase difficulty. This rule was updated and taken out from the definition of Danger in the
Core Rules.
Hints & Tips
-A new section with hints and tips has been added.
December 1, 2016
Updates V1.5
(For Advanced HeroQuest: Reforged V6.2)
Introduction
Redesign Notes
-The whole document has been (again) thoroughly revised and updated with numerous
corrections and wording changes.
Core Rules
Actions
Using Healing Herbs
-Heal Friend (Action) may now be used in Exploration Turns to heal any adjacent model, even
diagonally. I believe there is no reason to exclude diagonally-adjacent models from being
healed in Exploration Turns.
-Heal Friend (Action) may now be used in Combat Turns to heal an adjacent model (not
diagonally) that has not been activated in that turn, exhausting the healed model’s Activation.
Although I admit it is questionable whether it should be allowed in the game to heal a friend in
combat, after some playtesting I have decided to allow it in exchange for the healed model’s
Activation, as I believe it may be unrealistic to heal a moving model in combat.
-Heal Friend (Action) may now be used only if both models are not in a focused Death Zone.
After some playtesting, I concluded that the rule as written in the previous version may be
easily exploited and unrealistic. The new rule indicates that once a model has engaged in
combat, it may not be healed while in a focused Death Zone.
Push
-It is now expressly indicated that Enemies may also push party members; also, that a model
may be pushed over into Chasms, Pits, or Spotted Traps. These are just clarifications, as in
the previous versions the Enemies were allowed to push party members only when they were
adjacent to doorways.
Withdraw
-Withdraw may no longer be attempted after causing one Wound to an opponent; it may now
be used only as the effect of Tactical Retreat (Heroic Feat).
To-Hit Rolls
-It is now expressly indicated that an unmodified 10 or higher automatically hits, also that an
unmodified 1 always fumbles. This is just a clarification that should have been included in the
first version.
Critical Hits
-It is now expressly indicated that any model may keep moving and attacking as long as it
keeps rolling Critical Hits and killing opponents in the same Activation. This is just a
clarification, as there may be some confusion with the rule as written in Reforged.
Death, Wounds & Injury
Death
-After killing an opponent, its slayer may now be moved to the vacated square or backwards (if
the player so decides) unless it is located in a focused Death Zone. This tweak provides more
tactical options in combat.
Exploration (Placing Enemies)
-If there are not enough spaces, the remaining Enemies are now placed in adjacent dungeon
sections instead of ignoring them. It now works like in the original AHQ, as it should have been
since the first release of this variant.
-A new optional rule (for more simplicity) has been added: In any mode, whenever the Leader
rolls equal or higher than the GM, only the third square from the top down (shaded) may be
used, ignoring the rules in the first and fourth squares for rolling 12 and 1 respectively.
-A new optional rule (for less difficulty) has been added: The Surprise roll is omitted when the
Heroes enter a room that has been explored during the same Expedition but not cleared;
therefore, the Hero Phase of a new Combat Turn starts after opening the door.
Generating the Dungeon
Passages
Junctions
-Surprise and Enemy Treasure are now resolved only once if Wandering Monsters are
encountered as Dungeon Features on both passages of a T-Junction.
Doors
-As indicated below for the Locked Room (Hazard), a Hero must now be in possession of at
least one Lock Pick (Equipment) in order to attempt Lockpick (Action) on any locked door, and
the +3 bonus is no longer observed. I believe this tweak is necessary since Picklock (Feat)
grants the same bonus, so it now has a cost.
Quest Rooms
-It is now expressly indicated that Monster Loot may be found in a Quest Room only once per
dungeon. This is just a clarification, as the rule in Reforged may be interpreted ambiguously.
Hazards
Chasm
-It is now indicated that the following turn after finding a Chasm is a Combat Turn, but a new
Exploration Turn starts afterward if all the party members are outside the room or if there is no
Enemy on the Heroes’ side of the Chasm. This tweak is intended to fix an obscurity in the
original rules, as it is not clear what type of turn must start when the Heroes have left the room
or when there is no Enemy on their side of the chasm.
Haunting
-It is now expressly indicated that the player(s) do not roll for surprise upon finding a Haunting
Room. The undead Enemies are generated in the following Exploration Phase of the turn only
if a party member is inside the room by then. Enemies are placed according to WHQ’s 1-on-1
rule, against the party members inside the room. Undead Enemies disappear in the following
Exploration Phase of the turn only if none of the party members is inside the room by then.
-It is also expressly indicated that the Haunting Room is considered empty only after being
cleared by the Heroes. I believe the Enemies should remain inside the room until killed.
Locked Room
-A Hero must now be in possession of at least one Lock Pick (Equipment) in order to attempt a
Lockpick (Action) on any locked door, and the +3 bonus is now ignored. I believe this tweak
was necessary because Picklock (Feat) grants the same bonus, so it now has a cost.
Revolving Room
-It is now expressly indicated that Revolving Rooms rotate in the corresponding Exploration
Phase of the turn as long as there are party members inside. This is just a clarification, as the
corresponding rule in the previous version may be interpreted ambiguously.
-It is now indicated that Revolving Rooms do not rotate if a door is opened from inside during
the Hero Phase of the same turn; therefore, a room is generated during the following
Exploration Phase. This tweak is intended to fix a problematic situation experienced during
playtesting, in which a discovered room may not be accessed until the rotating room turns
back in the appropriate direction.
-A new optional rule (for more difficulty) has been added: Any model may activate the rotation
of Revolving Rooms. Heroes may now be trapped in the dungeon if a Sentry blocks the only
way out.
Traps
Alarm
-The second paragraph of this section has been corrected; it should read that the Ambush
Dungeon Counter may be used in Combat Turns, not Exploration Turns.
-It is now expressly indicated that the Wandering Monsters (generated by the alarm) must be
placed as provided for Option 2 of the Wandering Monster Dungeon Counter and preferably as
coming from the closest unexplored part of the dungeon. This indication is intended to clarify
an obscurity in the original rules when placing Enemies in previously cleared sections of the
dungeon.
Quests & Campaigns
Campaigns
-A new optional rule (for less difficulty) has been added: In order to reduce the difficulty, the
players may add +1 to the Points Value of Common Enemies with a Points Value of 2 or more.
Also add +2 to the Points Value of Elites and +3 to Characters.
After the Expedition
-It is now expressly indicated (Embark on Next Expedition) that previously explored and
cleared rooms are not restocked in subsequent Expeditions. Cleared rooms are now restocked
only in Solo Play as an optional rule.
Bestiary-Rules & Matrices
Sentries
-It is now indicated that, when all the Enemies of an Encounter have been killed but there are
still Sentries (or any other Enemy) wandering the dungeon, the corresponding Combat Turn
ends normally if no Enemy is in line of sight of the adventurers. If the Heroes encounter a
Sentry (or any other Enemy) during a subsequent Exploration Turn, the adventurers may
complete their Activations and resolve the remaining Phases as normal. A Combat Turn must
start immediately afterward if an Enemy is in light of sight, omitting the Surprise roll. The
paragraph has been reworded for more clarity; the rule now works for any Enemy encountered
in an Exploration Turn, therefore clearing an obscurity in the previous version.
Number of Enemies
-The Number of Enemies Table has been finally replaced; new rules for placing Enemies have
also been added. The Solo Play engine is finally complete, so Enemies are now generated
and placed accordingly without any decision required from the Player(s). The new table is
optional in Multiplayer Games. This update was long overdue, as it took me some time to
figure a relatively simple way to make it work considering all the variables involved. It may look
complicated at first, but it is actually simpler now: The same four dice are rolled (actually most
of the time only 2D12 are rolled) but the Value of Enemies is now fixed for the entire
Expedition/Dungeon Level, which simplifies the process.
-Single Wandering Monsters are now allowed. If one or two Enemies are encountered, each
one is allotted a half (rounding down) of the total Value of Enemies (VE).
Value of Enemies -The Random Factor is now ignored, as the new Number of Enemies Table already considers
its own random factors.
Bestiaries
-Slev’s bestiaries have been tweaked and expanded. Basically, the Core Characteristics of the
Enemies have been increased to match the values allocated in Advanced HeroQuest. The
Enemies included in Reforged (with some additions) now have very similar Core
Characteristics to the ones of their counterparts in Advanced HeroQuest, to the point that they
may now even be used interchangeably. Heroes and Henchmen have also been adjusted
accordingly (see Appendixes VII and VIII). Reforged offers the weakest starting Heroes and
Enemies when compared to Advanced HeroQuest and its other variants. It is also the most
restrictive about training Core Characteristics. I believe Slev’s solution works very well in the
early stages of the game, as it starts moderately difficult at the beginning as it should be.
However, in my opinion, the game may become monotonous in the long run, as it limits the
options for character development. If Specialization (Skill) is allowed multiple times in order to
deal with the training restriction, then the game may also become unbalanced in the long run,
as the Enemies (despite their increasing number) remain considerably weak for the rest of the
game while the Heroes may become more skilled (and even more so if this variant is used).
This variant now plays even more like the original Advanced HeroQuest than Reforged does;
Reforged is a unique system amongst the other AHQ variants.
-More variations of the same Enemies have been added for balance. Some of the options are
intentionally stronger for the same Points Value; therefore, roughly one third of the encounters
are supposed to be more difficult than the others.
Bestiary-Skaven
-Skaven are now one point slower than in the original game; their Bow Skill is now also one
point lower. Skaven are faster than Undead and Greenskinz, but not as brave as them.
Skaven are also better archers than Undead and Orcs, but not better than Goblins. Some of
the Point Values of Elites and Character Monsters have been slightly increased for balance.
Skaven, Undead and Greenskinz (except Orcs) now have the same base Toughness rating,
as in the original game.
Bestiary-Undead
-Skeletons now have almost the same Core Characteristics of the original skeletons in AHQ,
but they are now one point faster than in the original game. Skeletons’ Toughness and Points
Value are now also one point lower. I believe Skeletons should be slower than Skaven but
faster than Orcs. I am still undecided on whether Skeletons should be less though than
Skaven and Goblins. Fearsome is now slightly less effective, as Bravery ratings of Heroes and
Henchmen may now be increased. In my opinion, Fearsome is disproportionately effective in
Reforged, as the starting Bravery ratings are considerably lower than in the original game.
Bestiary-Greenskinz
-Orcs now have two points less of Bow Skill than in Advanced HeroQuest, and they are also
slower than in the original (and Reforged). The Points Value of Orcs is now the same as in the
original, but one point lower than in Reforged. Orcs now also have more Wounds than Skaven,
Undead, and Goblins do. In my opinion, Orcs should not be as good archers as Skaven or
Goblins. Orcs are supposed to be heavy brutes, so, in my opinion, they should be slower than
Skaven and Undead.
-Goblins are now one point faster than in the original game, but they are one point slower than
in Reforged. I believe Goblins should be faster than Orcs but not as fast as Skaven. Goblins
are now as brave and intelligent as in the original game, but less than in Reforged. Goblins are
now better archers than the original Goblins of AHQ and the ones offered by Reforged, also
better than Orcs.
Hero Creation
-The Core Characteristics of the Heroes have also been increased to match the lower
spectrum of the starting values allocated in AHQ. However, Bravery and Intelligence are
intentionally lower than in the original, as they may be now increased through Skills and Feats.
Bow Skill now also tends to be lower in unspecialized Heroes.
-Instead of starting with two Healing Herbs as in the previous version, each Hero now starts
with 50 additional Gold Coins, 150 in total. I believe the first Expedition should not be the
hardest, so the easiest way to increase the chances of survival for the Heroes without messing
with the system is by adding a couple of complimentary Healing Herbs.
Racial Paths
Elf
-The rule indicating that Elves may purchase Wild Talent (Skill) at a reduced price of 350 Gold
Coins after completing the first Quest has been moved to Appendix IX-Play Sheets, as I
believe it belongs there for being a rule that covers a specific feature of that Skill, not the Elf
Racial Path itself.
Human
-The Human Path now grants only +2 Bonus Points instead of +3. I believe this adjustment is
necessary considering that the Heroes may now increase Core Characteristics by using only
one Bonus Point, as indicated below.
Bonus Points
-A Hero may now spend only one Bonus Point to increase Core Characteristics. A Bonus Point
now allows the Hero to increase Core Characteristics by twelve points, with the following
restrictions: Each Core Characteristic may be increased by a maximum of three points.
Wounds may also be increased by spending two of those points for each additional Wound.
-Core Characteristics may now be increased up to the following limits: WS 9, BS 9, ST 6, TH
7, SP 9, BV 6, IN 6. Wounds may be increased up to 8. Elves may increase their Core
Characteristics up to the following limits: WS 10, BS 10, IN 9. Dwarves: WS 10, ST 7, TH 7.
Ogres: ST 8, TH 8. This tweak adds more customization to the character-creation process
instead of simply adding a fixed (or random) amount of points per Characteristic as in the
original.
Henchman Creation
-As indicated above (Bestiary-Rules & Matrices), the Core Characteristics of Henchmen have
been slightly increased to match the starting values allocated in Advanced HeroQuest.
Henchmen are now very similar to their original counterparts, to the point that they may now
even be used interchangeably.
-Each Henchman now starts with 100 Gold Coins instead of 90 Gold Coins.
Play Sheets
Dungeon Counter Effects
Ambush
-A new optional rule (for more difficulty) has been added: The GameMaster is not required to
pay any cost (in Dungeon Counters) for Reinforcements.
-A new optional rule (for more difficulty) has been added to Option 2: The GameMaster is
granted a bonus of +3 on the Surprise roll when an Ambush Dungeon Counter is used.
Wandering Monsters
-It is now expressly indicated that the section titled Wandering Monsters in Passages belongs
to Slev’s “Option 2”. It was not entirely clear previously.
-It is now indicated that, if the only available space to place the first Enemy of the
Reinforcements is closer to the Heroes than the Enemies already in play, the Reinforcements
must be added to the farthest group of Enemies (and behind them). This clarification is
intended to avoid placing Reinforcements closer to the Heroes than the other Enemies.
Special Dungeon Counters
-Character and Escape (Dungeon Counters) do not have special effects anymore. When the
GameMaster receives three such counters in Solo Mode, they must be immediately discarded
and replaced (randomly) with three from the cup.
Combined Tables
-Withdraw is now correctly marked as a Vigorous Action.
-The Number of Enemies Table has been replaced.
-The Enemy Tactics Table in the combined tables now correctly indicates that Reinforcements
appear on a roll equal or lower than Dungeon Level, as it is provided by this variant.
-The new rule for Stairs has also been added.
Heroic Skills
Specialization
-Specialization (Skill) has been tweaked: It now costs 500 Gold Coins (instead of 1000 Gold
Coins) for all the Core Characteristics except Weapon Skill. Specialization may be purchased
to increase Weapon Skill for a cost of 750 Gold Coins for each point. Although the new cost is
very similar to the original cost for training Core Characteristics in AHQ, I decided to lower it
down in order to make development more dynamic. It all depends on the time a Campaign
should last. We will see.
Wild Talent
-The rule indicating that Elves may purchase Wild Talent (Skill) at a reduced price of 350 Gold
Coins after completing the first Quest has been moved to this section from Appendix VII-Hero
Creation, as I believe it belongs in this section for being a rule that covers a specific feature of
that Skill, not the Elf Racial Path itself.
Example Heroes
-The Core Characteristics of each example Hero have been corrected and adjusted according
to the new rules for Hero Creation.
Example Henchmen
It is now indicated that, to update the example Henchmen included in Reforged, simply add +2
points to each of the following Core Characteristics: Weapon Skill, Bow Skill, and Strength.
Damage Dice must be updated according to each weapon’s rating.
Abilities
Equipment
-The Arming Sword now has a Critical Hit rating of 12, as in the original Advanced HeroQuest.
I believe this rating is more appropriate than the rating of 11+ allocated in Reforged, as the
Arming Sword is the most basic sword of the game.
Heroic Feats
Aptitude
-Luck is now an Aptitude Feat, as it does not have any offensive capability to be considered as
a Warfare Feat.
Scholastic
-Stone Master now indicates that the Hero must roll on the Doors Table as normal when a
room is discovered using this Feat.
Warfare
-Luck is now an Aptitude Feat, as it does not have any offensive capability to be considered as
a Warfare Feat.
Solo Play
Dungeon Counters
-The GM Solo Table has been renamed to Dungeon Counters Table for Solo Play, as it seems
more appropriate for its content. Some minor corrections and wording changes have also been
made.
-Henchmen are no longer mentioned in the Dungeon Counters Table for Solo Play, as they
are not allowed to open doors or chests.
-The Dungeon Counters Table for Solo Play now correctly includes empty rooms and
passages as Situations to use a Wandering Monster Dungeon Counter.
-Also in the Dungeon Counters Table for Solo Play, the first Situation of the Exploration Phase
of Exploration Turns has been updated; it now correctly includes empty rooms and passages
as Situations. Also, it no longer indicates to roll again for Elites in Lairs and Quest Rooms
when a group of Wandering Monsters, and empty room, or empty passage is encountered, as
it is only required when Enemies are encountered in Lairs and Quest Rooms. Some of the
additional instructions given in the Situations have been excluded, the rules for using the
corresponding Dungeon Counters are clear enough.
-Also as a clarification, the Result of the first Situation in the Exploration Phase of Exploration
Turns has been updated. It is now expressly indicated that a Wandering Monsters counter is
used only when an empty (Normal) room or passage is found. An Ambush counter must be
used when a group of Enemies is encountered.
-The Dungeon Counters Table for Solo Play now also includes Lairs as Situations to use a
Character Monster, as provided for the Character Dungeon Counter. The corresponding
Dungeon Counter Effects have also been reworded for more clarity; it is now expressly
indicated that any Wandering Monster, Elite, or Character is added to the Enemies already in
play.
Traps in Solo Play
-It is now indicated that, in Solo Play the GameMaster is not required to pay any cost (in
Dungeon Counters) for traps encountered in doors and chests. Chests have been expressly
added to the rule.
Enemy Tactics in Solo Play
-It is now indicated that, if an Enemy does not start its Activation in an opponent’s Death Zone,
it must move towards the weakest opponent (preferably Hero) that may be attacked in the
same turn.
-It is now expressly indicated that Enemies must observe Movement and Death Zone rules
when moving to a vacated square after killing an opponent. This is just a clarification, as the
corresponding rule in the previous version may be interpreted ambiguously.
-Enemies must now take a Push Action (instead of moving) if they are adjacent (horizontally or
vertically) to a Hero or Henchman at the edge of a trapped square. Therefore, Enemies must
now take a Push Action (instead of moving) when adjacent (horizontally or vertically) to an
opponent blocking a doorway, or at the edge of a Chasm, Pit, or Trap. This addition was
supposed to be included in the previous version.
-It is now indicated that Enemies must pursue fleeing opponents for three turns until having
line-of-sight contact with any of the Party members, at that point the counter is reset. I believe
this adjustment is necessary to deal with the obscurity in Reforged regarding pursuit in Solo
Play.
-It is now indicated that Enemies with Berserker and/or other offensive Abilities must use or
activate them as soon as possible.
-It is now also indicated that Character Monsters must avoid Skirmish combat as much as
possible as long as there are other Enemies in the same dungeon section. I believe the game
becomes more challenging if the Heroes are not able to engage the Character Monster until
they have defeated its minions.
Quests & Campaigns
-A new optional rule (for more difficulty) has been added: Previously explored and cleared
rooms are restocked with Wandering Monsters in subsequent Expeditions.
Quest Generator
-When selecting a Character Monster, if none of the Character Monsters meet the conditions,
it must be now selected randomly from the Character Monsters with the nearest Points Value
downward, trading any remaining points for Elites of the lowest value (preferably) and/or
Enemies with a Points Value of 2 (preferably) and a Points Value of 1.
Hints & Tips
-Three news tips have been added.
July 27, 2017
Updates V1.55
(For Advanced HeroQuest: Reforged V6.2)
Introduction
Redesign Notes
-Parts of the Introduction have been updated and rearranged. Numerous grammar corrections
and wording changes have been made throughout the entire document.
Core Rules
Game Turns
-It is now expressly indicated that Heroes and Henchmen may also escape through stairways.
Actions
Push
-It is now expressly indicated that no test is required when a model is pushed out of a focused
Death Zone.
Exploration (Placing Enemies)
-A new optional rule (for less difficulty) has been added: When the Heroes are surprised, the
Enemies must preferably attack Henchmen.
Generating the Dungeon
Doors
-It is now indicated that Doors must (preferably) not be placed on Dead Ends unless there is
no other option available in the same passage. Dead Ends must be preferably used to place
Secret Doors when they are discovered.
Hazards
Locked Room
-It is now indicated that Lockpick (Action) is successful on a roll of 9-12, and the Lock Pick is
destroyed on a roll of 1-2.
Traps
Portcullis
-The rule that allows combat through Portcullises is now optional. I intend to keep the original
rules as much as possible.
Treasure
Looting Enemies After Combat
-The rule indicating that Reinforcements and restocked Enemies do not provide loot is now
optional. Reinforcements are now more likely to appear, so the game becomes extremely
difficult if no loot is provided for killing them.
-A new optional rule (for less difficulty) has been added: An alternative Enemy Treasure Loot
Table increases the flow of Gold Coins.
Bestiary-Skaven
-Clanrats with Points Value of 1 are now optional (for added difficulty), but a weaker version
(without armor) with the same Points Value has been included for normal games. I have come
to realize that relatively strong Enemies with Points Value of 1 (like the ones in Advanced
HeroQuest) should be used prudently, as they have the potential of wreaking game balance,
especially when they come in groups of six or more.
-The Strength value of Slave Champions is now 5; consequently, they may now attack with
three Damage Dice instead of two. This is a correction that should have been included in the
previous version.
-Tougher versions (with armor and shield) of the Clanrat Warrior and the Clanrat Warden have
been included for use in normal games, each one with a Points Value of 2.
-The Points Value of the Clanrat Warden Champion has been corrected, it now has a Points
Value of 3 instead of 2. This is a correction that should have been included in the previous
version.
-The Toughness value of the Nightrunner has also been corrected, it is now 5 instead of 4.
This is also a correction that should have been included in the previous version.
Bestiary-Undead
-The Skeleton Swordsman is no longer equipped with a shield, so its Toughness value is now
5 instead of 6. As mentioned above, relatively strong Enemies with Points Value of 1 (like the
ones in Advanced HeroQuest) should be used prudently, as they have the potential of
wreaking game balance, especially when they come in groups of six or more.
-Optional versions (with armor and shield) of the Skeleton Warrior Spearman and the Skeleton
Warrior Swordsman with Points Value of 1 have been included for use in normal games, for
added difficulty.
-The Skeleton Warrior Spearman and the Skeleton Warrior Swordsman now have a Points
Value of 2 instead of 1.
-The Skeleton Spearman Champion and the Skeleton Warrior Champion now have a Points
Value of 3 instead of 2.
Bestiary-Hordes of Chaos
-Warriors of Chaos now have very similar Characteristics to those of their original
counterparts, but their Points Value have been adjusted upward. I believe it is unbalanced to
have Enemies of considerably different strengths with the same Points Value.
Bestiary-Beastmen
-Beastmen are now slightly less tough than their original counterparts, and they now also have
one Wound less, but they are now more intelligent.
-The Ungor Axeman, Ungor Spearman, and Ungor Swordsman do not have shields anymore,
so their Toughness value is now 6 instead of 7. As mentioned above, relatively strong
Enemies with Points Value of 1 (like the ones in Advanced HeroQuest), should be used
prudently. I believe there is no need for additional Beastmen with Points Value of 2, there are
sufficient in the bestiary.
Bestiary-Greenskinz
-Hobgoblins with Points Value of 1 have been introduced, so the stronger Orc Warriors with
the same Points Value are now optional, for added difficulty.
Bestiary-Ogres & Trolls
-Ogres and Trolls now have very similar Characteristics to those of their original counterparts,
but Trolls now have a slightly higher Points Value in order to balance for their increased
Strength and Regeneration (Ability).
-Greenskinz (except Characters) may now be used if lower-value Enemies or Sentries are
required.
Henchmen Creation
-Henchmen now start their creation process with two Wounds instead of three.
Play Sheets
Dungeon Counter Effects
Ambush
-The indication that Reinforcements do not provide loot has been removed. It is now an
optional rule as provided in Appendix IV-Treasure.
Elites
-No more than one Elite armed with a heavy ranged weapon may now be generated in the
same group of Elites.
Wandering Monsters
-It is now expressly indicated for Option 1 that the Enemies may be generated in empty
Normal Rooms only. This is just a clarification that should have been included in previous
versions.
-The rules for placing Wandering Monsters in passages have changed. When the Heroes are
surprised by Wandering Monsters in a passage blocked by two Party members, the first
Enemy is now placed adjacently in front of the weakest blocking model. Play then proceeds to
the GameMaster Phase of the first Combat Turn. The Position of the Party members in
passages is now more relevant.
-When the Heroes are surprised by Wandering Monsters in an unblocked passage, the
Enemies are now placed using WHQ’s 1-on-1 as provided in this variant, but they may be
placed only in the passage (including the junction) in which they were encountered. In this
scenario, the Enemies must be placed to attack the Party members in the junction or its
adjacent squares. If the junction is not blocked by Party Members, then the Enemies may be
placed using WHQ’s 1-on-1 as provided in this variant, attacking all the Party members. Play
then proceeds to the GameMaster Phase of the first Combat Turn. As mentioned above, the
Position of the Party members in passages is now more relevant.
-When a group of Wandering Monsters is encountered in a passage generated upon opening
a door inside a room and the Leader wins the Surprise, the first Enemy must be placed as far
from the door as possible. If the Heroes are surprised, the Enemies are placed adjacently in
front of the party member(s) next to the doorway. Play then proceeds to the GameMaster
Phase of the first Combat Turn.
-A new optional rule (for less difficulty) has been added: Wandering Monsters in passages are
always placed as indicated in Reforged (as far as possible), without rolling for Surprise.
Heroic Skills
-I am still working on the Skills, but some of them may be very expensive, perhaps too much if
you want a more dynamic development of your Hero(es). Therefore, some of the highest
prices have been lowered.
-Advanced Knowledge now costs 5,000 Gold Coins.
-Amour Training now costs 1,000 Gold Coins.
-Endurance is ignored, as it is now included in Strengthened (Heroic Feat).
-Specialization may now be taken multiple times to increase Chore Characteristics up to the
limit of 12, only once between Expeditions. Specialization may only be taken after the two
initial points of Training have been used. These are just clarifications that should have been
included in the previous version.
-Weapon Master is ignored, as it is now included in Weapon of Choice (Heroic Feat).
-Weapon Training now costs 500 Gold Coins.
Example Heroes & Henchmen
-There is now only one section for Example Heroes and Henchmen.
-Torallion Leafstar now starts with four Wounds instead of three. This is just a correction that
should have been made in the previous version.
-The Core Characteristics of the example Henchmen have been adjusted according to the new
rules for Henchmen Creation.
Abilities
Heroic Feats
Scholastic
-Herbalist now offers two ranks. The second rank now allows the Hero to Heal Self in combat
as a Minor Action, if not in a focused Death Zone.
Solo Play
-It is now expressly indicated that the same rules for Multiplayer are observed for Solo Play
unless otherwise indicated. This is just a clarification that should have been included in the first
release of this variant.
Dungeon Counters
-It is now expressly indicated that the GameMaster receives new Dungeon Counters from the
same sources as in Multiplayer; the same rules are observed.
-It now also expressly indicated in the Dungeon Counters Table for Solo Play that the
GameMaster must preferably discard Character, Escape, and/or unpaired DCs (without pair in
its possession) when Special Dungeon Counters are in use.
-For the purposes of the Dungeon Counters Table for Solo Play, the Results are now named
Dungeon Counters.
-Also as a clarification, the Result of the first Situation in the Exploration Phase of Exploration
Turns has been updated. It is now expressly indicated that a Wandering Monsters counter is
used only when an empty (normal) room or passage is found. An Ambush counter must be
used when a group of Enemies is encountered.
-It is also indicated that the GameMaster must now preferably discard Dungeon Counters with
no Special Effect (Character and Escape).
-A new optional rule (for less difficulty) has been added: The Game Master must also roll for
cost (as indicated in the Dungeon Counters Table for Solo Play) on every group of Wandering
Monsters encountered as a Dungeon Feature.
Other Sources of Dungeon Counters
-Slev’s table for other sources of Dungeon Counters is now optional in Solo Play.
Treasure
-It is now indicated that the Heroes do not receive any loot for killing groups of Enemies
(Reinforcements or Wandering Monsters) generated without cost in Dungeon Counters. This
rule is intended to moderately raise the difficulty in Solo Mode instead of completely negating
loot from Reinforcements, which turns the game extremely difficult as mentioned above.
Introductory Quest-Spiders in the Cave!
-A new Quest has been added. It has been designed as a gentle preparation for the relentless
difficulty of the game, which may be discouraging for inexperienced adventurers. Although it is
possible to start playing with the default rules for a challenge, I strongly suggest taking
advantage of the indulgent Exploration and Loot tables offered by the Quest. Hopefully, it will
be completed easily and quickly, providing the Heroes with additional Equipment, Fate Points,
and Gold Coins that would allow even more customization while increasing their chances of
survival. As a result of the adjustments made to the bestiary in the previous version, the first
Expedition of a random campaign (under the default rules) tends to be excessively difficult. I
believe the Introductory Quest is an effective and clean solution, as it fixes not only the issue
of the initial difficulty, but it also brings more balance to the game and makes it more playable.
At the same time, the default system is preserved unaltered, which remains as an option for
fearless newcomers.
Tips & Tactics
-This part has been retitled, expanded, and rearranged according to game flow. New tips have
also been added.
November 1, 2017
Updates V1.6
(For Advanced HeroQuest: Reforged V6.2)
Introduction
Redesign Notes
-Parts of this section have been reworded and rearranged. Grammar corrections and wording
changes have been made throughout the entire document.
Core Rules
Fate Points
-It is now expressly indicated that a Hero may spend any number of Fate Points in the same
turn, even after suffering the effect of a Fate Point used by the GameMaster. This is another
clarification that should have been included in the previous release.
-It is now also clarified that the Hero must be adjacent to the Portcullis in order to open it with a
Fate Point. This is just a clarification that should have also been included in the previous
release.
Generating the Dungeon
Passages
Locked Portcullis
-Locked Portcullises may now be unlocked by spending one Fate Point as a Bonus Action
while the Hero is adjacent to one. Therefore, spending a Fate Point in order to unlock a
Portcullis is no longer a part of the Lift Action; it is now an independent Bonus Action. This is
just a correction that should have been included in the previous release.
Special Features
-Special Features now have their own subsection within the Passages section, as I believe it
should have been included in the previous release.
Dead End
-It is now expressly indicated that (for obvious reasons) the Leader must roll twice on the
Passage End Table when a passage is discovered behind a door.
Doors
-A new optional rule (for less difficulty) has been added: By default, all doors in the game are
unlocked double doors.
Optional Rule: Furniture
Fireplace
-It is now expressly indicated that burning logs in possession of party members disintegrate
when an Exploration Turn starts. This is just a clarification that should have also been included
in the previous release.
Hazards
Chasm
-The rules in this section have been corrected and reworded for more clarity: A Combat Turn
must start after finding a Chasm Room but omitting the Surprise roll. A new Exploration Turn
starts after the first Combat Turn if all the party members are outside the room. Conversely, a
new Combat Turn starts if a party member is inside the Chasm Room at the start of the turn
and there is at least one Enemy on either side of the Chasm. Adventurers are considered to
have escaped upon exiting the room. This update fixes a problematic issue experienced in the
previous version, as it allowed a new Exploration Turn when Enemies were on their side of the
room.
Traps
Dealing with Spotted Traps
-It is now expressly indicated that spotted traps in the passage of an entry stairway may be
ignored when placing Heroes and Henchmen at the start of an Expedition. This is another
clarification that should have been included in the previous release.
Pit Trap
-If two or more Pit Traps are adjacent to each other, they are now considered as one.
-It is now expressly indicated that if an Enemy is pushed over a Pit Trap, it may not be
activated during the same turn. This is another clarification that should have been included in
the previous release.
Portcullis
-It is now expressly indicated that the two spaces of the Portcullis overlay are inaccessible to
Heroes and Henchmen unless it is lifted. If the Portcullis is not lifted, only Enemies may be
placed in the spaces of the overlay while moving through it. Portcullises may not be lifted if an
Enemy is in a space of the overlay (while moving through it).
-Enemies may now move freely through Portcullises if they begin their Activation on the
overlay or adjacent to it. This is another clarification that should have been included in the
previous release.
Quests & Campaigns
Spending Gold
New Equipment
-Equipment (except Weapons and Armor) may now be traded in for half its cost. Reforged
does indicate the cost for trading in Weapons and Armor, but it does not mention the cost for
trading in other Equipment.
Bestiary-Dwarves of Chaos
-Dwarves of Chaos have been added to the bestiary.
Bestiary-Dark Elves
-Dark Elves have also been added to the bestiary.
Hero Creation
Dwarf
-Dwarves do not start with one rank of Stone Master (Feat) anymore. I believe Dwarves start
with enough bonuses already.
Play Sheets
Dungeon Counter Effects
Ambush
-Reinforcements must now be preferably placed in dungeon sections free of obstacles like
Traps or Hazards.
-When the first Enemy has been placed but there is not enough space to place all of them
because the Hero in line of sight is near an unexplored junction, the remaining Enemies may
now be placed in the unrevealed passage without generating it. I considered simply ignoring
the remaining Enemies, but it may then be exploited (simply) by placing a Hero close to
unexplored junctions.
Wandering Monsters
-It is now expressly indicated that “empty passages” are the ones discovered and generated
without Enemies. This indication is relevant when dealing with Wandering Monsters in
passages.
-The Leader and the GameMaster must now roll for Surprise when placing Wandering
Monsters according to Option 2. If the GameMaster rolls higher, play then proceeds to the GM
Phase of the first Combat Turn.
-Our rules for placing Wandering Monsters in Passages are now a third option expressly
reserved for Enemies encountered upon revealing a new passage. Any other group of
Wandering Monsters is always placed as indicated in Option 2 (as far as possible), and the
side that wins the Surprise moves first. I believe the system now works better with this
adjustment, and it also adds even more variety.
-It is now also expressly indicated that remaining Wandering Monsters must be discarded
when (for any reason) there is not enough space in the dungeon section to place all of them in
accordance with the rules.
Special Dungeon Counters
-Special Dungeon Counters are now entirely optional in the game.
Heroic Skills
-Advanced Knowledge goes back to its original cost of 10,000 Gold Coins. After some
playtesting I have realized that the original cost is more appropriate for long campaigns.
-Armor Training also goes back to its original cost of 2,000 Gold Coins.
-Weapon Training also goes back to its original cost of 1,000 Gold Coins.
Abilities
Heroic Feats
Aptitude
-Conserve has been added (with three ranks and a cost of one Heroic Token each): For each
rank of this Feat the Hero gains +1 Conserve (Ability) as indicated in Reforged. I decided to
include this Feat as an alternative source of Conserve, as there is only one source of such
Ability in Reforged.
Scholastic
-Stone Master may now be used only once per Expedition. I believe this limitation should have
been included in the first release of this variant.
Solo Play
Dungeon Counters
-All the rules for Special Dungeon Counters are now in their appropriate section. Some of
them were still in the Dungeon Counters Table without justification.
-It is now indicated that the GameMaster receives new Dungeon Counters from the same
sources as in Multiplayer except in the GameMaster Phase of Exploration Turns. This is
another clarification that should have been included in the previous release.
Special Dungeon Counters
-Special Dungeon Counters are no longer optional in Solo Play; they are now entirely optional
in the game.
Treasure
-The rule indicating that the Heroes do not receive any loot for killing groups of Enemies
(Reinforcements or Wandering Monsters) generated without cost in Dungeon Counters is now
optional. As indicated in V1.5, this rule is intended to moderately raise the difficulty in Solo
Mode instead of negating loot from Reinforcements altogether, which may turn the game
extremely difficult (as mentioned above).
Tips & Tactics
-Some minor corrections have been made.
March 1, 2018
Updates V1.61
(For Advanced HeroQuest: Reforged V6.2)
-Minor corrections and wording changes have been made throughout the document.
Core Rules
Fate Points
-In order to use a Fate Point to influence Surprise rolls, the Hero must now announce it before
rolling the dice, and the Fate Point is spent regardless of the result.
Generating the Dungeon
Dead End Dungeons
-In dungeons with no new areas to explore, the Heroes are now allowed to search for secret
doors in locations that have already been searched, and may keep doing so (once per
location) until they find a secret door that allows them to carry on exploring the dungeon.
Wandering Monsters
-A new optional rule (for less difficulty) has been added: A group of Wandering Monsters
encountered as a Passage Feature also requires a Dungeon Counter. If the Game Master
does not have any Dungeon Counters left, the Enemies are not generated.
Quests & Campaigns
Trade Starting Fate Points for Heroic Tokens and purchase Heroic Feats
-The rules for trading Heroic Tokens and acquiring Heroic Feats have been reworded for more
clarity. A summary has also been added for easier reference.
Bestiary-Monstrous Creatures
-Monstrous Creatures have been added to the bestiary. Enemies like wyverns, chimeras, and
dragons are now included.
Abilities
Heroic Feats
-The rules that determine cross-classing costs have been reworded for more clarity.
Aptitude
-Chop Down has been added (with one rank and a cost of one Heroic Token): The Hero is
able to move three squares whenever a Large Enemy fails to hit him in a Skirmish Action. The
effects of this Feat are permanent.
-Dance of the Monkey has been added (with one rank and a cost of one Heroic Token): The
Hero may avoid being KO’d by passing a Speed Test. This Feat may only be used once per
Encounter.
-Dance of the Wind has been added (with one rank and a cost of one Heroic Token): The Hero
is able to move through Enemies as if they were friendly adventurers. This Feat may only be
used once per Encounter.
-Harmony Dance has been added (with one rank and a cost of one Heroic Token): The Hero
receives a bonus of +1 Weapon Skill and +1 Might (Ability) against one selected Enemy, which
also suffers a penalty of -1 Weapon Skill. This Feat may only be used once per Encounter.
-Rage of Dishonor has been added (with three ranks and a cost of one Heroic Token each):
Whenever the Hero kills a Large Enemy or Elite with a Critical Hit, he may recover two
Wounds; he also becomes Fearsome for the rest of the turn.
-Stealth has been added (with three ranks and a cost of one Heroic Token each): The Hero
may go undetected for one Combat Turn without moving or attacking; therefore, he may not be
attacked during such time. The second rank allows the Hero to attack from stealth (without
moving). The third rank allows the Hero to move and attack while in stealth. This Feat may
only be used once per Encounter, and it may be activated as a Bonus Action.
-Unreachable has been added (with one rank and a cost of one Heroic Token): All Skirmish
attacks against the Hero (in the GameMaster Phase of the same turn) suffer a penalty of -3
Weapon Skill. The Hero may not attack in the Hero Phase of the same turn. This Feat my only
be used once per Encounter, and it may be activated as a Bonus Action.
-Wall of Steel has been added (with one rank and a cost of one Heroic Token): All Shoot
attacks against the Hero (in the GM Phase of the same turn) suffer a penalty of -2 Bow Skill.
This Feat may only be used once per Encounter, and it may be activated in combat as a
Bonus Action.
-Warcry has been added (with one rank and a cost of one Heroic Token): All the Heroes and
Henchmen in the same section (room or passage) receive a bonus of +1 Bravery for two turns.
This Feat may only be used once per Encounter, and it may be activated in combat as a
Bonus Action.
-Agile Defense has been added (with one rank and a cost of two Heroic Tokens): When this
Feat is activated, all Skirmish attacks against the Hero (in the GM Phase of the same turn) are
resolved using its Speed instead of its Weapon Skill. This Feat my only be used once per
Encounter, and it may be activated in combat as a Bonus Action.
-Fight to Death has been added (with one rank and a cost of two Heroic Tokens): If the Hero is
KO’d or wounded below 0 Wounds (no more than -2), it may remain alive and able to fight.
This Feat may only be used once per Encounter.
-Quick & Deadly has been added (with one rank and a cost of two Heroic Tokens): The Hero is
able to ignore enemy Death Zones by passing a Speed Test for each Death Zone entered as it
moves; if the test fails, the Hero must end its movement in the square it was trying to leave.
This Feat may only be used once per Encounter.
-Uncanny Strength has been added (with one rank and a cost of three Heroic Tokens): The
Hero is able to use big weapons with one hand, allowing him to use a shield at the same time.
Warfare
-Axethrower has been added (with one rank and a cost of one Heroic Token): When throwing
an axe, the Hero is able to use its Weapon Skill instead of its Bow Skill to resolve the ranged
attack. This Feat may only be used once per Encounter.
-Cloud of Blades has been added (with one rank and a cost of one Heroic Token): The Hero is
able to throw a knife at all Enemies in line of sight, resolving such attacks with a penalty of -2
Bow Skill. The Hero may not move in the same turn. This Feat may only be used once per
Encounter.
-Dagger Expert has been added (with two ranks and a cost of one Heroic Token each): If the
Hero is wearing leather armor or a cloak, he may permanently use daggers as regular swords
or as throwing knives, indistinctively. The second rank grants +1 Bow Skill when throwing
knives under the same conditions.
-Distracting Shot has been added (with one rank and a cost of one Heroic Token): The Hero is
able to throw a dagger as a Shoot Action. If the attack hits and the target Enemy also fails an
Intelligence Test, the target will not be able to move or attack in the same turn. This Feat may
only be used once per Encounter.
-Expert Spearman has been added (with two ranks and a cost of one Heroic Token each): A
Hero with this Feat is able to use spears with one hand, allowing the bearer to use a shield at
the same time. The second rank grants a Free Attack against any Enemy that enters the
Hero’s Death Zone.
-Impale has been added (with one rank and a cost of one Heroic Token): The Hero may take a
Shoot Action with a penalty of -2 Bow Skill, and if the attack hits, it is considered a Critical Hit.
If the attack scores a Critical Hit, then the Hero may use one additional Damage Die.
-Lethal Strike has been added (with one rank and a cost of one Heroic Token): The Hero may
kill a Common Enemy if the target fails a Toughness Test after receiving two or more Wounds
in a Skirmish Action. In order to use this Feat, the Hero must announce it upon inflicting two or
more Wounds. This Feat may only be used once per Encounter.
-Shot to the Eyes has been added (with one rank and a cost of one Heroic Token): This Feat
allows the Hero to take a Shoot Action with a penalty of -3 Bow Skill and a bonus of +2 Might
(Ability). This Feat may only be used once per Encounter.
-Silent Death has been added (with one rank and a cost of one Heroic Token): The Hero is
able to throw a dagger with a bonus of +2 Might (Ability). The Hero may not move in the same
turn. This Feat my only be used once per Encounter.
-Slayer has been added (with one rank and a cost of one Heroic Token): The Hero may add
+1 Might (Ability) to his Skirmish attacks against Enemies with a base Toughness of 8+. This
Feat may only be used once per Encounter.
-Spiked Arrowhead has been added (with one rank and a cost of one Heroic Token): An
Enemy wounded by the Hero’s arrows suffers a penalty of -1 Damage Die for the next two
turns. This Feat may only be used once per Encounter.
-Barrier of Thorns has been added (with one rank and a cost of two Heroic Tokens): The Hero
is able to counter attack three times (in the GM Phase of the same turn) against Enemies that
fail to hit him (as if they had fumbled). The Hero may not attack in the Hero Phase of the same
turn. This Feat may be used only once per Encounter, and it may be activated as a Bonus
Action.
-Jungle Hunter has been added (with one rank and a cost of two Heroic Tokens): The Hero is
able to take a Shoot Action ignoring Bow Skill penalties for using armor, shields, and/or
helmets. This Feat may be used twice per Encounter.
-Penetrating Shot has been added (with one rank and a cost of two Heroic Tokens): When a
Shoot Action taken by the Hero wounds an Enemy, any other Enemy located right behind the
wounded one suffers as many Damage Dice as the Wounds taken by its ally. This Feat may
only be used once per Encounter.
-Circle of Steel has been added (with one rank and a cost of three Heroic Tokens): The Hero
is able to sweep its weapon in a whirlwind of steel that causes one Damage Dice to any
Enemy in his Death Zone, pushing back one space any wounded Enemy that fails a Strength
Test. The Hero may move one square afterward if any of the Enemies was killed or pushed.
This Feat may only be used once per Encounter.
Solo Play
Dungeon Counters
-The Dungeon Counters Table for Solo Play has been updated: Dungeon Counters are now
Dungeon Counter Effects. Fate Points used by the GameMaster may not affect the effects of
Spells and Prayers (used by the Heroes) anymore. Also, an optional rule (for more difficulty)
has been added: In the GameMaster Phase of Combat Turns, when a deployed Character
(not in the last Quest Room) has 3 or less Life Points left, the Escape counter is mandatory;
the player may roll for the cost opportunity only.
-The rule that allows the GameMaster to use more than one Dungeon Counter in the same
turn is now optional, for more difficulty.
Introductory Quest-Spiders in the Cave!
Quest Rules
Danger
-It is now indicated that the Quest may not have more than three Expeditions. I believe three
Expeditions are more than enough without being exploitable.
Tips & Tactics
-A few corrections have been made, and more tips have been added.
September 1, 2018
Updates V1.62
(For Advanced HeroQuest: Reforged V6.2)
-More minor corrections and wording changes have been made throughout the document.
Hazards
Locked Room
-Locked Rooms must now have at least one locked door leading away from the room. One
door must now be placed if none is initially found.
Bestiary-Rules & Matrices
Sentries
-It is now expressly indicated that Sentries are simply added the group of Enemies
encountered. The Points Value of Sentries is not considered in the Value of Enemies.
Number of Enemies Table
-The Base Number of Wandering Monsters is now modified only if a 1 results on any dice of
Roll 1. The number of Wandering Monsters was being modified more often than intended
when using 1s and also 12s.
Bestiary-Undead
-Skeleton Champion Swordsman (Chainmail) and Skeleton Champion Spearman (Chainmail)
have been added. I believe the bestiary needed common Enemies with a Points Value of 4.
Bestiary-Beastmen
-Venomous Warhound now attacks with three Damage Dice instead of four, according to its
Strength. This is a correction that should have been included in the previous version.
Play Sheets
Dungeon Counter Effects
Ambush
-It is now expressly indicated that Reinforcements (Enemies generated as a result of an
Ambush counter) are not considered as new Enemies for the purposes of Option 2.
-A new optional rule (for more difficulty) has been added: Reinforcements (Enemies generated
as a result of an Ambush counter) are considered as new Enemies for all the purposes of
Option 2. If this rule is used, the GameMaster may use an additional Dungeon Counter in the
same turn.
Character
-Character Dungeon Counters may now be used as any other type of Dungeon Counter after
the last Character Monster in the dungeon has been slain. Also if the last Character Monster
has been encountered in the last Quest Room of the dungeon.
Escape
-Escape Dungeon Counters may now also be used as any other type of Dungeon Counter
after the last Character Monster in the dungeon has been slain.
Wandering Monsters
-When the first Enemy has been placed (Option 2) but there is not enough space to place all of
them because the Hero in line of sight is near an unexplored junction, the remaining Enemies
may now be placed in the unrevealed passage without generating it. As with Reinforcements, I
considered simply ignoring the remaining Enemies, but it then may be exploited (simply) by
placing a Hero close to unexplored junctions.
Combined Tables
-The Number of Enemies Table has been updated according to the latest adjustments to the
rules. The Base Number or Wandering Monsters is now less likely to be modified.
Abilities
Heroic Feats
Aptitude
-Dance of the Monkey has been renamed to Feline Reflexes.
-Dance of the Wind has been renamed to Unblocker.
-Harmony Dance has been renamed to Combat Enhancer.
-Rage of Dishonor has been renamed to Fearsome Rage.
Warfare
-Battle Push has been adjusted: It is no longer required to subtract the number of Wounds
inflicted on the Enemy. This adjustment should have been included in the previous version.
Solo Play
Dungeon Counters
-It is now expressly indicated in the Dungeon Counters Table for Solo Play (second Situation
of the Exploration Phase) that the player must roll for Character Monsters when available. This
is just a clarification that should have been included in the previous version.
Quest Generator
Random Quests
-It is now indicated that random dungeons are inhabited by at least one (random) Character
Monster. As you may see, there is no longer a contradiction with the rules for the Character
Dungeon Counter in Appendix IX-Play Sheets. Random dungeons may now have more than
one Character Monster as allowed by those rules.
-It is also indicated that the GameMaster (or Solo Player) may now use additional Character
Monsters without exceeding the Points Value limit indicated in the rules for the Character
Dungeon Counter (Appendix IX-Play Sheets).
March 1, 2019
Updates V1.65
(For Advanced HeroQuest: Reforged V6.2)
-Minor corrections and wording changes have been made throughout the document.
Core Rules
Game Concepts
Death Zones
-It is now expressly indicated that when a Death Zone is focused on a square, the other
squares (around the focusing model) are free and unaffected for all the purposes of this
variant. Although it is already indicated in some of our rules that only focused Death Zones
may interfere with other Actions, I decided to clear up any confusion that may exist by adding
a general rule instead of dealing with the specific rules of each Action. I believe this
adjustment (along with movement through friendly models) allows for more flexibility and
tactical variety.
Separation
-The concept and rules of separation (of adventurers) are now in the Core Rules, as it is a
more appropriate section for easier reference.
Game Turns
-A Game Master Phase has been added to Exploration Turns. It is used only when Enemies
are present in Exploration Turns.
Actions
Free Actions
-Healing Potions may no longer be used if the adventurer is in a focused Death Zone.
Adventurers may become invincible if they are allowed unrestricted access to their potions
when in a focused Death Zone.
Moving
-Movement through friendly models is now allowed unless the friendly model is in a focused
Death Zone. Unrestricted movement through friendly models in focused Death Zones turned
out to be exploitable.
Movement of Enemies in Exploration Turns
-The rules for dealing with Enemies in Exploration Turns have been reworded for clarity. The
rules now have their own section in the Core Rules (not the Bestiary) for easier reference.
-Optional rules (for more difficulty) have been added: Enemies in Exploration Turns may now
take Advance Actions to move to the adventurers if these are not in line of sight. Sentries may
also take Advance Actions to move away from the adventurers if these are not in line of sight.
In Combat Turns, Enemies may run to the adventurers (as in pursue) if these are not in line of
sight.
Opening Treasure Chests
-The rule that did not allow Treasure Chests to be opened during combat has been excluded.
Treasure Chests may now be opened during combat as indicated in Reforged. It may be
challenging to steal treasures in combat.
Push
-Enemies may now push party members (instead of moving) regardless of their position. The
rule indicating that (only) Enemies adjacent to doorways may push party members has been
excluded.
-It is now expressly indicated that a model may take a Push Action even if it is in a focused
Death Zone. This is just a clarification that should have been included in the previous release.
Pursuit
-Pursuit has been added with (mostly) the same rules form Advanced HeroQuest, as they are
not expressly included in Reforged.
Exploration (Placing Enemies)
Enemy Placement Table
-It is now expressly indicated that only Enemies encountered by Sentries in rooms are placed
according to the rule in the Enemy Placement Table. Enemies encountered in passages are
now always placed as indicated in Reforged.
Generating the Dungeon
Wandering Monsters
-It is now expressly indicated that a group of Wandering Monsters encountered as a Passage
Feature does not require a Dungeon Counter, and it is not counted as a Dungeon Counter
Effect for the turn. I believe it is the original rule, and it was not clear enough previously.
Quest Rooms
-By default, a Quest Room may now have only one Treasure Chest.
-Slev’s Quest Room Contents Table is now optional. The rule to ignore some parts of the
Quest Room Contents Table has been excluded as a consequence.
Furniture
-The Random Furnishing Tables do not have modifiers anymore; they (the modifiers) are now,
with some adjustments, in the Room Furnishings Table. I believe this is more appropriate, as
the modifiers in the Random Furnishing Tables may prevent the discovery of some specific
pieces of furniture.
Hazards
Dealing with Hazards
-It is now expressly indicated that Enemies are not affected by Hazards. Enemies may move
into a Hazard Room without triggering or suffering any effect.
Revolving Room
-It is now indicated that Revolving Rooms rotate in the Exploration Phase of the turn, not in the
GameMaster Phase. This is just a correction that should have been included in the previous
release.
Quests & Campaigns
Trade Starting Fate Points for Heroic Tokens and purchase Heroic Feats
-Basic Training Cost is now (Experience x15) Gold Coins for each Heroic Token intended for
Heroic Feats of the Basic Set.
-Advanced Training Cost is now (Experience x20) Gold Coins for each Heroic Token intended
for Heroic Feats of the Advanced Set. I believe the increases were necessary considering the
cost of training Core Characteristics; acquiring Heroic Feats should not be cheaper.
Bestiary-Rules & Matrices
Sentries
-The rules for dealing with Enemies in Exploration Turns have been moved to their own
section in the Core Rules. As far as I know, this is the only AHQ variant with rules for dealing
with monsters in Exploration Turns.
-The rule indicating that locked doors opened by Sentries remain closed and locked for the
adventurers has been excluded, as it was problematic to implement in combat situations.
-The optional rule for restraining Sentries has been adjusted and simplified: Sentries may now
open doors or generate new passages only if a Hero or Henchman is in the same or an
adjacent dungeon section (room or passage). The rule is now simpler and less retraining; it
also prevents the exploitation of Sentries in certain situations. I believe extending the reach to
adjacent sections covers every situation, and it also makes Sentries reasonably dangerous
without being annoying or exploitable. It is now the default rule for Sentries in Solo Play.
-An optional rule (for more difficulty and to discourage the exploitation of Sentries) has been
added: Enemies encountered by Sentries do not provide loot.
Number of Enemies Table
-An optional rule (for more difficulty) has been added: If only one Enemy is encountered, then
one Elite with the nearest Points Value (to the Value of Enemies) must be selected instead of
halving the Value of Enemies. Encountering one single enemy is a rare occurrence anyway.
Bestiary-Hordes of Chaos
-Chaos Forsaken has been corrected: Weapon Skill has been increased by one point. This is
just a correction that should have been included in the previous release.
-It is now also indicated that Greenskinz (except Characters) may be used if lower-value
Enemies or Sentries are required.
Hero Creation
Racial Paths
-Elves do not start with one instance of Swift anymore.
Play Sheets
Dungeon Counter Effects
Escape
-Escaped Characters now also return with their inventories restocked (and fully healed) if
another Character counter is used.
Fate
-The rule indicating that Fate Dungeon Counters may be used to negate the effects of Fate
Points used by the Heroes is now optional.
Wandering Monsters
-By default, all Wandering Monsters are now placed as indicated in Slev’s Option 2 (as far as
possible without Surprise roll).
-The rule requiring Surprise roll for Wandering Monsters (Option 2) is now optional, for more
difficulty.
-Our rule for Wandering Monsters in Passages (Option 3) is now optional, for more difficulty
and variety.
-The optional rule for placing all Wandering Monsters as indicated in Option 2 (as far as
possible without Surprise roll) has been excluded, as it is now the default rule as mentioned
above.
Example Heroes & Henchmen
Example Heroes
-Several errors and inconsistencies have been corrected. Some of the Core Characteristics
have been adjusted as a result, amongst other changes.
Abilities
Fearsome
-It is now expressly indicated that any opponent in the Fearsome model’s Death Zone is
affected, focused or not. This is just a clarification to prevent any conflict with the Death Zone
rules.
Mountainous
-Mountainous has been added (taken from Borag’s Example Play Sheet). A model with this
Ability may not wear armor found in the dungeons (except Armor of Enchantment). Purchased
armor must be of proper size, and it costs double the normal amount. I assume this is the
Ability mentioned in Borag’s Play Sheet.
Solo Play
Dungeon Counters
-As indicated in Appendix IX-Play Sheets, the rules in the Dungeon Counters Table for Solo
Play that allow Fate Dungeon Counters to negate the effects of Fate Points used by the
Heroes (in Exploration and Combat Turns) are now optional.
Enemy Tactics in Solo Play
-Enemies must now take a Push Action (instead of moving) when they are adjacent
(horizontally or vertically) to a doorway. This adjustment reduces the effects of the bottleneck
issue even more in Solo Play.
-It is now indicated that Enemies in rooms must be preferably placed behind other monsters
that may push adventurers.
-Sentries may now generate new sections only if a Hero or Henchman is located in the same
or an adjacent dungeon section (room or passage). The optional rule for Sentries in
Multiplayer is observed by default in Solo Play.
-Enemies must now pursue fleeing adventurers until these have escaped according to the
rules of pursue in the Core Rules. The rule indicating that Enemies must pursue for three turns
has been excluded.
-A new optional rule (to discourage the exploitation of Sentries in Solo Mode) has been added:
Sentries must preferably move to an unexplored junction instead of opening a door if both are
accessible.
-Optional Rules (for more difficulty) have been added: Enemies in Exploration Turns must take
Advance Actions to move to the adventurers if these are not in line of sight. Sentries must also
take Advance Actions to move away from the adventurers if these are not in line of sight. In
combat, Enemies (except Sentries) must run to the adventurers if these are not in line of sight.
Introductory Quest
Quest Rules
Heroes
-Heinrich Lowen is now part of the squad instead of Rogar. I believe the original party of
adventurers from Advanced HeroQuest is more appropriate for the purposes of the
Introductory Quest.
Quest Generator
Random Quests
-By default, the Objective of a Random Quest is now to kill the Character monster and also to
clear the last Quest Room. I believe the dungeon needs to be cleared in order to receive the
Quest bonuses and rewards.
Tips & Tactics
-Two more tips have been added.
June 1, 2019
Updates V1.7
(For Advanced HeroQuest: Reforged V6.2)
-The whole document has been thoroughly revised and corrected.
Core Rules
Actions
Push
-In order to avoid any confusion, it is now expressly indicated that if a model is pushed over a
trapped square, the Trap is set off. It was previously unclear whether a model could be pushed
over any type of trapped square or only revealed Pit Traps.
Switch Places
-Now only Heroes may switch places with other Heroes and Henchmen. Playtesting showed
that allowing Henchmen to pull other Henchmen out of danger may be exploited.
Death, Wounds & Injury
-Severely Wounded status is now optional. By default, the variant now plays more like the
original game.
Exploration (Placing Enemies)
Enemy Placement Table
-As a general rule, Enemies may now be adjacent to each other and one square away from
the door (even in Large Rooms) when necessary.
Generating the Dungeon
Passages
Junctions
-It is now optional to resolve Surprise and Enemy Treasure (Loot) only once if Wandering
Monsters are encountered as Dungeon Features on both passages of a T-Junction. As
mentioned above, the game now plays more like the original AHQ by default.
Furniture
-The modifiers in the Room Furnishings Table have been tweaked. It is now more likely to find
furniture in Quest Rooms, and it is also less likely to find it in Hazard Rooms.
Hazards
Chasm
-Default rules are now observed: It is now indicated (as in the Core Rules) that a new
Exploration Turn starts after the first Combat Turn if no Enemy is in line of sight. The previous
version of this rule indicated that a new Exploration Turn started if all the party members were
outside the room, but I believe the default turn sequence should be observed.
Play Sheets
Dungeon Counters
Wandering Monsters
-It is now indicated for Option 2 that, if the first Enemy cannot be placed in line of sight of at
least one Hero, it is placed closest to the weakest Hero.
Example Heroes & Henchmen
-Some minor errors spotted in the Example Play Sheets of Henchmen have been corrected.
Combined Tables
-A GM Play Sheet has been added. It saves considerable time and makes the administration
of the game much easier and agile.
Abilities
Heroic Feats
Aptitude
-Chop Down now allows the Hero to take a Speed Test to Withdraw from a Large Enemy as a
Bonus Action if it fails to hit the Hero in a Skirmish Action.
-Defiance now expressly requires the target Enemy to be in line of sight. Although it was
implied in the previous version, it is now expressly indicated.
-Cat Burglar now indicates that the Hero may Advance, Maneuver, or Run through (spotted)
trapped squares and their areas of effect without setting off the traps. The description is now in
tune with the terminology used in Reforged.
-Disarm and Stun now indicates that the Hero may disarm and stun an adjacent Enemy (even
diagonally) as a Minor Action upon passing a Speed Test. If the Action is successful, the
Enemy may not attack or move in the same turn. This Feat may now act diagonally, and its
effect now leaves the target unable to move or attack (it was able to attack in the previous
version).
December 1, 2019
RULES
Book 01-AHQR Rules-Core Rules
Game Concepts
Death Zones
Each model exerts a Death Zone onto any adjacent square it may attack unarmed or with a
melee weapon, not blocked by an impassable object such as a wall or closed door. Models
that are unarmed or armed with Range M (Skirmish) weapons may attack adjacent models
horizontally or vertically, not diagonally.
Models armed with Range R Weapons (Spears, Halberds, or Greatswords) may attack other
adjacent models either horizontally, vertically, or diagonally. In such situations (Range R
Weapons) allow a larger Death Zone due to the diagonal reach; this is every square around
the model.
A model’s Death Zone is immediately focused when an opponent first enters it. When a Death
Zone is focused on a square, the other squares (around the focusing model) are free and
unaffected for all the purposes of this variant. A model does not have to attack an opponent in
the focused square. If other opponents also move into adjacent squares, the model may
choose which one it attacks. In order to keep track of the focused Death Zones, models must
be turned towards the square they are focused on.
When a model starts its Activation in an opponent’s Death Zone, this is considered focused on
the (active) model if it is the only one affected. If more models are in the same opponent’s
Death Zone, this is considered focused on the last square attacked by that opponent in the
previous turn, otherwise the Death Zone is considered focused on the first model that entered
it. If more models are in the same opponent’s Death Zone when it starts its Activation but none
of them moved first or was attacked during the last turn, the Death Zone is then considered
focused on the model with the lowest Weapon Skill. If the models’ Weapon Skills are tied, the
Death Zone is considered focused on the model with the lowest Toughness. If the models’
Toughness values are also tied, the Death Zone is then focused on the model with less Life
Points left. If the models have the same Weapon Skills, Toughness values, and number of Life
Points left, the Death Zone is then focused randomly.
Danger
The Danger rating of a Random Quest is determined as indicated in Book 03J-Quest
Generator.
Party Experience
Party Experience is determined by adding the Experience values of Heroes and Henchmen in
the Party and dividing the total by the number of Heroes, rounding up fractions greater than
0.5.
Separation
A Hero (or group of Heroes) located more than eleven squares away from the Leader or cut off
(from the Leader) by a Portcullis, is considered separated. For all the purposes of this variant,
if Enemies are encountered while the party is separated, the monsters must preferably engage
the weakest Hero or the group of separated adventurers with the weakest Hero.
The weakest Hero is considered to be the one with the lowest Weapon Skill. If the Heroes’
Weapon Skills are tied, the weakest Hero is considered to be the one with the lowest
Toughness. If the Heroes’ Toughness values are also tied, the weakest Hero is the one with
less Life Points left. If the Heroes have the same Weapon Skills, Toughness values, and
number of Life Points left, then the weakest Hero is determined randomly.
Setting Up the Game
4. The number of Dungeon Counters is determined by calculating one-quarter of the Party
Experience, rounding up fractions greater than 0.5.
Game Turns
The original turn sequence from Advanced HeroQuest is observed as indicated in the following
two tables. Slev’s Optional Rule for Simplified Exploration is ignored.
In Exploration Turns the Heroes move and explore the dungeon. A Combat Turn starts when a
previous Exploration Turn reveals Enemies; more Combat Turns will follow until all Enemies
have been killed or the Heroes have escaped. Heroes and Henchmen may also escape
through stairways.
Game Turns Table
EXPLORATION TURN
(No Enemy contact at the start of the turn)
Hero Phase
Heroes may move, open doors, examine chests, ransack rooms, search for secret doors, disarm traps, heal, etc.
Game Master Phase
If Enemies are present in the same Dungeon Level (not in line of sight at the start of the turn), they are activated in this Phase.
Exploration Phase
If during the previous Hero Phase or GM Phase any of the Heroes (or an Enemy) opened a door or moved to a junction that leads to an unexplored section, the new parts of the dungeon are generated in this Phase. *Any Hero or Henchman that stepped up or down through a stairway during the previous Hero Phase is considered out of the game until all the Heroes and Henchmen have gone through the same stairway or the remaining have died.
Game Master Phase
The GameMaster draws one Dungeon Counter on a roll of 1 or 12. In Solo Play, the GameMaster plays a Trap or Wandering Monster counter on a roll equal or lower than Dungeon Level. Roll for Traps first. If no trap is found, then roll for WMs. *This Phase is omitted if during any of the previous phases of the same turn the adventurers moved out of the dungeon or Enemies were encountered.
COMBAT TURN
(Enemy contact at the
start of the turn)
Hero Phase
After rolling for Surprise and placing the Enemies, Heroes and Henchmen move and/or attack according to Reforged and this variant. *Remaining Hero Activations (if any) and the next Phases are omitted if all the Enemies are slain during this Phase or the next.
Game Master Phase
Enemies may receive Reinforcements and attack or move.
Exploration Phase
If during any of the previous Phases of the same Combat Turn, a Hero or Sentry opened a door or moved to a junction leading to an unexplored section, then the new parts of the dungeon are generated in this Phase.
End Phase
If all the Enemies are slain, the remaining Activations and Phases are omitted up to the End Phase. Check for Pursuit, collect loot, recover missiles, elect Leader.
Actions
Action Exploration Combat
Heal Friend Minor Major
Leap
Minor Minor (Vigorous)
Push N/A Minor
Switch Places (Vigorous)
N/A Minor
Tiptoe (Movement)
Minor Minor
Withdraw (Vigorous)
N/A Minor
Any Action that requires to pass a test is considered exhausted if such test is failed.
Free Actions
Healing Potions may not be used if the adventurer is in a focused Death Zone.
Heroes and Henchmen (not in a focused Death Zone) may pass equipment and items to an
adjacent Hero or Henchman in any direction (including diagonally) as a Free Action.
Moving
A model taking an Action that allows movement may move horizontally or vertically at Normal
Movement Cost (1 Movement Point = 1 Square) and diagonally for one additional Movement
Point. Movement through friendly models is allowed unless the friendly model is in a focused
Death Zone, and it costs one additional Movement Point for each square. Example: Diagonal
movement through friendly models requires three Movement Points for one Square.
Heroes and their Henchmen may move in any order during the corresponding Hero’s
Activation.
Death Zone restrictions and Movement rules are always observed in any Action that involves
movement (including movement allowed by an Ability, Action, Heroic Feat, or Skill) unless
otherwise indicated.
Movement and Death Zones
Models may not move out of a focused Death Zone even if friendly Death Zones overlap. In
order to move out of a focused Death Zone, the model must take a successful Withdraw
Action (See below).
Movement of Enemies in Exploration Turns
In Exploration Turns, Enemies present in the same Dungeon Level (not in line of sight at the
start of the turn) are activated in the additional GameMaster Phase that comes after the Hero
Phase of the turn (See Game Turns Table on page 84).
When all the Enemies of an Encounter have been killed but there are still Enemies in the
dungeon, the last Combat Turn ends normally if no Enemy is in line of sight of the adventurers.
If the Heroes encounter an Enemy during the Hero Phase of an Exploration Turn, the
remaining Activations and Phases are resolved as normal. The second GameMaster Phase of
the turn is omitted (as normal) if Enemies are in line of sight after the Exploration Phase has
been resolved. A Combat Turn must then start immediately afterward (as normal), rolling for
Surprise only if it is required by new groups of Enemies encountered in the Exploration Phase.
Optional Rules (for more difficulty): Enemies in Exploration Turns may take Advance
Actions to move to the adventurers if these are not in line of sight. Sentries may also take
Advance Actions to move away from the adventurers if these are not in line of sight. In Combat
Turns, Enemies may run to the adventurers (as in pursue) if these are not in line of sight.
Opening Treasure Chests
The contents of chests opened during Exploration Turns are revealed in the examining Hero’s
Activation. Any Treasure found in a chest may be distributed freely amongst the Heroes and
Henchmen located in the same room (or passage section) as the looting Hero decides.
Using Healing Herbs
Healing Herbs may be used in Exploration and Combat Turns by taking a Heal Friend and/or
Heal Self Action. Heal Friend is a Major Action in Combat Turns.
Heal Friend may be used in Exploration Turns to heal any adjacent model, even diagonally.
Heal Friend may also be used in Combat Turns to heal an adjacent model (not diagonally) that
has not been activated in that turn, exhausting the healed model’s Activation. Heal Friend may
be used in combat only if both models are not in a focused Death Zone.
Leap
Heroes and Henchmen may leap over Pits and (spotted) Traps as a Minor Action (Vigorous in
combat) by passing a Speed Test.
A model may leap and move up to four squares in a straight line (horizontal or vertical) and
land in a spotted trap’s area of effect without risk, but the model must pass another Speed
Test upon landing in a trapped square. Models may jump into a Pit or Chasm, suffering the
corresponding damage. Models may not leap out of a focused Death Zone or through other
models.
If the leaping model fails the Speed Test, it is then placed in the closest square with a spotted
trap in the direction of the attempted leap, setting it off, otherwise the model falls into the
closest Pit or Chasm (in the same direction of the attempted leap).
Push
Heroes and Henchmen may push adjacent Enemies (horizontally or vertically) as a Minor
Action. Enemies may push party members instead of moving. A model may push even if it is in
a focused Death Zone. No test is required when a model is pushed out of a focused Death
Zone.
The pushing model and the target each roll a die and add their Strength values to the result,
they also (correspondingly) add +1 for each friendly model adjacently behind them in a straight
and continuous line. Only the friendly models (in a continuous line) that have not moved during
the same turn are considered for the bonus.
The model with the highest result then pushes the opponent(s) one square back, along with
each model behind. The successful model may then move to the vacated square as a Bonus
Action. If the active model fails the Push Action, the opponent is granted one Free Attack
against it.
A model may be pushed over into Chasms, Pits, or Spotted Traps. If a model is pushed over a
trapped square, the Trap is set off. If one of the pushed models stands with its back to a wall
or another model, then it is pushed aside instead. A model with its back pushed to a wall must
move to a side, preferably towards an unexplored part of the dungeon. If a model cannot be
moved, then it cannot be pushed.
Switch Places
Heroes may switch places (during combat) with an adjacent friendly model in any direction
(including diagonally) upon passing a Speed Test. This Action may be performed even if both
models are in a focused Death Zone; in such event, only the focused model(s) must pass the
Test. If any of the tests fail, the Action is considered exhausted.
The second model (the one switching places with the active Hero) may participate in the
switch only if it has not moved or switched places in the same turn in which the Action is
attempted. If the maneuver is successful, then the switch is considered as a Bonus Action for
the second model.
Tiptoe
Heroes and Henchmen may move past spotted traps and their areas of effect by tiptoeing at
half their speed. Each Tiptoe Action allows the model to move three squares in Exploration
Turns and half its Speed in Combat Turns, rounding down fractions.
Tiptoe is considered an Action that allows Movement, and therefore Movement rules and
restrictions are observed when taking a Tiptoe Action. Additional Movement Costs (for moving
diagonally or through friendly models) are also observed when taking a Tiptoe Action.
The Hero or Henchman must pass a Speed Test upon stepping onto a trapped square (while
tiptoeing); if the test is failed, the trap is set off.
Withdraw
Heroes and Henchmen must pass a Speed Test in order to leave an Enemy’s focused Death
Zone in combat.
Withdraw allows Heroes and Henchmen to leave the focused Death Zone of an Enemy by
passing a Speed Test (as a Vigorous Minor Action in Combat Turns). It also allows bonus
movement (up to three squares) when successful, observing Movement and Death Zone rules.
If the withdrawing model has two or more Death Zones focused on itself, add +1 to the result
of the corresponding Speed Test for each additional Death Zone focused on the model.
Attacks & Combat
To-Hit Rolls
When a model makes a Skirmish attack, the player must roll 1D12 and add the attacker’s
Weapon Skill to the result, then subtract seven and apply (add or subtract) any Weapon Skill
bonuses or penalties resulting from Abilities, Feats and/or Magic. If the result is equal or higher
than the target’s Weapon Skill, then the blow hits, roll for Wounds.
Without any modifiers, a 7 is needed to hit a model with the same Weapon Skill, add or
subtract accordingly in the situation of different Weapon Skill values, bonuses and/or
penalties. An unmodified 10 or higher automatically hits; an unmodified 1 always fumbles.
Critical Hits
Free Attacks (caused by Critical Hits) may be used at any point during the attacker's Activation
(as if they were normal Skirmish Actions), even against different targets.
A model may keep moving and attacking as long as it keeps rolling Critical Hits and killing
opponents in the same Activation.
Flanking
A model is considered flanked if it has two or more Death Zones focused on itself at the same
time. Flanked models suffer a penalty of -1 Weapon Skill when attacked (Skirmish) by a third
Enemy, to a maximum of -2 Weapon Skill when attacked by a fourth or more.
Pursuit
If the adventurers attempt to escape from an Encounter, the Enemies may pursue them. An
Enemy that pursues must run, unless it can end its normal movement next to an opponent and
attack. An Enemy in pursuit may open a door instead of attacking.
Pursuit ends if all the Enemies are able to make a normal move and attack, in which case the
next turn is a normal Combat Turn, or if the Heroes escape (even through a stairway), in which
case the next turn is an Exploration Turn. See Check for Pursuit (Core Rules-Page 7) in
Reforged.
Death, Wounds & Injury
Death
When a model is killed, it is removed from the game as normal; its slayer may then be moved
to the vacated square or backwards (if the player so decides) unless it is located in a focused
Death Zone.
Optional Rule: Severely Wounded
Enemies with only one Life Point left are considered Severely Wounded; they suffer a penalty
of -2 Weapon Skill until recovery.
Severely Wounded Enemies exert a weaker Death Zone. When a Hero or Henchman attempts
to withdraw from the focused Death Zone of a Severely Wounded Enemy, the active player
must subtract -2 from the result of the Speed Test. (See Withdraw Action in the Core Rules).
Fearsome is less effective while the Enemy is Severely Wounded. When a Hero or Henchman
starts its Activation adjacent to a Fearsome Enemy that has been Severely Wounded, the
active player must subtract -2 from the result of the corresponding Bravery Test. (See
Fearsome Ability in Appendix X-Abilities).
Severely Wounded Enemies must subtract -2 from the result of their Strength roll when taking
a Push Action. (See Push Action in the Core Rules.)
Fate Points
As indicated in Reforged, a Hero may spend any number of Fate Points in the same turn, even
after suffering the effect of a Fate Point used by the GameMaster.
Fate Points may be used by the Leader to influence Surprise rolls, but only the Leader’s Fate
Points may be used for that purpose. In order to use a Fate Point to influence Surprise rolls,
the Hero must announce it before rolling the dice, and the Fate Point is spent regardless of the
result. In this situation, the Fate Point will have the effect of making the Leader’s roll equal to
the GameMaster’s roll.
Fate Points may also be used to unlock and/or open Portcullises when the Hero is adjacent to
one, in the latter event (open), the result of the corresponding Strength roll is considered as a
12.
Exploration (Placing Enemies)
Enemy Placement Table
Before placing the monsters encountered in a room, the Leader and the GM must each roll 1D12.
*If the Heroes win the Surprise: Enemies are placed two squares away from the doorway unless otherwise
indicated below for small rooms. All Enemies (including WMs) must be placed in the following order: Enemies
equipped with Skirmish (melee) weapons are placed first and closest to the Heroes, followed by Enemies
equipped with Shoot (ranged) weapons, Spellcasters, and Characters. Weaker Enemies (in each group) are
placed first. Sentries are placed last and behind all the other Enemies. Enemies may be placed one square away
from the doorway and adjacent to each other when necessary.
**If the Heroes are Surprised: Each Hero and Henchman in the adjacent section (room or passage) is moved
into the room (as far from the entrance as possible and moving diagonally when suitable) a number of squares
equal to the difference in scores (minimum 2 and maximum 3 squares in small rooms and 7 squares in large
rooms) in the same order the Heroes were activated in the previous turn, but the Leader and its Henchmen
always go first. The Heroes may move one space afterward, and then the GM or the Solo Player may place the
Enemies in any available space in the room using WHQ’s 1-on-1 rule. If there is not enough space in the room,
the remaining Enemies are placed in adjacent sections. Play then proceeds to the GM Phase of the first Combat
Turn (Enemies attack first).
Wandering Monsters in Passages: Wandering Monsters in Passages are placed as indicated for the
Wandering Monsters Dungeon Counter in this variant (see Appendix IX-Play Sheets below). Enemies
encountered by Sentries in Rooms: The first Enemy must be placed as close to the Sentry as possible. Any
remaining Enemies must be placed in squares adjacent to ones which already contain an Enemy and that are no
closer to the Sentry than the square where the first Enemy was placed. Enemies encountered by Sentries
always move and attack in their first Activation.
Multiplayer
Leader rolls equal or higher than the GameMaster
Leader rolls a 12, with a difference in scores of 3 or more.
Heroes automatically win the Surprise! Leader places the Enemies anywhere within the room, and the GameMaster may not move them.
Leader rolls equal or higher (not a 12) than the GameMaster, with a difference in scores of 6 or more.
Heroes win the Surprise! Leader places the Enemies next to each other (not diagonally) in the manner indicated above (*), and the GM may not move them afterward.
Leader rolls equal or higher (not a 12) than the GameMaster, with a difference in scores of 5 or less.
Heroes win the Surprise! Leader places the Enemies next to each other (not diagonally) in the manner indicated above (*), and the GameMaster may move them one square horizontally or vertically.
Leader rolls a 1.
Heroes are automatically Surprised regardless of the GameMaster’s roll. If the difference in scores is 4 or less, then consider it as a 5 and proceed according to the rule above (**). Heroes may not be moved afterward.
GameMaster rolls higher than the Leader
GameMaster rolls higher than the Heroes
Heroes are Surprised. Proceed according to the rule above**
Solo Play
Leader rolls equal or higher than the GameMaster
Leader rolls a 12, with a difference in scores of 3 or more
Heroes automatically win the Surprise! The player may place the Enemies anywhere within the room, and they may not be moved afterward.
Leader rolls equal or higher (not a 12) than the GameMaster, with a difference in scores of 6 or more
Heroes win the Surprise! The player places the Enemies next to each other (not diagonally) in the manner indicated above (*), and they may not be moved afterward.
Leader rolls equal or higher (not a 12) than the GameMaster, with a difference in scores of 5 or less
Heroes win the Surprise! The player places the Enemies separated one square from each other (not diagonally) in the manner indicated above (*), and they may not be moved afterward.
Leader rolls a 1
Heroes are automatically Surprised regardless of GameMaster’s roll. If the difference in scores is 4 or less, then consider it as a 5 and proceed according to the rule above (**). Heroes may not be moved afterward.
GameMaster rolls higher than the Heroes
GameMaster rolls higher than the Heroes
Heroes are Surprised. Proceed
according to the rule above (**).
Optional Rule (for more simplicity): In any mode, whenever the Leader rolls equal or higher than the GM, use only the shaded squares, ignoring the rules in the first and fourth squares for rolling 12 and 1 respectively.
Optional Rule (for less difficulty): The Surprise roll is omitted when the Heroes enter a room that has been explored during the same Expedition but not cleared; therefore, the Hero Phase of a new Combat Turn starts after opening the door.
Optional Rule (for less difficulty): When the Heroes are surprised, the Enemies must
preferably attack Henchmen.
Book 02A-AHQR Rules-Appendix I-Generating the Dungeon Passages
Junctions: The two passages leading off a T-Junction must be completely generated before
starting combat with Wandering Monsters encountered in any of the same passages.
Optional Rule (for more difficulty): Surprise and Enemy Treasure (Loot) are resolved only
once if Wandering Monsters are encountered as Dungeon Features on both passages of a T-
Junction.
Passage Tables: Whenever the Heroes explore a new passage (whether it starts from a
junction or a door), the Leader must roll on the three corresponding tables: Passage Length
Table, Passage Features Table, and Passage End Table. The Leader must roll on the Special
Features Table when indicated. For obvious reasons, the Leader must roll twice on the
Passage End Table when a passage is discovered behind a door.
Passage Features Table
2D12 Feature
2-6 Nothing
7-11 1 Door
12-14 Wandering Monsters
15-16 Special Feature
17-21 2 Doors
22-24 Roll twice more
Special Features Table
2D12 Special Feature
2-3 Locked Portcullis
4-7 Spotted Trap(s)
8-11 Revealed Pit Trap/Portcullis
12-20 Environment
21 Skeleton with Minor Treasure
22-24 Roll twice more
Special Features: Special Features must be placed (preferably) in the middle of the
corresponding passage. If a previous feature is already there, then the second feature must be
placed at the end of the same passage. Revealed Pit Traps and Portcullises may not be
placed in junctions. The Skeleton with Minor Treasure is placed on one square of the junction
or passage.
Locked Portcullises may only be unlocked by a lever found in the next revealed Lair or by
spending a Fate Point as a Bonus Action while the Hero is adjacent to the Portcullis. The lever
may be activated as a Major Exploration Action after clearing the corresponding Lair.
When Spotted Traps are encountered, the Leader must additionally roll 1D4 to determine their
number. The type of trap is determined by rolling on the Traps Table in Appendix III-Traps. If
more than one Spotted Trap is encountered, they are all considered as one trap of the same
type and may be set off by any of the trapped squares.
Spotted Traps must be placed leaving one square (horizontally or vertically) between them
when possible, starting from the first one placed in the middle or end of the passage. If there is
not enough space, the Spotted Traps are then placed diagonally adjacent to each other. If a
Spotted Trap is set off, it affects the Heroes and Henchmen in its corresponding area of effect,
and the remaining trapped squares (if any) are removed. If any of the Spotted Traps is
disarmed, the remaining ones are not affected.
Revealed Pit Traps and Portcullises are determined randomly by rolling 1D12: Evens=Pit
Trap/Odds=Portcullis.
Environments are determined randomly by rolling on the Environment Table in Appendix I-
Generating the Dungeon (Reforged). There may be only one Environment in any given
passage. Roll again if the result is a second Environment.
Wandering Monsters: Wandering Monsters are placed as indicated for the Wandering
Monsters Dungeon Counter in Appendix IX-Play Sheets of this document.
A group of Wandering Monsters encountered as a Passage Feature does not require a
Dungeon Counter, and it is not counted as a Dungeon Counter Effect for the turn.
Optional Rule (for less difficulty): A group of Wandering Monsters encountered as a
Passage Feature also requires a Dungeon Counter.
Stairs: Unless otherwise indicated in the Quest rules, only the first set of stairs discovered at
the end of a passage on Level 1 of the dungeon is considered Stairs Down. If the Heroes
discover another stairway at the end of a passage on any Level, the Leader must then roll
1D12, and the stairway is considered a Dead End on a result of 1-8 or Stairs Out on a result of
9-12. As indicated in the section titled “Quest Rooms” below, Stairs Down to Level 3 are found
in the first (and only) Quest Room discovered on Level 2 of the dungeon, or below if more
levels are added.
Doors
Doors may be either single doors or double doors. Doors must (preferably) not be placed on
Dead Ends unless there is no other option available in the same passage. Upon finding a
door, the GameMaster or Solo Player must immediately roll 2D12 (for every door) on the
following table:
Doors Table
Roll 1 (1D12) 1-4 Single Door
5-12 Double Door
Roll 2 (1D12) ≤ DL+1 Locked
> DL+1 Unlocked
Double doors may be opened from any of their adjacent squares. Doors are unlocked by
default, but they are considered Locked if the GameMaster (or Solo Player) rolls equal or
lower than Dungeon Level +1. Doors may be either lockpicked or broken down, as indicated
for the “Locked Room” Hazard in Appendix II-Hazards (Reforged).
Lockpick is a (Vigorous) Minor Action in Exploration Turns and a Major Action in Combat
Turns. Heroes must have a Lock Pick in order to attempt to pick a locked door. When a door is
successfully lockpicked, it remains closed until opened by an additional Open Door Action.
Lockpick (Action) is exhausted if it fails. As indicated for the Locked Room (Hazard), a Hero
must be in possession of at least one Lock Pick (Equipment) in order to attempt Lockpick
(Action) on any locked door, and the +3 bonus is ignored.
A locked door is considered damaged after two unsuccessful Lockpick Actions or if it suffers at
least one “wound” while trying to break it down. Damaged doors may not be lockpicked; they
may only be broken down. Breaking down a locked door is considered as an Open Door
Action, so the player(s) must roll for traps as normal.
If a trap is encountered in a broken door, it cannot be spotted; the trap is automatically (and
inevitably) set off and its effects resolved immediately, before generating the new section of
the dungeon. As indicated in Reforged, the adventurers are always surprised when Enemies
are encountered after breaking down a door.
Optional Rule (for less difficulty): By default, all doors in the game are unlocked double
doors.
Quest Rooms
Unless otherwise indicated in the Quest rules, a three-level dungeon may only have two Quest
Rooms, one on Level 2 and the other one on Level 3. The Quest Room on Level 2 contains
the only set of Stairs Down to Level 3. By default, a Quest Room may have only one treasure
chest.
Monster Loot may be found in a Quest Room only once per dungeon. Slev’s Quest Room
Contents Table is optional.
Dead End Dungeons
In dungeons with no new areas to explore, the Heroes are allowed to search for secret doors
in locations that have already been searched, and may keep doing so (once per location) until
they find a secret door that allows them to carry on exploring the dungeon.
Optional Rule: Terrain
As indicated above, there may be only one Environment in any given passage. Roll again if
the result is a second Environment.
Optional Rule for Environments: Environments are added to passages and rooms upon a
result of 9-12 when generating each dungeon section.
Optional Rule: Furniture
HeroQuest furniture may be used in any room, except Small Hazard Rooms. Furnishings are
generated immediately after the room doors are placed (before the Enemies).
The type, quantity, position and content of furniture are determined by the GameMaster or the
Solo Player according to the following tables and rules:
Type & Quantity
The type and quantity of furniture are determined by rolling 2D12 on the following tables. Dice
1 determines the Random Furnishings Table for Dice 2. Large Rooms may have more than
one piece of furniture if the result on Dice 2 is 8-12; an additional 1D3 roll is required in such
situation.
1D12
Dice 1 Room Furnishings Table
Empty Rooms +5/Hazard Rooms -3 Lairs +4/Quest Rooms +6
1-3 Nothing (Dice 2 is ignored)
4-9 Random Furnishings Table 1
10-12 Random Furnishings Table 2
Random Furnishings Table 1 *1D3 required (Large Rooms)
1 Empty Bookcase 7 Fireplace + Throne
2 Table 8 Rack + (T/Th/FP)*
3 Fireplace 9 Table + (FP/EB/ECB)*
4 Rack 10 Fireplace + (T/EB/Th)*
5 Table + Throne 11 Rack + (EBC/FP/Th)*
6 Empty Bookcase + Throne 12 E. Cupboard + (FP/T/EBC)*
Random Furnishings Table 2
*1D3 required (Large Rooms)
1 Tomb 7 Weapons Rack + Throne
2 Weapons Rack 8 Bookcase + (T/Th/FP)*
3 Bookcase 9 Cupboard + (FP/Th/T)*
4 Cupboard 10 AlcB + (CB/Th/FP)*
5 Weapons Rack + Throne 11 AlcB + (BC/Th/FP)*
6 Tomb + Fireplace 12 SorTbl + (FP/Th/EB)*
*T=Table, AlcB=Alchemist Bench, SorTbl=Sorcerer’s Table
Position
Once the type and quantity of furniture have been determined, the exact Position within the
room is determined by the GameMaster. All furniture (except Tables and Thrones) must be
placed by the GameMaster against one of the walls of the room, preferably not blocking an
entrance. Tables and Thrones may be placed in any square inside the room. Models may not
enter a square containing a piece of furniture unless they push it (Tables and Thrones only)
according to the optional rules below. Furniture obscures line of sight for any missile weapon.
line of sight is partially obscured by Tables and Thrones.
In Solo Play, furniture (except Tables and Thrones) may be positioned randomly on 1D12 roll
after the type and quantity of furniture have been determined. For the sole purpose of placing
furniture, each of the four walls of a room (North, South, East, and West) may be divided into
three parts (Left/Center/Right) for a total of twelve per room. Starting from the North wall and
going clockwise, each part of the walls may be assigned one consecutive number from 1 to
12. For example: if a 2 is rolled, it means the piece of furniture is centered against the North
wall, sliding accordingly (within the same wall) if doors or other pieces of furniture are present.
Roll again for each additional piece of furniture. If the three parts or positions of the wall are
already occupied by doors or other furnishings, then the die is rolled again.
Tables and Thrones may also be placed randomly on 1D12 roll: If the result is even, the Table
or Throne is placed against the corresponding wall, determining the exact position according
to the rule in the paragraph above. If the result is odd, the Table or Throne is placed in the
center of the room, facing the entrance door.
Contents
Furniture may be examined by Heroes (sometimes also by Henchmen) taking an Examine
Chest Action while the model is in the same room. Furniture may be examined only once,
except for the Fireplace and Weapons Rack.
Empty Bookcase and Empty Cupboard
These contain nothing of interest, except for some dead rats, and useless books.
Table
Tables may have throwing knives or food on them. Tables may be pushed or pulled (as a
Minor Combat Action) a maximum of two squares horizontally or vertically, provided there is
no model or object in the way and the pushing model is not in a focused Death Zone.
1D12
Table Content
1-8 Nothing
9-11 Throwing Knife
12 Food (Regenerates 1 Wound)
Fireplace
Heroes and Henchmen may grab burning logs from a Fireplace as a Minor Action in combat.
Burning logs may be used in combat with the same effect as daggers. If a burning log is used
against a mummy, any hit causes its bandages to burst in flames, killing the monster
automatically. Burning logs in possession of party members disintegrate when an Exploration
Turn starts.
Rack
Racks may be examined by Heroes during the Hero Phase of Exploration Turns. Roll on the
following table to determine its content. Grates and Trapdoors are generated in the center of
the room, and they are treated as indicated in Reforged. Bats and Rats are treated as the
corresponding Hazards, considering the number of Heroes inside the room.
1D12
Rack Content
1-4 Nothing
5-9 Bats/Rats (even/odd)
10-11 Grate
12 Trapdoor
Throne
Thrones have no special use other than blocking the square in which they are located.
Thrones may be pushed or pulled by Heroes and Henchmen (not in a focused Death Zone) a
maximum of two squares horizontally or vertically as a Minor Action, provided that there is no
model or object in the way.
Weapons Rack
Heroes and Henchmen may examine Weapon Racks. Roll on the following tables to discover
its content.
1D12
Weapons Rack Contents
1-3 Nothing
4-8 Random Weapons Table 1
9-12 Random Weapons Table 2
1D12
Random Weapons Table 1
(Requires 1D3 roll)
1-8 Dagger/Spear/6 Arrows
9-11 6 Cbow Bolts/ShBow/6 Arrows
12 Cbow+6bolts/Bow+6Arrws/Lbow
1D12
Random Weapons Table 2
(Requires 1D3 roll)
1-8 Spear/Sword/6 Arrows
9-11 Sword/Axe/Warhammer
12 Two Handed (Sword/Axe/Halberd)
Bookcase
Bookcases may be examined by Heroes during the Hero Phase of Exploration Turns. Roll on
the following table to discover its content.
Optional Rule: Bookcases may be trapped when examined for the first time.
1D12
Bookcase Contents
*Even/Odd
1 Vicious Rat (-1 Wound)
2-7 Nothing of interest.
8-11 Random Treasure
12 Magic Scroll/Spell Book (1D4 Spells)*
1D12
BC Random Treasure
1 1D6 GC(s)
2-9 3D12 GCs
10-12 4D12 GCs
Cupboard
Cupboards may be examined by Heroes during the Hero Phase of Exploration Turns. Roll on
the table below to discover its content.
Optional Rule: Cupboards may be trapped when examined for the first time.
1D12
Cupboard Contents
*Even/Odd
1 Vicious Rat (-1 Wound)
2-9 Nothing of interest.
10-11 Random Treasure
12 1 Potion/1D3 Healing Potion(s)*
1D12
CB Random Treasure
*Requires 1D3 roll
1 Rat Poison /10 iron spikes/10’ rope*
2-8 2 GreekFireFlasks/Food/S. Bug*
9 3D12 GCs
10 4D12 GCs
11 5D12 GCs
12 6D12 GCs +1 Jewel
Alchemist Bench
Any Hero may examine an Alchemist Bench during the Hero Phase of Exploration Turns. Roll
on the table below to discover its content.
The Alchemist Bench may be found only once per Expedition; it is considered a Cupboard
after that. Spell Components are considered as Magic Scrolls to determine which Spell they
are associated with.
If a Hero finds poisonous fumes exhaling from the open flasks, the party members in the room
suffer -1 Wound and (1D4) additional Wounds unless they pass a 1D12+2 Toughness Test.
Mystic-Type Heroes are not affected by fumes. If an Alchemist Bench turns poisonous, it may
not be examined twice in the same Expedition.
1D12
Alchemist Bench Contents
*Requires 1D3 roll
1 Poisonous fumes (-1 Wound)
2-5 Spell Component
6-8 Magic Potion (Strength/Prowess/Healing)*
9-11 (1D3) Healing Potion(s)
12 (1D3) Magic Potion(s)
Sorcerer’s Table
Only Wizards may examine a Sorcerer’s Table during the Hero Phase of Exploration Turns.
Roll on the table below to discover what it contains. The Sorcerers Table may be found only
once per Expedition; it is considered a Bookcase after that.
The Magic Trap and Magic Circle are treated as indicated in Reforged, placed in the center of
the room when possible. Magic Scrolls and Magic Wands are also treated according to
Reforged.
1D12
Sorcerer’s Table Contents
1-3 Magic Trap
4-8 Magic Circle
9-11 1 Magic Scroll
12 Magic Wand
Tomb
Any Hero may examine a Tomb during the Hero Phase of Exploration Turns. Roll on the table
below to discover its content.
The undead monster is generated next to the examining Hero and wins the Surprise;
therefore, it attacks first. Bats and Rats are treated as the corresponding Hazards as indicated
in Reforged, considering the number of heroes inside the room. The Crypt entrance is
generated as a trapdoor in the center of the room and treated according to Reforged.
1D12
Tomb Contents
*Even/Odd
1 Grave Guard Champion
2-3 Mummy
4-6 Bats/Rats*
7-11 Crypt
12 Skeleton w/Magic Ring
Book 02B-AHQR Rules-Appendix II-Hazards
Dealing with Hazards
Enemies are not affected by Hazards. Enemies may move into a Hazard room without
triggering or suffering any effect.
Bats
The room will have only one door and one Minor Treasure Chest.
Cess Pit
Heroes and Henchmen may be pushed into a Cess Pit. In such event, the Cess Pit is
considered as a Pit Trap for all the purposes of this variant.
Chasm
Chasms may be encountered in Large and Small Rooms, leaving only five squares on the side
of the Heroes in any event.
A Combat Turn must start after finding a Chasm Room but omitting the Surprise roll. As
indicated in the Core Rules, a new Exploration Turn starts after the first Combat Turn if no
Enemy is in line of sight. From all the Enemies, only Sentries may leap across Chasms.
Haunting The player(s) do not roll for Surprise upon finding a Haunting Room. The undead Enemies are
generated in the following Exploration Phase of the turn only if a party member is inside the
room by then. Enemies are placed according to WHQ’s 1-on-1 rule, against the party
members inside the room. Undead Enemies disappear in the following Exploration Phase of
the turn only if none of the party members is inside the room by then. The Haunting Room is
considered empty only after being cleared by the Heroes.
Locked Room
Locked Rooms must have at least one locked door leading away from the room. One door
must be placed if none is initially found.
A Hero must be in possession of at least one Lock Pick (Equipment) in order to attempt a
Lockpick (Action) on any locked door. The bonus (+3) for using Lock Picks is ignored.
Lockpick (Action) is successful on a roll of 9-12, and the Lock Pick is destroyed on a roll of 1-2.
Rats As indicated for the Bats (Hazard) above, the room will have only one door and one Minor
Treasure Chest.
Revolving Room
The Revolving Room is initially generated with only one entrance door. Players do not roll on
the Room Doors Table upon discovering a Revolving Room.
The entrance door to a Revolving Room is always a single door. If a double door was originally
generated, then only the actual entrance marked in the corresponding dungeon tile is
considered accessible.
If in the Exploration Phase of a turn there is at least one Hero or Henchman inside a Revolving
Room, the room will rotate according to the Revolving Room Table in Slev’s Appendix II-
Hazards (page 8). Revolving Rooms rotate in the corresponding Exploration Phase of the turn
as long as there are party members inside.
If (after rotation) the exit door points to a previously explored section of the dungeon, there is
no exit there, only solid stone wall. If, however, it points to an empty area, a single door is
generated, which may be locked and/or trapped as normal.
Revolving Rooms do not rotate if a door is opened from inside during the Hero Phase of the
same turn; therefore, a room is generated during the following Exploration Phase.
Heroes inside a Revolving Room are considered Separated if Wandering Monsters are
encountered by adventurers located outside the room.
Optional Rule (for more difficulty): Any model (including Enemies) may activate the rotation
of Revolving Rooms.
Rockfall
A Hero must be adjacent (horizontally or vertically) to the Treasure Chest inside the Rockfall
Hazard Room in order to examine it.
Stranger
After defeating the Enemies encountered in the room, the player(s) must decide which Hero
will take the Stranger as a follower for the rest of the Expedition. In case of disagreement, the
Leader decides.
The Maiden is a very beautiful and voluptuous girl (in a provocative slave outfit) held captive
in this room and guarded by a group of Wandering Monsters. She may be escorted back to
her penniless father for a reward of +1 Charisma for each Hero or sold as a pleasure slave for
$250 Gold Coins and a penalty of -2 Charisma for each Hero. The bonus or penalty is
resolved immediately after the Quest Effects are applied (once the corresponding Quest
Objective has been completed).
Book 02C-AHQR Rules-Appendix III-Traps
Dealing with Spotted Traps
Upon spotting a trap, any movement out of its area of effect must be done as a retreat towards
the starting position (in the same turn) of the Hero or Henchman that spotted the trap.
If a Hero or Henchman is unable to move out of the spotted trap’s square or its area of effect
due to obstacles (like Portcullises, Enemies, or any other of the same sort) or if they simply do
not want to move, they must pass a Speed Test to remain in their square, otherwise the trap is
set off, affecting any model in the area of effect.
The Hazard Action indicated in Reforged for safely moving past a trapped area is ignored, as
Heroes and Henchmen may now Leap or Tiptoe over trapped areas in Exploration and
Combat Turns, as indicated in the Core Rules above.
Spotted traps in the passage of an entry stairway may be ignored when placing Heroes and
Henchmen at the start of an Expedition.
Enemies are not affected by spotted traps or their effects. Enemies do not set off traps.
Enemies may move through trapped squares as normal.
Alarm
The second paragraph of this section is incorrect: the Ambush Dungeon Counter may be used
in Combat Turns, not Exploration Turns.
The Wandering Monsters (generated by the alarm) must be placed as provided for Option 2 of
the Wandering Monsters Dungeon Counter and preferably as coming from the closest
unexplored part of the dungeon.
Pit Trap
If a Pit Trap is spotted, the corresponding board overlay must be placed in front of the spotting
Hero (considering the square it was moving to) as indicated in Reforged. If such placement
affects an adjacent model, the Pit Trap overlay must then be placed in a way that affects the
spotting Hero only. If this is not possible, the overlay is then placed one square away in front
(as indicated) of the Party.
If a Pit Trap is set off, it also affects any adjacent Hero or Henchman within the board overlay
area. If two or more Pit Traps are adjacent to each other, they are considered as one.
The Hazard Action included in Reforged for leaping over a Pit Trap is ignored, as traps may
now be passed over by using either the Leap or Tiptoe Actions, as indicated in this variant.
Only Heroes and Henchmen may fall into a Pit. The fallen models may be leaped over as
normal; they may not be attacked while in the Pit.
Climb Out of a Pit Trap is a Major Action that may be taken in Exploration and Combat Turns.
In order to climb out of a Pit Trap, the Hero or Henchman must pass a Speed Test and also
there must be at least one empty square adjacent to the Pit.
If the test is successful, the model is allowed to climb out to the adjacent empty square and
move one additional square in any direction, even diagonally, observing Movement and Death
Zone rules.
Enemies are not affected by Pit Traps. Enemies may be placed over Pit Traps without falling
down, but the Enemies must end their Activation upon moving onto one. If an Enemy is
pushed over a Pit Trap, it may not be activated during the same turn. In order to move past a
Pit Trap, Enemies must start their Activation on one.
Portcullis
Portcullises may be lifted in Exploration and Combat Turns. At least one of the lifting models
must be a Hero; the other one may be a Henchman.
The two spaces of the Portcullis overlay are inaccessible to Heroes and Henchmen unless it is
lifted. If the Portcullis is not lifted, only Enemies may be placed in the spaces of the overlay
while moving through it (see below). Portcullises may not be lifted if an Enemy is in a space of
the overlay (while moving through it).
When passing a lifted Portcullis, the Hero or Henchman must consider one additional square
of Movement Cost for going through friendly figures.
Any Hero or Henchman lifting a Portcullis may be attacked normally; in such event, consider
the model as having a Weapon Skill of 1.
Portcullises may be dropped by any of the lifting models as a Free Action, but the Portcullis is
instantly dropped if any of the lifting models is killed.
Models may freely move out of a focused Death Zone if the opponents are on the other side of
a Portcullis.
Portcullises encountered as Traps in rooms are always placed blocking the entrance door.
Enemies may move freely through Portcullises if they begin their Activation on the overlay or
adjacent to it (the GameMaster is able to lift the Portcullis for its minions).
Optional Rule: Skirmish combat through a closed Portcullis is possible with a penalty of -2
Weapon Skill on the attacker, for ranged attacks the target is considered as being four squares
farther.
Spiked Log
The Spiked Log (Trap) may be encountered only in passages. It is treated as a Guillotine
when encountered in a room.
Book 02D-AHQR Rules-Appendix IV-Treasure
Looting Enemies After Combat
Optional Rule (for more difficulty): Reinforcements (any Enemy generated by the
GameMaster using an Ambush Dungeon Counter) and restocked Enemies do not provide loot;
therefore, such groups of Enemies are not considered when rolling on the Monster Loot Table
during the End Phase of a Combat Turn.
Optional Rule (for less difficulty): The following (more indulgent) Enemy Treasure Loot
Table increases the flow of Gold Coins.
Enemy Treasure (Loot)
2D12+DL
Lairs
Quest Rooms
Wandering Monsters
Character or Elites Counter
5 98 GCs 122 GCs 82 GCs 86 GCs
6-9 122 GCs 158 GCs 98 GCs 98 GCs
10-16 134 GCs 176 GCs 106 GCs 92 GCs +SI
17-22 146 GCs 242 GCs 114 GCs 104 GCs
23-27 158 GCs 266 GCs 122 GCs 98 GCs +SI
28+ 182 GCs 314 GCs 138 GCs 104 GCs +SI
Treasure Maps
Treasure Maps may be used at any point of the Expedition, discarding them upon exiting the
dungeon.
Magic Treasure
When a Magic Treasure is found, it must first be identified it by using Obscure Lore (Heroic
Feat) or by taking it to a Sage in the nearest town between Expeditions.
Book 02E-AHQR Rules-Appendix V-Quests & Campaigns
Campaigns
Optional Rule (for more difficulty): The Campaign must not last more than twelve Quests, and the Heroes are discarded afterward. Optional Rule (for less difficulty): The player(s) may add +1 to the Points Value of Common Enemies with a Points Value of 2 or more. Also add +2 to the Points Value of Elites and +3 to Characters. After the Expedition
1.- Discard unused Dungeon Counters.
2.- Recover Characteristic Pools.
3.- Divide up Treasure.
4.- If a Quest Objective was completed during the last Expedition, the Heroes gain Fate
Points, Fame Points and Experience according to the Quest Effects Table on Slev’s Appendix
V-Quests & Campaigns (page 3). Divide up any other Treasure gained as Quest Reward
during this step.
5. Pay Henchmen and Cost of Living expenses.
6. Roll for Random Events.
7. Trade Starting Fate Points (gained for completing the last Quest) for Heroic Tokens and
purchase Heroic Feats.
8. Spend Gold Coins on Training, Equipment, Healing and Henchmen.
9. Embark on next Expedition.
7. Trade Starting Fate Points for Heroic Tokens and purchase Heroic Feats.
After completing a Quest, each Hero may trade Starting Fate Points and Gold Coins (as
Training Cost) in exchange for Heroic Tokens. Heroic Tokens serve as currency to purchase
Heroic Feats between Expeditions (see Appendix X-Abilities).
Only the Starting Fate Point(s) gained for completing the last Quest may be traded. A
maximum of two Starting Fate Points may be traded for Heroic Tokens after completing a
Quest. A maximum of two Heroic Tokens may be spent between Quests, unused tokens are
discarded.
A Hero may acquire only one Heroic Feat between Expeditions, immediately after completing
a Quest. In order to acquire Heroic Feats that cost two, three, or more Heroic Tokens, the
Hero may disburse one or two of them and complete the purchase on a subsequent visit, after
completing future Quests.
The Heroic Feats can be sorted into three groups according to their Base Cost: Low Cost (1
Heroic Token) Medium Cost (2 Heroic Tokens) or High Cost (3+ Heroic Tokens).
Each Hero (except Mystic Type) is allowed to acquire a Basic Set of four Heroic Feats, from
which only one may be of High Cost. Heroes must pay (Experience x15) Gold Coins as
Basic Training Cost for each Heroic Token intended for Heroic Feats of the Basic Set.
After acquiring four Heroic Feats, more may be purchased (except Mystic-Type Heroes) by
paying one additional Heroic Token per Heroic Feat, and an Advanced Training Cost of
(Experience x20) Gold Coins for each Heroic Token intended for Heroic Feats of the
Advanced Set, additional to any cross-classing cost that may apply. (See Appendix X-
Abilities).
Mystic-Type Heroes are allowed to acquire a maximum of four Heroic Feats in total, from
which only two may be Wizardry Feats. Mystic-Type Heroes must pay (Experience x25) Gold
Coins for each Heroic Token for Wizardry Feats, as Special Training Cost.
A Hero may not purchase High-Cost Feats until it has acquired at least one Heroic Feat of Low
Cost and one of Medium Cost. Mystic-Type Heroes may not acquire High-Cost Feats until they
have acquired at least one Heroic Feat of Medium Cost.
A Hero may not start cross-classing until it has acquired the four Heroic Feats of its Basic Set.
Summary
In order to acquire a Heroic Feat, the first information to look for is its cost in Heroic Tokens.
Base Cost is on the left column of the tables on pages 166-181 of this document, and it is
used only if the Heroic Feat is for a Basic Set of Heroic Feats.
Base Cost is increased by 1 Heroic Token if the Heroic Feat is for an Advanced Set. Advanced
Cost is also increased by 1 additional Heroic Token (along with an amount of Gold Coins for
each Heroic Token) if the Heroic Feat is for cross-classing. Mystic-Type Characters have their
own rules (see above).
Once the cost (in Heroic Tokens) of a specific Heroic Feat has been determined, the cost (in
Fate Points and Gold Coins) of each Heroic Token for the intended Heroic Feat is then
determined as follows: 1 Heroic Token = 1 Starting Fate Point + Training Cost (Basic or
Advanced) + Cross-Classing Cost if it applies (see Appendix X-Abilities).
The cost of Heroic Feats and Heroic Tokens is determined between Quests, only when the Heroes gain Starting Fate Points.
Optional Rule (for faster development): One Heroic Token is awarded to each Hero after
completing a Quest regardless of their performance. If this rule is used, then a maximum of
one Starting Fate Point may be traded for an additional Heroic Token after each Quest.
8. Spend Gold Coins on Training, Equipment, Healing and Henchmen.
Training
The acquisition of Heroic Feats is considered as Training; therefore, a Hero may not purchase
one Heroic Feat and also take Training after the same Expedition.
Heroes gain Experience for each Heroic Feat they purchase. Low-Cost and Medium-Cost
Feats increase +1 Experience each. High-Cost Feats increase +2 Experience each.
Optional Rule (for faster character development): A Hero may purchase one Heroic Feat
and also take Training after the same Expedition.
New Equipment
Equipment (except Weapons and Armor) may be traded in for half its cost.
Identify Magic Items
A Sage identifies the properties of a Magic Treasure. Cost: 60 Gold Coins.
9. Embark on next Expedition.
Previously explored and cleared rooms are not restocked in subsequent Expeditions.
Once a dungeon has been exited after completing the Quest Objective, it may not be entered
ever again.
*Slev’s Optional Rule that adds Heroic Feats to the game is ignored, as this variant
implements the new Heroic Feats on Appendix X-Abilities below.
Book 02F-AHQR Rules-Appendix VI-Bestiary- Part 01-Rules & Matrices
Sentries
Sentries are simply added the group of Enemies encountered. The Points Value of Sentries is
not considered in the Value of Enemies.
A door must be placed immediately accessible for Sentries when they are encountered in
rooms or in dead end passages if there is no other closed door or unexplored junction already
accessible.
Sentries are not affected by locked doors; they may open any door as normal. Sentries may
not move through stairways. Sentries remain in their positions if all the adventurers exit the
level through a stairway or if they exit the dungeon.
Optional Rule (for restraining Sentries): Sentries may open doors or generate new
passages only if a Hero or Henchman is located in the same or an adjacent dungeon section
(room or passage).
Optional Rule (for more difficulty and to discourage the exploitation of Sentries):
Enemies encountered by Sentries do not provide loot.
Number of Enemies
The number of Enemies is determined by the GameMaster or Solo Player according to the
Number of Enemies Table on the next page.
Value of Enemies
1. Party Experience
Multiply the Party Experience by the number on the following table to determine the Basic
Points Value of Enemies to turn up, rounding up fractions.
The Random Factor is ignored. The Value of Enemies (for each type of Encounter) remains
the same for the entire Expedition/Dungeon Level.
5. Number of Sentries
Whether Sentries turn-up depends on the following table:
Sentries Table Quest Rooms -4/Lairs -2 Wandering Monsters +4
2D12+DL Sentries
3-23 None
24-28 One
29+ Two
Number of Enemies Table
As indicated in Reforged, the Value of Enemies (for each type of Encounter) remains the same for the entire Expedition/ Dungeon Level. The GM or Solitary Player must roll 4D12 to determine the number of Enemies encountered (2D2=Base Number + 2D12=Modifier). Enemies are chosen randomly when more than one option is available. This table is optional in multiplayer games. If one or two Enemies are encountered (Common or Elites), each one is allotted a half (rounding down) of the total Value of Enemies (VE). If the resultant PV allotted to each Enemy is higher than the value of the Enemies available (Common or Elites) select from the Enemies (Common or Elites) with the nearest Points Value downward, trading any remaining point for Enemies with PV=2 (preferably) and PV=1. Optional Rule: If only one Enemy is encountered, then one Elite with the nearest Points Value (to VE) must be selected instead of halving the Value of Enemies. If more than two Enemies are encountered, VE is divided equally amongst the number of Enemies (NE), rounding up when suitable but without adding any more points to VE. Any remaining point(s) must be traded for additional Enemies with a value of 2 Points Value (PV) each (preferably) or less when possible. Example: If VE is 19 and there are 3 Enemies, the result would be 3 Enemies w/ PV=6 each plus 1 Enemy w/ PV=1. If the resultant PV allotted to each Enemy is higher than the value of the Common Enemies available, select from Elites if a slightly improved version of the same type of Enemy is available. If the resultant PV is still higher than the value of the Common and Elites available, add +1 to the Base Number and start again until the issue dissipates. Optional Rule: Instead of adding +1 to the Base Number, select from the Enemies (Common or Elites) with the nearest Points Value downward, trading any remaining point for Enemies w/ PV=2 (preferably) and PV=1. If NE is higher than VE, select from Enemies with PV=2 (preferably) and PV=1, also from Enemies with PV=1/2 as necessary to meet the NE encountered, trading any remaining points for additional Enemies in the same fashion. Example: If VE is 11 and there are 18 Enemies, the result would be 1 Enemy w/ PV=2, 1 Enemy w/ PV=1, and 16 Enemies w/ PV=1/2, and so on. If NE is so high that it cannot be assembled with VE, not even with Enemies of the lowest PV, then use as many of those as possible. Example: if VE is 11 and there are 24 Enemies, the result would be 22 Enemies w/ PV=1/2, and so on. The Base Number of Wandering Monsters is modified only if a 1 results on any dice of Roll 1.
Roll 1 Wandering Monsters
Add or Subtract (left column): Quest Room +6/Lair +5/Elites -7
Roll 2 Quest Rooms and Lairs
Wandering Monsters only if a 1 results on any dice of Roll 1
*1D4 roll is required (using 1D12)
2D12 Base Number 1D12 Modifier*
2 1 1 Base Number x 1D4
3-4 2 2-3 +1D4 Enemies w/ PV=1 each
5-12 3 4-6 Base Number + 1D4
13-20 4 7-9 Base Number + 1D4
21-22 5 10-11 +1D4 Enemies w/ PV=1 each
23-30 6 12 Base Number x 1D4
Book 02F-AHQR Rules-Appendix VI-Bestiary-Skaven
Skaven
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C Giant Rat 4 1 3 3 12 5 3 2 2 ½
Claws and Fangs (F:1/C:--)
C Skaven Slave 5 3 4 5 10 4 3 2 2 ½
Morning Star, Shield
C
Clanrat Warden
6 6 5 5 10 6 6 3 2 1
Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C
Clanrat Warden*
6 4 5 7 9 6 6 3 2 1
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) *Optional (for added difficulty)
C
Clanrat Warrior
6 6 5 5 10 6 6 3 3 1
Sword
C
Clanrat Warrior*
6 4 5 7 9 6 6 3 3 1
Leather Armor, Shield Sword *Optional (for added difficulty)
C
Slave Champion
6 5 5 6 10 4 4 3 3 1
Morning Star, Shield
C
Clanrat Sentry
6 4 5 7 11 6 6 3 1 2
Leather Armor, Shield 2x Dagger (Throw, Swift Shot (MR4/DD1/EXH6) Sentry
C
Clanrat Warden (Armor & Shield)
6 4 5 7 9 6 6 3 2 2
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) *Optional (for added difficulty)
C
Clanrat Warrior
(Armor & Shield)
6 4 5 7 9 6 6 3 3 2
Leather Armor, Shield Sword *Optional (for added difficulty)
C Nightrunner 6 5 4 5 12 7 8 3 2 2
Sword Sling (Swift Shot, Unreliable) (MR12/DD1) Alert
C Clanrat Warden
Champion 7 4 6 7 9 6 6 4 3 3
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Clanrat Warrior
Champion 7 4 6 7 9 6 6 4 4 3
Leather Armor, Shield Sword
C Nightrunner Champion
7 6 5 4 12 6 8 4 3 3
Sword (Blade Fury) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert
C
Storm Vermin
7 3 4 7 8 8 5 4 2 3
Chainmail, Shield Halberd (R) (Great) (F:1-2/C:11+)
C Storm Vermin
Claw Champion 8 4 5 7 8 8 5 5 3 4
Chainmail, Shield Sword
C Storm Vermin
Fang Champion 8 4 5 7 8 8 5 5 3 4
Chainmail, Shield Halberd (R) (Great) (F:1-2/C:11+)
C Storm Vermin
Paw Champion 8 5 5 6 8 8 5 5 3 4
Chainmail Sword Pistol (Slow Fire, Unreliable Swift Shot) (MR12/DD4) F:1-2/C:--
C Rat Swarm 6 0 3 3 12 12 2 15 2 5
Claws and Fangs (Blade Fury) (F:1/C:--)
E
Pack Master
6 5 4 6 9 8 5 3 2 2
Leather Armor Whip (R) (Unreliable) (F:1-2/C:12)
E
Plague Monk
6 6 4 5 11 8 5 4 2 2
Sword Berserker
E Poisoned Wind
Globadier 6 5 4 7 8 6 7 3 2 2
Chainmail Sword Poisoned Wind Globe (Blast, Armor Piercing, Cleaving) (MR12/DD6) (F:1/C:--)
E Gutter Runner 7 7 4 4 13 10 7 3 2 3
Sword (Blade Fury) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert
E Jezzail 6 6 4 6 10 5 4 4 2 3
Sword Jezzail (Clumsy, Armor Piercing) (MR48/DD6) F:1-2/C:-- *Double Base
E Plague Censer
Bearer 6 6 4 6 11 5 4 4 2 3
Plague Censer (R)(Blast, Armor Piercing) (F:1-2/C:12) Berserker
E Plague Monk
Champion 7 7 4 5 10 8 5 5 2 3
Sword, Berserker
E Gutter Runner
Champion 8 8 4 4 13 10 7 4 2 4
Sword (Blade Fury) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert
E Jezzail
Champion 6 7 4 6 10 5 4 5 2 4
Sword Jezzail (Clumsy, Armor Piercing) (MR48/DD6) F:1-2/C:-- *Double Base
E
Deathrunner
7 7 4 4 13 8 7 3 3 4
Sword (Blade Fury-Blade Venom +1 DD) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert
E Plague Censer
Bearer Champion 7 6 4 6 11 5 4 5 2 4
Plague Censer (R) (Blast, Armor Piercing) (F:1-2/C:12) Berserker
E Deathrunner Champion
8 8 4 4 13 8 7 4 3 5
Sword (Blade Fury, Blade Venom +1 DD) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert
E Rat Ogre 6 3 6 5 9 8 4 9 4 9
Claws and Fangs (Blade Fury) (F:1/C:--) Fearsome Large
E Doom Flyer 7 0 5 9 10 6 7 5 3 11
Chainmail Sword Doom Flayer (Blade Fury) To-Hit Vs Speed *Double Base
E Warp Grinder 7 0 5 7 8 6 7 5 3 11
Chainmail Sword WarpGrinder (Bolt, Armor Piercer) (MR12/DD4) (F:--/C:--) *Double Base
E Poisoned Wind
Mortar 4 5 4 8 8 6 7 5 2 12
Chainmail Sword Poisoned Wind Mortar (Blast, Armor Piercer, Cleaving) (MR24/DD8) F:1-2/C:-- *Double Base
E Rattling Gun 4 6 4 7 8 6 7 5 2 14
Chainmail Sword Rattling Gun (Clumsy, Swift Shot, Blade Fury-Ranged) (MR24/DD4) F:1-2/C:-- *Double Base
E Warpfire Thrower 4 5 4 7 8 6 7 5 2 14
Chainmail Sword Warpfire Thrower (Clumsy, Blast, Flaming) (MR12/DD5) F:1-2/C:-- *Double Base
CH Warlock
Apprentice 6 6 4 5 9 6 7 6 2 4
Sword Pistol (Slow Fire, Unreliable Swift Shot) (MR12/DD4) F:1-2/C:--
CH Master Moulder 7 4 4 6 10 8 6 7 2 6
Leather Armor Things Catcher (R) (Shield Bash)
CH Warlock
Warpweaver 6 6 5 5 9 6 7 6 3 6
Sword Spellcaster (Dark Magic) Pinch of Warpstone, Miniature Silver Dagger
CH Warlock Engineer
6 6 5 5 9 6 6 6 3 7
Sword Warplock Jezzail (Clumsy, Armor Piercing) (MR48/DD6) F:1-2/C:--
CH Claw Chieftain 8 4 5 10 8 8 6 6 3 10
Plate Mail, Shield Sword (Blade Fury)
CH Fang Chieftain 8 4 5 10 8 8 6 6 3 10
Plate Mail, Shield Halberd (R) (Great, Blade Fury) (F:1-2/C:11+)
CH Plague Priest 8 6 5 7 11 8 7 6 3 10
Sword Berserker Spellcaster (Dark Magic) Vial of Swamp Gas, Pinch of Warpstone
CH Paw Chieftain 8 5 5 9 8 8 6 6 3 11
Plate Mail Sword (Blade Fury) Pistol (Slow Fire, Unreliable Swift Shot) (MR12/DD4) F:1-2/C:--
CH Plague Deacon 8 6 5 7 11 7 8 6 3 11
Sword Berserker Spellcaster (Dark Magic) 2x Vial of Swamp Gas, Pinch of Warpstone, Golden Statue of a Daemon.
CH Plague Dervish 8 6 5 7 11 7 7 6 3 11
Sword Berserker, Spellcaster (Dark Magic) 2x Vial of Swamp Gas, Pinch of Warpstone
CH Assassin 9 8 5 6 12 9 7 6 4* 12
2x Sword (Blade Fury-Blade Venom +1 DD) 2x Throwing Daggers (Cleaving, Blade Venom +1 DD) (MR4/DD2/EXH6) Alert
CH Plague Chanter 8 6 5 7 11 7 7 6 1 13
Plague Censer (Staff) (R) (Blast, Armor Piercing) Berserker, Spellcaster (Dark Magic)-Vial of Swamp Gas, Pinch of Warpstone
CH Claw Warlord 9 4 5 9 8 9 7 9 3 17
Plate Mail, Shield Sword (Blade Fury)
CH Fang Warlord 9 4 5 10 8 9 7 9 3 17
Plate Mail, Shield Halberd (R) (Great, Blade Fury) (F:1-2/C:11+)
CH Paw Warlord 9 5 5 9 8 9 7 9 3 17
Plate Mail, Sword (Blade Fury) Pistol (Slow Fire, Unreliable, Swift Shot), (MR12/DD4) F:1-2/C:--
CH Grey Seer 6 6 4 6 10 8 8 9 2 25
Sword Spellcaster (Dark Magic), Channeling, Focusing, Enhancing 2x Pinch of Warp Stone, Golden Statue of a Daemon, Miniature Sever Dagger, Vial of Swamp Gas, Heart of a Hero
CH Hell Pit
Abomination 7 2 7 7 10 11 7 18 4 50
Claws and Fangs (Blade Fury) (F:1/C:--) Large, Regeneration, Berserker, Fearsome
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
Book 02F-AHQR Rules-Appendix VI-Bestiary-Undead
Undead
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C
Animated Skeleton
5 3 4 4 6 10 1 2 2 ½
Halberd (R) (Great) (F:1-2/C:11-12) Fearsome
C
Zombie
3 1 3 3 6 10 1 3 2 ½
Morning Star Fearsome
C
Skeleton Archer
6 5 5 5 7 10 2 3 3 1
Short Bow (Great, Swift Shot) (MR24/DD3/EXH9) Morning Star Fearsome
C Skeleton
Spearman 6 4 5 5 7 10 2 3 2 1
Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome
C Skeleton
Swordsman 6 4 5 5 7 10 2 3 3 1
Sword Fearsome
C Skeleton Warrior
Spearman* 6 2 5 7 5 10 2 3 2 1
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome *Optional for added difficulty.
C Skeleton Warrior
Swordsman* 6 2 5 7 5 10 2 3 3 1
Leather Armor, Shield Sword Fearsome *Optional for added difficulty.
C Dire Wolf 6 0 5 4 18 7 1 3 3 2
Claws and Fangs (F:1/C:--) Fearsome
C Ghoul 6 2 5 6 7 8 2 4 3 2
Morning Star Fearsome
C Skeleton Sentry
6 3 4 6 9 10 2 3 2 2
Leather Armor Sword Fearsome Sentry
C Skeleton Warrior
Spearman 6 2 5 7 5 10 2 3 2 2
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome
C Skeleton Warrior
Swordsman 6 2 5 7 5 10 2 3 3 2
Leather Armor, Shield Sword Fearsome
C
Altered Ghoul
7 2 6 6 7 8 4 4 4 3
Morning Star Fearsome
C Dead Runner 5 1 6 6 10 10 1 4 4 3
Claws and Fangs (F:1/C:--) (Blade Fury) Fearsome
C Doom Wolf 6 0 5 5 18 7 1 4 3 3
Claws and Fangs (F:1/C:--) (Blade Fury) Fearsome
C Skeleton
Champion Spearman
7 2 5 7 6 10 1 4 2 3
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome
C Skeleton
Champion Swordsman
7 2 5 7 6 10 1 4 3 3
Leather Armor, Shield Sword (F:1/C:11-12) Fearsome
C
Skeleton Warrior
Swordsman (Chainmail)
6 1 5 8 5 10 2 3 3 3
Chain Mail, Shield Sword (F:1/C:11-12) Fearsome
C
Skeleton Champion Spearman (Chainmail)
7 2 5 8 5 10 1 4 2 4
Chain Mail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome
C
Skeleton Champion
Swordsman (Chainmail)
7 2 5 8 5 10 1 4 3 4
Chain Mail, Shield Sword (F:1/C:11-12) Fearsome
C Bat Swarm 6 0 3 4 10 8 1 12 2 7
Claws and Fangs (F:1/C:--) Fearsome, Fly
E Grave Guard 7 3 5 9 6 10 2 4 3 3
Plate Mail Sword (Cleaving) Fearsome
E Tomb Guard
7 3 5 7 7 10 2 4 3 3
Chainmail Halberd (F:1-2/C:11-12) (Cleaving) Fearsome
E Fell Bat 6 0 4 4 10 7 2 6 2 4
Claws and Fangs (F:1/C:--) Fearsome, Fly
E Grave Guard
Champion 7 2 5 9 6 10 2 5 3 4
Plate Mail, Shield Sword (F:1/C:11-12) (Cleaving) Fearsome
E Tomb Guard
Champion 7 3 5 9 6 10 2 5 3 4
Chainmail, Shield Halberd (F:1-2/C:11-12) (Cleaving) Fearsome
E Carrion 6 0 5 5 10 8 2 6 3 5
Claws and Fangs (F:1/C:--) Fearsome, Fly
E Cairn Wraith 6 0 4 4 12 10 2 6 3 8
Halberd (F:1-2/C:11-12) (Blade Fury) Fearsome Invulnerable
E Tomb Swarm 6 0 3 4 6 10 10 15 2 8
Claws and Fangs (F:1/C:--) (Cleaving) Fearsome
E Mummy 7 1 6 8 6 10 5 4 4 10
Claws and Fangs (F:1/C:--) Cause Disease Fearsome
E
Tomb Banshee 6 6 4 4 12 10 2 6 4 10
Scream (Armor Piercing) (MR8/DD4) (F:--/C:--) Fearsome, Invulnerable Use BR instead of TH for resolving Damage
E
Spirit Host 6 0 4 4 12 9 2 12 3 13
Spectral Blades (Cleaving, Blade Fury) Invulnerable Fearsome
E Varghulf 9 0 6 6 12 9 2 13 4 35
Claws and Fangs (F:1/C:--) Large, Fly, Regeneration Berserker, Fearsome
CH Apprentice
Necromancer 6 6 4 4 8 6 10 4 1 4
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromancy) Fearsome Miniature Silver Sarcophagus and Grave Dust
CH Acolyte Liche
Priest 6 6 4 4 8 5 11 6 1 5
Staff (R) Great (F:1/C:--) Spellcaster (Necromancy) Fearsome Miniature Silver Sarcophagus and Grave Dust
CH Journeyman Necromancer
6 6 4 4 8 6 10 6 1 6
Staff (R) Great (F:1/C:--) Spellcaster (Necromancy) Fearsome Corpse Blood. Miniature Silver Sarcophagus, 2x Grave Dust
CH Necrotect 6 5 5 7 7 9 8 6 3 6
Leather Armor Whip (R) (Unreliable) (Cleaving) F:1-2/C:12 Fearsome, Flammable, Cause Disease
CH Tomb Champion 7 2 5 9 6 10 9 6 3 6
Chainmail, Shield Flail (R) (Unreliable) (F:1-2/C:12) Fearsome, Flammable, Cause Disease
CH Tomb Herald 7 2 5 9 6 10 9 6 3 6
Chainmail, Shield Sword (F:1/C:11-12) (Cleaving) Fearsome, Flammable, Cause Disease
CH Tomb Preceptor 7 3 5 8 6 10 9 6 2 6
Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome
CH Crypt Vampire 9 7 6 5 12 9 8 6 4 7
Sword (F:1/C:11-12) Fearsome Blood Powers Spellcaster (Necromancy) Grave Dust Miniature Golden Ankh
CH Dark Vampire 9 7 6 5 12 9 8 6 4 7
Sword (F:1/C:11-12) Fearsome, Blood Powers Spellcaster (Dark Magic) Miniature Silver Dagger Vial of Swamp Gas
CH Initiate Liche
Priest 6 6 4 4 8 5 11 6 1 7
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome Miniature Silver Sarcophagus 2x Grave Dust, Heart of a Hero
CH Liche Priest
Adept 6 6 4 4 8 5 11 6 1 7
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome, Channeling Miniature Silver Sarcophagus, Grave Dust
CH Master
Necromancer 6 6 4 4 8 6 10 6 1 7
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromancy) Fearsome, Channeling Corpse Blood. Miniature Silver Sarcophagus, 2x Grave Dust
CH High
Necromancer 6 6 4 4 8 6 10 6 1 8
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromancy) Fearsome, Channeling Corpse Blood. Miniature Corpse Blood, Silver Sarcophagus, 2x Grave Dust
CH Greater Liche
Priest 6 6 4 5 8 7 11 9 1 9
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome Miniature Silver Sarcophagus, Grave Dust
CH Lesser Liche
Priest 6 6 4 4 8 5 11 6 1 9
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome, Channeling Miniature Silver Sarcophagus, 2x Grave Dust, Heart of a Hero
CH Liche Priest
Lesser Hierophant
6 6 4 5 8 7 11 9 1 9
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome, Channeling Miniature Silver Sarcophagus, Grave Dust
CH Tomb Emir 8 3 5 9 6 11 10 9 2 9
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome, Flammable, Cause Disease
CH Tomb Noble 8 3 5 9 6 11 10 9 3 9
Chainmail, Shield Flail (R) (Unreliable) (F:1-2/C:12) Fearsome, Flammable, Cause Disease
CH Tomb Prince 8 3 5 9 6 11 10 9 3 9
Chainmail, Shield Sword (F:1/C:11-12) Fearsome, Flammable, Cause Disease
CH Wight King 7 1 5 10 6 11 10 9 3 9
Platemail, Shield Sword (F:1/C:11-12) (Cleaving) Fearsome Strength Drain
CH Wight Lord 7 1 5 9 6 11 10 9 3* 9
Platemail 2x Sword (F:1/C:11-12) (Cleaving, Blade Fury) Fearsome Strength Drain
CH Blood Dragon
Vampire 10 5 6 8 10 9 8 6 4* 11
Platemail 2x Sword (F:1/C:11-12) (Blade Fury) Blood Powers, Fearsome, Spellcaster (Necromantic), Miniature Golden Ankh
CH Lahmian Vampire 9 7 6 5 13 9 8 6 4 11
Claws and Fangs (F:1/C:--) Spellcaster (Dark Magic) Fearsome, Hypnosis 2x Miniature Silver Dagger Heart of a Hero
CH Liche High Priest 6 6 4 5 8 7 11 9 1 11
Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome Miniature Silver Sarcophagus, 2x Grave Dust, Heart of a Hero
CH Necrarch Vampire
9 7 6 5 12 9 8 6 4 11
Claws and Fangs (F:1/C:--) Spellcaster (Necromantic) Blood Powers, Channeling Fearsome, 2x Miniature Silver Sarcophagus, Miniature Golden Ankh, Heart of a Hero
CH Tomb King 9 3 6 9 7 12 11 12 4 11
Chainmail 2x Sword (F:1/C:11-12) Fearsome, Flammable, Cause Disease
CH Tomb Pharaoh 9 3 6 9 7 12 11 12 3 11
Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome, Flammable, Cause Disease
CH Tomb Sovereign 9 3 6 9 7 12 11 12 4 11
Chainmail, Shield Flail (R) Unreliable (F:1-2/C:12) Fearsome, Flammable, Cause Disease
CH Strigoi Vampire 9 7 7 5 12 9 8 6 5 11
Claws and Fangs (F:1/C:--) Cleaving, Blade Fury, Fearsome Blood Powers, Spellcaster (Dark Magic) Miniature Silver Dagger, 2x Vial of Swamp Gas
CH Von Carstein
Vampire 9 4 6 9 10 9 10 6 4 11
Platemail, Shield 2x Sword (F:1/C:11-12) Blood Powers, Fly, Fearsome, Spellcaster (Dark Magic), Pinch of Warpstone, Vial of Swamp Gas
CH Liche Priest
Grand Hierophant
6 6 4 5 8 7 11 9 1 13
Staff (R) Great (F:1/C:--) Spellcaster (Necromantic) Fearsome, Channeling Miniature Silver Sarcophagus, 2x Grave Dust, Heart of a Hero
CH Blood Dragon Vampire Lord
10 6 6 9 10 11 11 9 4* 18
Platemail 2x Sword (Blade Fury) (F:1/C:11-12) Fearsome, Blood Powers, Spellcaster (Necromancy), Miniature Golden Ankh
CH Lahmian Vampire
Lord 10 8 6 6 13 11 11 9 4 18
Claws and Fangs (F:1/C:--) Spellcaster (Dark Magic) Fearsome, Hypnosis Vial of Swamp Gas 2x Miniature Silver Dagger Heart of a Hero
CH Necrarch
Vampire Lord 10 8 6 6 12 11 11 9 4 18
Claws and Fangs (F:1/C:--) Spellcaster (Necromantic) Channeling, Fearsome, Blood Powers, Grave Dust, Heart of a Hero, 2x Miniature Silver Sarcophagus, Miniature Golden Ankh
CH Strigoi Vampire
Lord 10 8 7 6 12 11 11 9 5 18
Claws and Fangs (F:1/C:--) (Blade Fury, Cleaving) Fearsome, Blood Powers Spellcaster (Dark Magic) Miniature Silver Dagger, 2x Vial of Swamp Gas
CH Von Carstein Vampire Lord
10 5 6 10 10 11 11 10 4 18
Platemail, Shield 2x Sword (F:1/C:11-12) Fearsome, Blood Powers, Fly Spellcaster (Dark Magic), Pinch of Warpstone, Vial of Swamp Gas
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
Book 02F-AHQR Rules-Appendix VI- Bestiary-Hordes of Chaos
Hordes of Chaos
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C Chaos Thug
Axeman (Chainmail)
7 4 5 9 5 7 8 3 3 2
Chainmail, Shield Axe (Cleaving)
C Chaos Thug Spearman (Chainmail)
7 4 5 9 5 7 8 3 2 2
Chainmail, Shield Sword
C Chaos Thug Swordsman (Chainmail)
7 4 5 9 5 7 8 3 3 2
Chainmail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Chaos Thug
Axeman 7 3 5 10 5 7 8 3 3 3
Platemail, Shield Axe (Cleaving)
C Chaos Thug Spearman
7 3 5 10 5 7 8 3 2 3
Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Chaos Thug Swordsman
7 3 5 10 5 7 8 3 3 3
Platemail, Shield Sword
C Chaos Warrior
Axeman 8 3 6 10 5 9 8 4 4 4
Platemail, Shield Axe (Cleaving)
C Chaos Warrior
Great Axe 8 4 6 9 5 9 8 4 5 4
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)
C Chaos Warrior Great Sword
8 4 6 9 5 9 8 4 5 4
Platemail Bidenhander (Great) (F:1-2/C:11-12)
C Chaos Warrior
Spearman 8 3 6 10 5 9 8 4 3 4
Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Chaos Warrior
Swordsman 8 3 6 10 5 9 8 4 4 4
Platemail, Shield Sword
C Chaos Warrior
Champion Axeman
9 3 7 10 5 9 8 5 5 5
Platemail, Shield Axe (Cleaving)
C Chaos Warrior
Champion Great Axe
9 4 7 9 5 9 8 5 6 5
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)
C Chaos Warrior
Champion Spearman
9 3 7 10 5 9 8 5 4 5
Platemail, Shield Sword
C Chaos Warrior
Champion Swordsman
9 3 7 10 5 9 8 5 5 5
Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Chaos Forsaken
Axeman 8 0 7 9 9 11 7 5 5 6
Platemail, Shield Axe (Cleaving) Berserker, Blade Fury
C Chaos Forsaken
Great Axe 8 0 7 8 9 11 7 5 6 6
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Berserker, Blade Fury
C Chaos Forsaken
Great Sword 8 0 7 8 9 11 7 5 6 6
Platemail Bidenhander (Great) (F:1-2/C:11-12) Berserker, Blade Fury
C Chaos Forsaken
Spearman 8 0 7 9 9 11 7 5 4 6
Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Berserker, Blade Fury
C Chaos Forsaken
Swordsman 8 0 7 9 9 11 7 5 5 6
Platemail, Shield Sword Berserker, Blade Fury
E Chaos Chosen
Axeman 9 3 6 10 5 10 7 4 4 5
Platemail, Shield Axe (Cleaving)
E Chaos Chosen
Great Axe 9 4 6 9 5 10 7 4 5 5
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)
E Chaos Chosen Great Sword
9 4 6 9 5 10 7 4 5 5
Platemail Bidenhander (Great) (F:1-2/C:11-12)
E Chaos Chosen
Spearman 9 3 6 10 5 10 7 4 3 5
Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
E Chaos Chosen
Swordsman 9 3 6 10 5 10 7 4 4 5
Platemail, Shield Sword
E Fimir 6 1 5 8 6 8 5 4 3 5
Leather Armor, Shield Axe (Cleaving) Blade Fury
E Chaos Chosen
Champion Axeman
10 3 7 10 5 10 7 5 5 7
Platemail, Shield Axe (Cleaving)
E Chaos Chosen
Champion Great Axe
10 4 7 9 5 10 7 5 6 7
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)
E Chaos Chosen
Champion Great Sword
10 4 7 9 5 10 7 5 6 7
Platemail Bidenhander (Great) (F:1-2/C:11-12)
E Chaos Chosen
Champion Spearman
10 3 7 10 5 10 7 5 4 7
Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
E Chaos Chosen
Champion Swordsman
10 3 7 10 5 10 7 5 5 7
Platemail, Shield Sword
E Chaos Spawn 6 0 6 7 12 22 0 12 4 10
Claws & Fangs (Blade Fury) (F:1/C:--)
E Chaos Spawn
Mark of Khorne 6 0 6 7 12 22 0 12 4 14
Claws & Fangs (Blade Fury) (F:1/C:--) Berserker
E Chaos Spawn Mark of Nurgle
6 0 6 8 12 22 0 13 4 14
Claws & Fangs (Blade Fury) (F:1/C:--)
E Dragon Ogre 7 4 7 8 10 10 7 12 6 16
Leather Armor Great Axe (Blade Fury, Cleaving, Great) (F:1-2/C:11-12) Fearsome, Large
E Dragon Ogre
Champion 8 4 8 8 10 10 7 13 7 20
Leather Armor Great Axe (Blade Fury, Cleaving, Great) (F:1-2/C:11-12) Fearsome, Large
E Slaughterbrute 6 0 9 9 11 9 0 15 7 41
Claws & Fangs (Blade Fury) (F:1/C:--) Fearsome, Large
E Mutalith
Vortex Beast 6 6 7 8 10 8 8 15 5 45
Claws & Fangs (F:1/C:--) Fearsome, Large, Regeneration
CH Exalted Hero 10 4 7 9 5 9 8 6 6 11
Platemail Bidenhander (Great) (F:1-2/C:11-12)
CH Daemonette 8 1 5 7 9 10 6 4 3 12
Leather Armor Claws and Fangs (Blade Fury) (F:1/C:--) Fearsome, Invulnerable Spellcaster (Dark Magic), Golden Statue of a Daemon
CH Chaos Sorcerer 8 4 6 9 5 8 9 6 2 13
Platemail Staff (Cleaving, Great) Spellcaster (Dark Magic) Pinch of Warpstone Miniature Silver Dagger
CH Exalted Hero
Mark of Khorne 10 4 7 9 5 9 8 6 6 14
Platemail Bidenhander (Great) (F:1-2/C:11-12) Berserker
CH Exalted Hero
Mark of Nurgle 10 4 7 10 5 9 8 7 6 14
Platemail Bidenhander (Great) (F:1-2/C:11-12)
CH Bloodthirster 6 3 8 10 10 8 5 6 6 16
Whip (R) (Unreliable) (F:1-2/C:12) Fearsome, Fly, Invulnerable, Large
CH Chaos Sorcerer
Lord 8 4 6 9 5 8 9 6 2 18
Platemail Staff (Cleaving, Great) Spellcaster (Dark Magic) Channeling, Focusing 2x Pinch of Warpstone 2x Miniature Silver Dagger
CH Chaos Lord 11 4 7 10 5 10 9 9 6 21
Platemail Bidenhander (Great) (F:1-2/C:11-12)
CH Chaos Lord
Mark of Khorne 11 4 7 10 5 10 9 9 6 24
Platemail Bidenhander (Great) (F:1-2/C:11-12) Berserker
CH Chaos Lord
Mark of Nurgle 11 4 7 11 5 10 9 10 6 24
Platemail Bidenhander (Great) (F:1-2/C:11-12)
CH Greater Daemon
Of Tzeenetch
7 1 8 9 8 10 -- 10 6 26
Claws and Fangs (Blade Fury) (F:1/C:--) Fearsome, Invulnerable, Large Spellcaster (Dark Magic) 2x Golden Statue of a Daemon 2x Pinch of Warpstone 2x Vial of Swamp Gas
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
*Greenskinz (except Characters) may be used if lower-value Enemies or Sentries are required.
Book 02F-AHQR Rules-Appendix VI- Bestiary-Beastmen
Beastmen
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C Ungor Minion Swordsman
6 3 4 6 7 5 6 3 2 ½
Shield Sword
C Ungor Minion
Axeman 6 3 4 6 7 5 6 3 2 ½
Shield Axe (Cleaving)
C Ungor Axeman 7 5 5 6 7 6 7 3 3 1
Axe (Cleaving)
C Ungor Spearman 7 5 5 6 7 6 7 3 2 1
Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Ungor
Swordsman 7 4 5 6 7 6 7 3 3 1
Sword
C Warhound 7 0 5 7 12 8 3 3 3 1
Shield Claws & Fangs (F:1/C:--)
C
Gor Archer
8 5 5 7 7 8 7 4 3 2
Sword Short Bow (Great, Swift Shot) (MR24/DD3/EXH9)
C
Gor Axeman
8 5 5 7 7 8 7 4 3 2
Axe (Cleaving)
C
Gor Spearman
8 5 5 7 7 8 7 4 2 2
Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C
Gor Swordsman
8 5 5 7 7 8 7 4 3 2
Sword
C Ungor Champion
Axeman 8 4 6 7 7 6 7 4 4 2
Shield Axe (Cleaving)
C Ungor Champion
Spearman 8 4 6 7 7 6 7 4 3 2
Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Ungor Champion
Swordsman 8 4 6 7 7 6 7 4 4 2
Shield Sword
C Ungor Sentry 7 4 5 7 10 6 7 3 3 2
Shield Sword Sentry
C Venomous Warhound
7 0 5 8 12 8 3 3 3 2
Shield Scaly Skin Claws & Fangs (F:1/C:--)
C Gor Axeman
(Shield) 8 4 5 8 7 8 7 4 3 3
Shield Axe (Cleaving)
C Gor Spearman
(Shield) 8 4 5 8 7 8 7 4 2 3
Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Gor Swordsman
(Shield) 8 4 5 8 7 8 7 4 3 3
Shield Sword
C Gor Axeman (Leather &
Shield) 8 3 5 9 6 8 7 4 3 3
Leather Armor, Shield Axe (Cleaving)
C Gor Spearman
(Leather & Shield)
8 3 5 9 6 8 7 4 2 3
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Gor Swordsman
(Leather & Shield)
8 3 5 9 6 8 7 4 3 3
Leather Armor, Shield Sword
C Gor Champion
Axeman 9 4 6 8 7 8 7 5 4 4
Shield Axe (Cleaving)
C
Gor Champion
Spearman
9 4 6 8 7 8 7 5 3 4
Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C
Gor Champion
Swordsman
9 4 6 8 7 8 7 5 4 4
Shield Sword
E Bestigor
(Great Axe) 8 3 6 9 5 9 6 3 5 3
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)
E Bestigor
(Great Sword) 8 3 6 9 5 9 6 3 5 3
Platemail Bidenhander (Great) (F:1-2/C:11-12)
E Bestigor
Champion 9 4 6 9 5 9 6 4 5 4
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)
E Cenigor Axeman
7 2 6 8 13 9 6 6 4 5
Leather Armor, Shield Axe (Cleaving)
E Cenigor
Spearman 7 2 6 8 13 9 6 6 3 5
Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
E Cenigor
Swordsman 7 2 6 8 13 9 6 6 4 5
Leather Armor, Shield Sword
E Cenigor
(Great Axe) 7 3 6 7 13 9 6 6 5 5
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12)
E Cenigor
Champion (Great Axe)
8 4 6 7 13 9 6 7 5 6
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12)
E Chaos Spawn 6 0 6 7 5 12 2 9 4 11
Claws & Fangs (R) (Accurate, Blade Fury) (F:1/C:--) Fearsome
E Razorgor 6 0 8 7 12 9 4 8 6 11
Claws & Fangs (R) (F:1/C:--) Fearsome *Double Base
E Minotaur
(Great Axe) 7 4 7 7 8 9 6 10 6 15
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Fearsome, Large
E Cygor 5 3 8 7 13 9 11 15 6 22
Claws & Fangs (R) (Accurate, Blade Fury) (F:1/C:--) Fearsome, Large Special: Cleaving and Accurate against Spellcasters and models w/ Magic Items that cast Spells
E Jabberslythe 7 6 7 7 13 10 10 15 5 25
Claws & Fangs (R) (Accurate, Blade Fury, Cleaving) (F:1/C:--) Fearsome, Fly, Large, Regeneration
E Ghorgon 7 0 8 8 13 12 11 18 6 30
Claws & Fangs (R) (Accurate, Blade Fury, Cleaving) (F:1/C:--) Berserker, Fearsome, Large, Regeneration
CH Bray-Shaman 7 5 5 6 7 6 9 6 2 8
Staff (Cleaving, Great) Spellcaster (Dark Magic) Pinch of Warpstone Miniature Silver Dagger
CH Wargor 9 4 6 8 6 9 8 6 5 9
Leather Armor Great Axe (Cleaving x2, Great) (F:1-2/C:11-12)
CH Bray-Shaman
(+2 Spell Components)
7 5 5 6 7 6 9 6 1 10
Staff (Cleaving, Great) Spellcaster (Dark Magic) 2x Pinch of Warpstone 2x Miniature Silver Dagger
CH Wargor (Chainmail)
9 4 6 9 5 9 8 6 5 10
Chainmail Great Axe (Cleaving x2, Great) (F:1-2/C:11-12)
CH Great
Bray-Shaman 8 5 6 7 7 7 10 8 2 12
Staff (Cleaving, Great) Spellcaster (Dark Magic) Channeling, Focusing Pinch of Warpstone Miniature Silver Dagger
CH Beastlord 10 4 7 8 6 10 9 9 6 15
Leather Armor Great Axe (Cleaving x2, Great) (F:1-2/C:11-12)
CH Gorebull 8 4 8 8 9 9 6 12 7 20
Leather Armor Great Axe (Blade Fury, Cleaving x2, Great) (F:1-2/C:11-12) Berserker
CH Doombull 9 4 9 8 9 10 7 15 8 25
Leather Armor Great Axe (Blade Fury, Cleaving x2, Great) (F:1-2/C:11-12) Berserker
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
*Beastmen and Hordes of Chaos may be used as parts of the same bestiary.
Book 02F-AHQR Rules-Appendix VI-Bestiary-Greenskinz
Greenskinz
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C Goblin Archer
5 6 4 5 7 5 5 2 2 ½
Sword Short Bow (Great, Swift Shot) (MR24/DD3/EXH9)
C Goblin
Swordsman 5 5 4 6 7 5 5 2 2 ½
Shield Sword
C Goblin Spearman 5 5 4 6 7 5 5 2 1 ½
Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Goblin Sentry 5 5 4 6 9 5 5 2 2 1
Shield Sword Sentry
C Hobgoblin
Infantry Axeman
6 4 5 6 8 5 5 3 3 1
Shield Axe (Cleaving)
C Hobgoblin
Infantry Spearman
6 4 5 6 8 5 5 3 2 1
Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Hobgoblin
Infantry Swordsman
6 4 5 6 8 5 5 3 3 1
Shield Sword
C Hobgoblin
Sentry 6 4 5 6 8 5 5 3 3 1
Shield Sword Sentry
C Orc Infantry
Axeman* 6 4 5 7 6 7 5 4 3 1
Shield Axe (Cleaving) *Optional (for added difficulty)
C Orc Infantry Spearman*
6 4 5 7 6 7 5 4 2 1
Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) *Optional (for added difficulty)
C Orc
Infantry Swordsman*
6 4 5 7 6 7 5 4 3 1
Shield Sword *Optional (for added difficulty)
C Orc Sentry 6 4 5 7 8 7 5 4 3 2
Shield Arming Sword Sentry
C Orc Warrior
Axeman 6 3 5 8 5 7 5 4 3 2
Leather Armor, Shield Axe (Cleaving)
C Orc Warrior Spearman
6 3 5 8 5 7 5 4 2 2
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Orc Warrior Swordsman
6 3 5 8 5 7 5 4 3 2
Leather Armor, Shield Arming Sword
C Orc Savage
Axeman 6 4 5 8 6 8 5 4 3 3
Shield Axe (Cleaving) Berserker
C Orc Savage Spearman
6 4 5 8 6 8 5 4 2 3
Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Berserker
C Orc Savage Swordsman
6 4 5 8 6 8 5 4 3 3
Shield Arming Sword Berserker
C Big ‘Un 7 4 6 7 6 7 5 6 4 3
Shield Axe (Cleaving)
C Big ‘Un
(Chainmail) 7 3 6 9 4 7 5 6 4 3
Chainmail, Shield Axe (Cleaving)
C Orc Boss Axeman
7 3 6 9 5 7 5 5 4 5
Leather Armor, Shield Axe (Cleaving)
C Orc Boss
Swordsman 7 3 6 9 5 7 5 5 4 5
Leather Armor, Shield Arming Sword
E Black Orc
Swordsman 7 3 6 8 5 8 6 4 4 3
Leather Armor, Shield Sword
E Black Orc Spearman
7 3 6 8 5 8 6 4 3 3
Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
E Squigg Hopper 6 3 6 5 6 5 2 4 4 3
Morning star Claws and Fangs (Blade Fury) (F:1/C:--)
E Black Orc Champion Axeman
8 3 6 8 5 8 6 5 4 4
Leather Armor, Shield Axe (Cleaving)
E Black Orc Champion
Swordsman 8 3 6 8 5 8 6 5 4 4
Leather Armor, Shield Sword
E Snotling Swarm 5 0 4 4 6 4 2 15 2 6
Morning Star (Blade Fury)
CH Goblin Big Boss 7 4 6 7 6 6 4 6 5 6
Leather Armor Battle Axe (Great, Cleaving, Blade Fury) (F:1-2/C:11-12)
CH Goblin War Boss 8 3 6 8 6 7 5 8 4 7
Leather Armor, Shield Axe (Cleaving, Blade Fury)
CH Goblin Great
Shaman 5 4 5 7 6 4 7 8 3 9
Leather Armor Axe (Cleaving, Blade Fury) Spellcaster (Dark Magic), Focusing, Enhancing Vial of Swamp Gas, Pinch of Warpstone
CH Orc Shaman 6 4 5 7 5 5 7 6 3 12
Leather Armor Axe (Cleaving, Blade Fury) Spellcaster (Dark Magic), Focusing, Enhancing 2x Vial of Swamp Gas, 2x Pinch of Warpstone, Golden Statue of a Daemon.
CH Great Orc Shaman
6 4 6 8 5 6 8 9 4 18
Leather Armor Axe (Cleaving, Blade Fury) Spellcaster (Dark Magic), Focusing, Enhancing 2x Vial of Swamp Gas, 2x Pinch of Warpstone, 2x Golden Statue of a Daemon.
CH Black Orc Warboss
10 5 7 7 6 9 7 10 5 22
Platemail, Shield Warhammer (Blade Fury, Throw, Swift Shot) (MR8/DD55EXH6)
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
Book 02F-AHQR Rules-Appendix VI- Bestiary-Ogres & Trolls
Ogres & Trolls
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C Ogre Bull Axeman
7 4 6 8 10 8 6 9 4 8
Leather Armor Axe x2 (Blade Fury, Cleaving) Cleaving, Fearsome, Large
C Ogre Bull Great Axe
7 4 6 8 10 8 6 9 5 8
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large
C Ogre Bull
Swordsman 7 3 6 9 10 8 6 9 4 8
Leather Armor, Shield Sword Cleaving, Fearsome, Large
C Ogre Bull Irongut
Great Axe 7 3 6 10 9 8 6 9 5 10
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large
C Ogre Bull Irongut
Swordsman 7 2 6 11 9 8 6 9 4 10
Platemail, Shield Sword Cleaving, Fearsome, Large
C Troll 6 3 7 6 12 5 5 9 6 10
Great Club (Great) Fearsome, Large, Regeneration
C Ogre Bull Champion Great Axe
8 4 7 8 10 8 6 10 6 11
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large
C Ogre Bull Champion
Swordsman 8 3 7 9 10 8 6 10 5 11
Leather Armor, Shield Sword Cleaving, Fearsome, Large
C Ogre Bull
Mark of Tzeentch Great Axe
7 4 6 8 10 8 6 9 5 12
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Invulnerable Cleaving, Fearsome, Large
C River Troll 6 3 7 6 12 5 5 9 6 12
Great Club (Great) Fearsome, Fly, Large, Regeneration.
C Stone Troll 6 3 7 7 12 5 5 10 6 12
Great Club (Great) Fearsome, Large, Regeneration
E Ogre Maneater
Great Axe 8 5 6 7 10 8 6 9 5 8
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large
E Ogre Maneater Great Sword
8 5 6 7 10 8 6 9 5 8
Leather Armor Bidenhander (Great) (F:1-2/C:10-12) Cleaving, Fearsome, Large
E Ogre Maneater
Swordsman 8 4 6 8 10 8 6 9 4 8
Leather Armor, Shield Sword Cleaving, Fearsome, Large
E Ogre Maneater
Irongut Great Axe
8 4 6 9 9 8 6 9 5 10
Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large
E Ogre Maneater
Irongut Great Sword
8 4 6 9 9 8 6 9 5 10
Platemail Bidenhander (Great) (F:1-2/C:10-12) Cleaving, Fearsome, Large
E Ogre Maneater
Irongut Swordsman
8 3 6 10 9 8 6 9 4 10
Platemail, Shield Sword Cleaving, Fearsome, Large
E Leadbelcher
Cannon 8 5 6 7 10 8 6 9 5 11
Leather Armor Leadbelcher Cannon (Blast, Cleaving) (MR10/DD5) F:1-2/C:-- Blade Fury, Fearsome, Large
E Ogre Maneater
Champion Great Axe
9 5 7 7 10 8 6 10 6 11
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large
E Ogre Maneater
Champion Great Sword
9 5 7 7 10 8 6 10 6 11
Leather Armor Bidenhander (Great) (F:1-2/C:10-12) Cleaving, Fearsome, Large
E Ogre Maneater
Champion Swordsman
9 4 7 8 10 8 6 10 5 11
Leather Armor, Shield Sword Cleaving, Fearsome, Large
E Cave Troll 6 3 7 7 12 5 5 10 6 12
Great Club (Great) Fearsome, Large, Regeneration
E Leadbelcher Champion Cannon
9 6 6 7 10 8 6 10 -- 14
Leather Armor Leadbelcher Cannon (Blast, Cleaving) (MR10/DD5) F:1-2/C:-- Blade Fury, Fearsome, Large
E Gorger 8 0 7 7 13 11 6 12 5 15
Claws and Fangs (F:1/C:--) Accurate, Berserker, Cleaving, Fearsome, Large
CH Ogre Butcher 8 5 6 7 12 7 7 12 4 9
Sword Spellcaster (Dark Magic) Golden Statue of a Daemon, Vial of Swamp Gas Blade Fury, Cleaving, Fearsome, Large
CH Ogre Hunter 10 6 7 8 11 10 7 12 5 10
Leather Armor Sword Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4) F:1/C:12 Blade Fury, Cleaving, Fearsome, Large
CH Ogre Bruiser
Handgun 10 5 7 8 11 10 6 12 5 13
Leather Armor Sword, Handgun (Ammunition, Swift Shot, Unreliable) (MR24/DD5) F:1-2/C:-- Blade Fury, Fearsome, Large
CH Ogre Bruiser Great Sword
10 5 7 8 11 10 6 12 6 13
Leather Armor Bidenhander (Great) (F:1-2/C:10-12) Blade Fury, Fearsome, Large
CH Ogre Bruiser Swordsman
10 4 7 9 11 10 6 12 5 13
Leather Armor, Shield Sword Blade Fury, Fearsome, Large
CH Ogre Bruiser Two Swords
10 5 7 8 11 10 6 12 5 13
Leather Armor 2x Sword Berserker, Blade Fury, Fearsome, Large
CH Ogre
Slaughtermaster 9 6 6 7 12 8 8 15 4 13
Sword Spellcaster (Dark Magic) A Pinch of Warpstone, Golden Statue of a Daemon Blade Fury, Cleaving, Fearsome, Large
CH Ogre Tyrant
Handgun 11 6 7 8 11 9 7 15 6 20
Leather Armor Sword, Handgun (Ammunition, Swift Shot, Unreliable) (MR24/DD5) F:1-2/C:-- Blade Fury, Fearsome, Large
CH Ogre Tyrant Great Sword
11 6 7 8 11 9 7 15 6 20
Leather Armor Bidenhander (Great) (F:1-2/C:10-12) Blade Fury, Fearsome, Large
CH Ogre Tyrant Swordsman
11 5 7 9 11 9 7 15 5 20
Leather Armor, Shield Sword Blade Fury, Fearsome, Large
CH Ogre Tyrant Two Swords
11 6 7 8 11 9 7 15 5 20
Leather Armor 2x Swords Berserker, Blade Fury, Fearsome, Large
CH Ogre Tyrant
Irongut Great Sword
11 5 7 10 10 9 7 15 6 22
Platemail Bidenhander (Great) (F:1-2/C:10-12) Blade Fury, Fearsome, Large
CH Ogre Tyrant
Irongut Swordsman
11 4 7 11 10 9 7 15 5 22
Platemail, Shield Sword Blade Fury, Fearsome, Large
CH Ogre Tyrant
Irongut Two Swords
11 5 7 10 10 9 7 15 5 22
Platemail 2x Swords Berserker, Blade Fury, Fearsome, Large
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
*Greenskinz (except Characters) may be used if lower-value Enemies or Sentries are required.
Book 02F-AHQR Rules-Appendix VI- Chaos Dwarves
Chaos Dwarves
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C Infernal Guard
Axeman 7 4 6 9 4 10 8 4 4 3
Plate Mail Axe (Cleaving)
C Infernal Guard
Great Axe 7 4 6 9 4 10 8 4 5 3
Plate Mail Great Axe (Cleaving, Great) (F:1-2/C:11-12)
C Infernal Guard Swordsman
7 4 6 9 4 10 8 4 4 3
Plate Mail Sword
C Infernal Guard
Champion Great Axe
8 4 7 9 4 10 8 5 6 4
Plate Mail Great Axe (Cleaving, Great) (F:1-2/C:11-12)
C Infernal Guard
Champion Swordsman
8 4 7 9 4 10 8 5 5 4
Plate Mail Sword
E Infernal
Ironsworn Swordsman
8 3 6 10 4 9 9 4 4 4
Plate Mail, Shield Sword Cleaving
E Bull Centaur
Render Axeman
7 3 6 10 12 10 7 10 4 8
Chainmail Axe (Cleaving) Fearsome, Large
E Bull Centaur
Render Axeman
7 3 6 10 12 10 7 10 4 9
Chainmail Axe x2 (Cleaving) Blade Fury, Fearsome, Large
E Bull Centaur
Render Champion
8 3 7 10 12 10 7 11 5 10
Chainmail Axe (Cleaving) Fearsome, Large
E Bull Centaur
Render Great Axe
7 3 6 10 12 10 7 10 5 10
Chainmail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Fearsome, Large
CH Daemonsmith
Sorcerer 7 5 6 10 3 8 10 6 4 6
Plate Mail Axe (Cleaving) Spellcaster (Dark Magic) 2x Pinch of Warpstone, 2x Vial of Swamp Gas
CH Sorcerer-Prophet 8 5 6 10 3 9 11 9 4 8
Plate Mail Axe (Cleaving) Spellcaster (Dark Magic) 2x Pinch of Warpstone, 2x Vial of Swamp Gas
CH Infernal Castellan 9 5 6 10 4 10 8 6 4 10
Plate Mail Axe (Cleaving) Blade Fury
CH Bull Centaur
Taur’ruk 8 5 7 9 12 10 8 13 5 15
Chainmail Axe (Cleaving) Cleaving, Fearsome, Large
CH Bull Centaur
Taur’ruk Great Axe
8 5 7 9 12 10 8 13 6 17
Chainmail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
*Greenskinz (except Characters) may be used if lower-value Enemies or Sentries are required.
Book 02F-AHQR Rules-Appendix VI- Dark Elves
Dark Elves
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C Dark Elf Warrior
Sentry 8 6 5 6 9 8 8 3 3 2
Leather Armor Sword Alert, Sentry
C Dark Elf Warrior
Spearman 8 6 5 6 9 8 8 3 2 2
Leather Armor Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)
C Dark Elf Warrior
Swordsman 8 6 5 6 9 8 8 3 3 2
Leather Armor Sword
C Dark Elf Witch 8 7 5 5 10 8 8 3 3 2
Sword Berserker, Blade Fury, Cleaving
C Dark Elf
Champion Swordsman
9 7 5 6 9 8 8 4 3 3
Leather Armor Sword
C Dark Elf Warrior Crossbowman
8 5 5 7 9 8 8 3 3 3
Leather Armor, Shield Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3)
C Dark Elf Warrior Crossbowman
Sentry 8 6 5 6 9 8 8 3 3 3
Leather Armor Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3) Alert, Sentry
C Witch Elf
Champion 9 7 5 5 10 8 8 4 3 3
Sword Berserker, Blade Fury, Cleaving
E Beastmaster 8 7 5 5 12 8 8 3 3 2
Whip (Unreliable) (F:1-2/C:12)
E Black Guard 9 6 5 7 8 10 8 3 3 3
Chainmail Sword Accurate
E Executioner 9 6 6 7 8 8 8 3 5 3
Chainmail Bidenhander (Great) (F:1-2/C:11-12) Cleaving
E
Shade
8 6 5 6 10 8 8 3 3 3
Leather Armor Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3)
E
Shade Champion
9 7 5 6 10 8 8 4 3 4
Leather Armor Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3)
E Shade
Great Axe 8 6 5 6 10 8 8 3 4 4
Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12)
E Black Guard Champion
10 6 5 7 8 10 8 4 3 5
Chainmail Sword Blade Fury, Accurate
E Executioner Champion
10 7 6 7 8 8 8 4 5 5
Chainmail Bidenhander (Great) (F:1-2/C:11-12) Cleaving
CH Sorceress 8 6 5 6 9 7 9 6 3 6
Leather Armor Sword Spellcaster (Dark Magic) Enhancing 1x Pinch of Warpstone, 1x Vial of Swamp Gas
CH Dark Elf Master
Swordsman 10 8 6 6 9 9 9 6 4 8
Leather Armor Sword
CH Death Hag 10 8 6 6 9 10 8 6 4 8
Leather Armor Sword x2 Accurate, Blade Fury, Cleaving, Frenzy
CH Supreme Sorceress
8 6 5 6 9 8 10 9 3 8
Leather Armor Sword Spellcaster (Dark Magic) Enhancing 2x Pinch of Warpstone, 2x Vial of Swamp Gas
CH Assassin 12 10 6 6 10 10 10 6 4 9
Leather Armor Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3) Accurate, Blade Fury, Cleaving Alert
CH Dark Elf Master
Great Sword 10 8 6 6 9 9 9 6 5 9
Leather Armor Sword Bidenhander (Great) (F:1-2/C:11-12)
CH Dark Elf Master 10 7 6 7 9 9 9 6 4 10
Leather Armor, Shield Sword Blade Fury
CH Dreadlord
Swordsman 11 8 6 6 9 10 10 9 4 14
Leather Armor Sword
CH Dreadlord
Great Sword 11 8 6 6 9 10 10 9 5 15
Leather Armor Bidenhander (Great) (F:1-2/C:11-12)
CH Dreadlord 11 7 6 7 9 10 10 9 4 16
Leather Armor, Shield Sword Blade Fury
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
*Greenskinz (except Characters) may be used if lower-value Enemies or Sentries are required.
Book 02F-AHQR Rules-Appendix VI- Monstrous Creatures
Monstrous Creatures
Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes
C Spider 6 0 4 4 14 4 2 3 2 1
Claws and Fangs (F:1/C:--) Berserker, Fearsome
C Harpy 6 0 4 4 12 5 8 3 2 1
Claws and Fangs (F:1/C:--) Alert, Fly
C Cave Squig 7 0 6 4 8 7 2 3 4 2
Claws and Fangs (F:1/C:--)
C Cold One 6 0 5 7 14 6 2 3 3 3
Claws and Fangs (F:1/C:--) Berserker, Fearsome
C Sabretusk 7 0 5 5 17 7 3 6 3 4
Claws and Fangs (F:1/C:--) Fearsome, Blade Fury
E Cockatrice 7 8 5 6 8 7 7 12 3 17
Claws and Fangs (F:1/C:--) Fearsome, Large. Petrifying Attack (Ranged, R:12): If hit, the target must pass INT test or suffer injury
E Wyvern 8 0 7 6 11 3 8 15 5 20
Claws and Fangs (F:1/C:--) Armor Piercing, Blade Fury, Fearsome, Large
E Carnosaur 6 0 8 8 14 9 2 15 6 22
Claws and Fangs (F:1/C:--) Berserker, Fearsome, Large
CH Hydra 8 0 6 7 12 9 5 15 4 20
Claws and Fangs (F:1/C:--) Northern Scaled Hydra Blade Fury, Fearsome, Flaming, Large, Regeneration
CH Manticore 8 0 6 5 12 7 5 12 4 22
Claws and Fangs (F:1/C:--) Berserker, Fearsome, Large
CH Chimera 7 0 7 7 12 7 5 12 5 25
Claws and Fangs (F:1/C:--) Iron Skin Blade Fury, Fearsome, Large
CH Dragon 9 0 7 8 12 10 10 18 5 30
Claws and Fangs (F:1/C:--) Northern Scaled Hydra Blade Fury, Channeling, Fearsome, Large Spellcaster (Dark Magic) 2x Pinch of Warpstone, 2x Vial of Swamp Gas
*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless
otherwise indicated.
Book 02G-AHQR Rules-Appendix VII-Hero Creation
Characteristics Starting Value
Co
re
Ch
ara
cte
ristic
s
Weapon Skill 2
Bow Skill 2
Strength 2
Toughness 2
Speed 5
Bravery 3
Intelligence 3
Va
lue
Po
ols
Wounds 3
Fate 2
Experience 4
Fame 4
Charisma 2
Gold Coins 150
Equipment Allowances Dagger
Racial Paths 1
Skill Paths 1
Bonus Points 3
Bonus Points
A Hero may spend only one Bonus Point to increase Core Characteristics. A Bonus Point
allows the Hero to increase Core Characteristics by twelve points, with the following
restrictions:
Each Core Characteristic may be increased (during Hero Creation) by a maximum of three
points. Wounds may also be increased by spending two (of the same) points for each
additional Wound.
Core Characteristics may be increased (during Hero Creation) up to the following limits: WS 9,
BS 9, ST 6, TH 7, SP 9, BV 6, IN 6. Wounds may be increased up to 8.
Elves may increase their Core Characteristics (during Hero Creation) up to the following limits:
WS 10, BS 10, IN 9.
Dwarves may increase their Core Characteristics (during Hero Creation) up to the following
limits: WS 10, ST 7, TH 7.
Ogres may increase their Core Characteristics (during Hero Creation) up to the following
limits: ST 8, TH 8.
Racial Paths
Human
Bonus Points +2 (instead of +3)
Book 02H-AHQR Rules-Appendix VIII-Henchman Creation
Characteristics Starting Value
Co
re
Ch
ara
cte
ristic
s
Weapon Skill 7
Bow Skill 7
Strength 5
Toughness 4
Speed 5
Bravery 4
Intelligence 4
Va
lue
Po
ols
Wounds 2
Fate 0
Experience 2
Fame 10
Gold Coins 100
Equipment Allowances Dagger
Racial Paths 1
Skill Paths 1
Bonus Points 1
Book 02I-AHQR Rules-Appendix IX-Play Sheets
Dungeon Counter Effects
Ambush
Option 1: The first Enemy must be placed so it can be seen by at least one Hero but as far
away from the Heroes as possible. The first Enemy is never placed closer to the Heroes than
the monster(s) already in play. Any remaining Enemies may be placed in squares that are
adjacent to ones that already contain a monster, and that are no closer to the Heroes than the
square where the first Enemy was placed. Enemies that are placed after the first do not have
to be in the Heroes' line of sight.
Enemies block line of sight. Portcullises do not block line of sight for the purposes of an
Ambush counter. If the first Enemy cannot be placed in line of sight of at least one Hero
according to these rules, it is placed adjacently behind the Enemies closest to the weakest
Hero. Any remaining Enemies are placed adjacent to squares which already contain an
Enemy, and that are no closer to the Heroes than the square where the first Enemy was
placed. Enemies that are placed after the first do not have to be in the Heroes' line of sight. If
the only available space to place the first Enemy of the Reinforcements is closer to the Heroes
than the Enemies already in play, the Reinforcements must be added to the farthest group of
Enemies (and behind them).
Reinforcements are never placed adjacent to party members. If the Heroes are Separated
when an Ambush counter is used, then the Reinforcements are placed according to these
rules, but considering (to establish line of sight) only the Hero or group of Heroes closest to the
monster(s) already in play, preferably threatening the weakest Hero.
When establishing line of sight according to the above rules, Reinforcements must be
preferably placed as coming from an unexplored part of the dungeon, and they also must be
preferably placed in dungeon sections free of obstacles like Traps or Hazards.
Reinforcements may also be placed as coming from Dead-End Passages if such placement is
the only option to establish line of sight according to these rules. If Sentries are encountered in
such event, then a door must be placed on one of the walls of the corresponding Dead End if
no other closed door in that passage is immediately accessible to the Enemies.
When the first Enemy has been placed but there is not enough space to place all of them
because the Hero in line of sight is near an unexplored junction, the remaining Enemies may
be placed in the unrevealed passage without generating it.
Optional Rule (for more difficulty): The GameMaster is not required to pay any cost (in
Dungeon Counters) for Reinforcements.
Option 2: Reinforcements (Enemies generated as a result of an Ambush counter) are not
considered as new Enemies for the purposes of Option 2.
Optional Rule (for more difficulty): Reinforcements (Enemies generated as a result of an
Ambush counter) are considered as new Enemies for all the purposes of Option 2. If this rule
is used, the GameMaster may use an additional Dungeon Counter in the same turn.
Optional Rule (for more difficulty): The GameMaster is granted a bonus of +3 on the
Surprise roll when an Ambush counter is used (Option 2).
Character
Character Monsters may attack or move independently from the other Enemies in play.
Character Dungeon Counters may be used as any other type of Dungeon Counter after the
last Character Monster in the dungeon has been slain. Also if the last Character Monster has
been encountered in the last Quest Room of the dungeon.
Elites
No more than one Elite armed with a heavy ranged weapon may be generated in the same
group of Elites.
Escape
Escape counters may not be used for Character Monster encountered in the last Quest Room.
In such event, the counter may be used as any other type of Dungeon Counter. Escape
counters may be used as any other type of Dungeon Counter after the last Character Monster
in the dungeon has been slain. Escaped Character Monsters return with their inventories
restocked (and fully healed) if another Character counter is used (provided the monster is still
alive).
Fate
Optional Rule (for more difficulty): Fate counters may be used to negate the effects of Fate
Points or Spells used by the Heroes.
Wandering Monsters
Option 1: For the purposes of this option, only Normal Rooms may contain Wandering
Monsters. Empty passages are the ones discovered and generated without Enemies.
Option 2: By default, all Wandering Monsters are placed as indicated in Slev’s Option 2.
If the first Enemy cannot be placed in line of sight of at least one Hero, it is placed closest to
the weakest Hero.
When the first Enemy has been placed but there is not enough space to place all of them
because the Hero in line of sight is near an unexplored junction, the remaining Enemies may
be placed in the unrevealed passage without generating it.
Optional Rule (for more difficulty): The Leader and the GameMaster must roll for Surprise.
If the GameMaster rolls higher, play then proceeds to the GM Phase of the first Combat Turn.
Optional Rule: Wandering Monsters in Passages
Option 3: When Wandering Monsters are encountered as Passage Features upon revealing a
new passage, the following rules are observed:
Before placing the Enemies, the GameMaster and the Leader roll for Surprise.
If the Heroes are surprised by Wandering Monsters in a passage blocked by two Party
members, the first Enemy is placed adjacently in front of the weakest blocking model. Play
then proceeds to the GameMaster Phase of the first Combat Turn.
If the Heroes are surprised by Wandering Monsters in an unblocked passage, the Enemies are
placed using WHQ’s 1-on-1 as provided in this variant, but they may be placed only in the
passage (including the Junction) in which they were encountered. In this scenario, the
Enemies must be placed to attack the Party members in the Junction or its adjacent squares.
If the Junction is not blocked by Party Members, then the Enemies may be placed using
WHQ’s 1-on-1 as provided in this variant, attacking all the Party members. Play then proceeds
to the GameMaster Phase of the first Combat Turn.
If the Leader wins the Surprise but the difference in scores is of three points or less, the first
Enemy is placed adjacently in front of the closest Hero in the passage, counting from the
farthest square in the passage. Any remaining Enemies must be placed in squares adjacent to
ones which already contain an Enemy, and that are no closer to the Heroes than the square
where the first Enemy was placed. Enemies that are placed after the first do not have to be in
the Heroes' line of sight.
When a group of Wandering Monsters is encountered in a passage generated upon opening a
door inside a room and the Leader wins the Surprise, the first Enemy must be placed as far
from the door as possible. If the Heroes are surprised, the Enemies are placed adjacently in
front of the party member(s) next to the doorway. Play then proceeds to the GameMaster
Phase of the first Combat Turn.
Wandering Monsters must be placed in the order indicated by the Monster Placement Table in
the Core Rules. Weaker Enemies are always placed first and closer to the Heroes. Wandering
Monsters must be discarded when (for any reason) there is not enough space in the dungeon
section to place all of them according to the rules.
Optional Rule: Special Dungeon Counters
Dungeon Counters may become Special Dungeon Counters if the GameMaster is in
possession of three Dungeon Counters of the same type. Special Dungeon Counters are used
as normal counters upon the appropriate situation but applying their special effects instead.
In order to use a Special Dungeon Counter, the GameMaster must declare it upon the
appropriate situation and reveal the three counters of the same type to the rest of the players.
The effects are then resolved according to the table below, discarding one of the counters as
normal. The two remaining counters must also be discarded and replaced with two from the
cup.
Character and Escape (Dungeon Counters) do not have special effects. When the
GameMaster receives three such counters in Solo Mode, they must be immediately discarded
and replaced (randomly) with three from the cup.
Special Dungeon Counters
Dungeon Counter (x3) Special Effect
Ambush
Option 1: Generate two groups of Wandering Monsters and two Sentries as Reinforcements in the GameMaster Phase of a Combat Turn. Option 2: Add two groups of Wandering Monsters to any group of Enemies encountered, the Heroes are then inevitably surprised.
Elite
Add one group of Elites and one of Wandering Monsters as Reinforcements in the GameMaster Phase of a Combat Turn.
Fate Point
The effect of the Fate Point or Spell is negated, and the Hero losses one Fate Point or 5 Wounds if he does not have any Fate Points left.
Trap
This trap may not be spotted by the Heroes, it is automatically set off, affecting every Hero in the same room or passage with 2 Damage Dice, in addition to any damage caused to any model in the area of effect.
Wandering Monsters
Add two groups of Wandering Monsters to any group of Wandering Monsters encountered, the Heroes are surprised. Each group of Wandering Monsters is considered separately.
Combined Tables
QUEST ___ / EXPEDITION ___
WS ST TH SP W DD
Wounds: Fate Points: Healing Herbs: Healing Potions: Gold Coins: C:___/F:___/B:___
WS ST TH SP W DD
Wounds: Fate Points: Healing Herbs: Healing Potions: Gold Coins: C:___/F:___/B:___
WS ST TH SP W DD
Wounds: Fate Points: Healing Herbs: Healing Potions: Gold Coins: C:___/F:___/B:___
WS ST TH SP W DD
Wounds: Fate Points: Healing Herbs: Healing Potions: Gold Coins: C:___/F:___/B:___
Block Points: Arrows: Inventory:
Block Points: Arrows: Inventory:
Block Points: Arrows: Inventory:
Block Points: Arrows: Inventory:
Henchmen Henchmen Henchmen Henchmen
ENEMIES
NAME WS ST TH SP W DD PV
NOTES
Heroic Skills
Endurance
Endurance is ignored.
Specialization
Specialization may be taken multiple times to increase Chore Characteristics up to the limit of
12, only once between Expeditions. Specialization may only be taken after the two initial points
of Training have been used. It costs 500 Gold Coins for each Core Characteristic Point, except
Weapon Skill. It costs 750 Gold Coins for each point of Weapon Skill.
Weapon Master
Weapon Master is ignored.
Wild Talent
A Starting Spell granted by the Wild Talent Skill includes two components for such Spell. Wild
Talent Spells may only be used once per Encounter.
The Action required to cast any Spell granted by Wild Talent (Skill) is a Major Action for
Heroes without Spellcaster (Ability).
Elves may purchase Wild Talent (Skill) at a reduced price of 350 Gold Coins, after completing
the first Quest.
Example Heroes & Henchmen
Although we encourage players to create their own characters from scratch, Reforged comes
with a few pre-generated Heroes and Henchmen. If the example Heroes and/or Henchmen are
used, some corrections and adjustments to their starting Core Characteristics have to be
made (see the following three pages). Equipment bonuses and penalties still have to be
applied.
. Example Heroes
Name WS BS ST TH SP BR IN W DD Corrections/Additions
Heinrich Lowen
7 6 6 5 6 5 5 6 4
Equipment Allowances: Axe (x1), Axe Thrown (x1), Flail (x1), Spear (x1), Shortbow (x0). Special Abilities: Accurate w/ Handguns (not Pistols) and Pistol Crossbows (not Crossbows). Weapons: Knife-Special: Exhaustion 6. Arming Sword-Critical: 12/Special: Cleaving. Other Equipment: Healing Herbs x3, 5 Iron Spikes. Experience 5.
Sven Hammerhelm
9 3 7 6 6 3 4 6 5
Equipment Allowances: Chain (x2). Special Abilities: Block w/ Chain Armor, Block w/ Leather Armor. Armor: Heater Shield-Special: Bash. Weapons: Footman’s Hammer-Critical: 11+ (Melee)/Special: No Bash. Other Equipment: Healing Herbs x3, 10 Spikes, Lock Pick x3. Experience 5.
Torallion Leafstar
5 7 5 5 7 5 5 4 3
Equipment Allowances: Bow (x2), Elf Bow (x2). Special Abilities: Cleaving w/: Bow, Longbow, and Elf Bow. Weapons: Arming Sword-Critical: 12. Guardsman’s Bow-Brutal: 10+/Special: Accurate, Cleaving x2. Other Equipment: Healing Herbs x3, 20 Arrows, 10’ Rope, 10 Iron Spikes.
Magnus the Bright
6 3 5 5 6 5 6 5 1
Equipment Allowances: Spear (x0), Staff (x2), Sword (x1), Chain Armor (x0), Leather Armor (x1). Special Abilities: Cleaving w/: Daggers (M & T) and Staffs. Weapons: Quarterstaff-Critical 11+/Special: Accurate. Other Equipment: 10 Gold Coins, Healing Herbs x2, Phoenix Feather x2, Fire Dust x3, Lock Pick x1. Experience 5.
Rogar 7 3 6 5 7 5 5 7 5
Equipment Allowances: Battle Axe (x2), Club (x2), Flail (x1), Greathammer (x2). Plate (x1). Abilities: No Cleaving w/ Flails. Weapons: Bidenhander-Brutal: +11/Special: Accurate 2, Cleaving. Other Equipment: 5 Gold Coins, Healing Herbs x3, 10’ Rope (No Iron Spikes).
Durgin 8 3 7 6 6 4 4 6 5
Equipment Allowances: Axe (x2), Sword (x2), Warhammer (x2) Special Abilities: Awareness 2, Dexterity 2, Cleaving w/ Axes, Daggers (M & T), Swords & Warhammers. Weapons: Hand Axe-Brutal 10+/Special: Cleaving x2. Other Equipment: Healing Herbs x2, 20’ Rope, Lock Pick. Fame 5.
Ladril 7 5 5 5 7 4 5 4 3
Paths: Elf/Fighter/Adept. Allowances: Sword (x2). Special Abilities: Spellcaster (Order of Life), Cleaving w/: Daggers, Daggers-Thrown & Swords. Weapons: Knife-Brutal: 11+/Special: Cleaving (Melee & Thrown). Arming Sword-Critical: 12/Brutal 11+/Special: Cleaving. Equipment: Giant Spider Heart x2, 10 Spikes, Healing Herbs x4.
Telor 6 3 5 5 7 5 6 4 1
Equipment Allowances: Staff (x3), Sword (x1), Chain (x0), Leather Armor (x1). Special Abilities: Cleaving w/: Daggers (M & T). Weapons: Quarterstaff-Critical 11+/Special: Accurate. Other Equipment: Gold Coins 15, Healing Herbs (x4).
Borag Orc-Eater
7 2 8 6 5 5 3 7 7
Special Abilities: Accurate w/ Greatweapons and Greathammers. Cleaving w/ Battleaxes. No Cleaving w/ Halberds and Greatswords. Block w/ Shields. Weapons: Maul-Critical 10+/Special: Accurate. Other Equipment: Healing Herbs (x4).
Brother Rutgar
7 4 5 5 6 7 5 5 3
Equipment Allowances: Warhammer-Thrown (x2), Greathammer (x1). Plate Armor (x2). Prayers: Litany of Protection & Litany of Strength. Faith: 3. Special Abilities: No Wisdom, No Aim w/ Warhammers & Greathammers, No Accurate w/ Greathammers. Conserve 1 w/ Warhammers-Thrown, Learned, Block with Plate Armor, Cleaving w/ Warhammers-Thrown, Might 1 w/ Warhammers & Greathammers. Weapons: Footmans Hammer-(Thrown) Brutal: 11+/Special: No Aim, Exhaustion 6, Accurate 1, Cleaving (Thrown), Might 1. Other Equipment: Healing Herbs (x3). Experience: 6.
Maximilian Grunacker
5 2 5 5 7 6 6 5 1
Allowances: Club (x1), Staff (x1), Sword (x1), Shortbow (x1), Sling (x1), Shield (x1). Special Abilities: No Aim w/ Daggers, Precision 1 w/ Daggers-Thrown. Weapons: Knife-No Aim. Thieves Bow-Brutal: 12. Special: Accurate. Other Equipment: 10 Gold Coins, Healing Herbs (x3). Experience: 7.
Example Henchmen
Name WS BS ST TH SP BR IN W DD Corrections
Human
Henchman Crossbowman
8 8 5 6 6 4 4 4 1 --
Human
Henchman Halberdier
8 7 6 6 6 4 4 4 4
Weapons: Voulge Damage: 3
Human
Henchman Handgunner
8 8 5 6 6 4 4 4 1 --
Human
Henchman Sergeant
8 7 5 6 6 4 4 4 3
Weapons: Arming Sword-Damage: 3/Critical:12/ Special: Cleaving. Heather Shield-Special: Block 1. Blocks: 1
Human
Henchman Swordsman
8 7 6 6 6 4 4 4 4
Weapons: Arming Sword-Damage: 3/Critical:12/
Book 02J-AHQR Rules-Appendix X-Abilities
Awareness
A Hero with this Ability considers the Spot Chance of Traps as being one point higher.
Channeling
The Wounds taken by this Ability are immediately lost upon failing the Intelligence test
required for the Spell or after the Spell has been resolved (including after any healing effects
have been applied).
Fearsome
Any opponent in the Fearsome model’s Death Zone is affected, focused or not.
A model that cowers as a result of Fearsome (Ability) may move directly away from the
Fearsome model without passing a Speed Test unless it is located in another focused Death
Zone; in such situation, the model must pass a Speed Test to move away.
Mountainous
Mountainous adventurers may not wear armor found in the dungeons (except Armor of
Enchantment). Purchased armor must be of proper size, and it costs double the normal
amount.
Heroic Feats
Heroic Feats may be acquired between Expeditions in exchange for Heroic Tokens (HTs) as
indicated in Appendix V-Quests & Campaigns. Feats are sorted into four groups: Aptitude,
Scholastic, Warfare & Wizardry.
For the purposes of this variant, each Hero belongs to a certain Type of Character depending
on the Basic Path followed by the Hero, grouped as indicated below:
Martial
Archer Fighter
Knife Fighter Warrior
Mystic Priest Wizard
Wanderer Treasure Hunter Scout
Martial-Type Heroes may acquire Aptitude Feats and Warfare Feats at normal cost. They may
also acquire Scholastic Feats, but these require 1 additional Heroic Token plus 75 Gold Coins
of Training Cost in addition to Advanced Training Cost (see Appendix V-Quests & Campaigns)
for each Heroic Token. Martial-Type Heroes may not acquire Wizardry Feats.
Wanderer-Type Heroes may learn Aptitude and Scholastic Feats at normal cost. They may
also learn Combat Feats but these require 1 additional Heroic Token plus 75 Gold Coins of
Training Cost in addition to Advanced Training Cost (see Appendix V-Quests & Campaigns)
for each Heroic Token.
Mystic-Type Heroes may learn Scholastic Feats at normal cost and Wizardry Feats at Special
Training Cost. They may learn up to two Wizardry Feats as maximum. They may also learn
Aptitude Feats but these require 1 additional Heroic Token plus 100 Gold Coins of Training
Cost in addition to Advanced Training Cost (see Appendix V-Quests & Campaigns) for each
Heroic Token.
Heroic Feats that are usable once per Encounter may be used again during the same
Encounter (not the same turn) by spending one Fate Point.
(*) Heroic Feats have no effect if acquired by a Hero with the same Ability. All the Heroic Feats that require to pass a test are considered exhausted if it is failed, unless
otherwise indicated.
The effects of a Heroic Feat are not cumulative with the effects of other Abilities, Actions,
Feats, or Skills unless otherwise indicated.
Equipment
Arming Sword
Fumble: 1/Critical: 12
APTITUDE
COST
HEROIC FEAT
EFFECT
1
ALERTNESS
This Feat grants a bonus of +1 Alert (Ability), which is cumulative with the effects of other Abilities, Actions, Feats, or Skills up to the maximum allowed.
1
Block
A Hero with this Feat is granted two permanent Block Points. Each Block Point may only be used once per Expedition as indicated in Reforged.
1
CHOP DOWN
The Hero is able to take a Speed Test to Withdraw from a Large Enemy as a Bonus Action if it fails to hit the Hero in a Skirmish Action.
1
COMBAT
ENHANCER
The Hero receives a bonus of +1 Weapon Skill and +1 Might (Ability) against one selected Enemy, which also suffers a penalty of -1 Weapon Skill. This Feat may only be used once per Encounter.
1
CONSERVE
(x3)
For each rank of this Feat the Hero gains +1 Conserve (Ability) as indicated in Reforged.
1
DEFIANCE
A Hero with this Feat may defy an Enemy in line of sight located up to three squares away (not diagonally) as a Minor Action. If the Enemy fails an Intelligence Test, it is moved next to the Hero.
1
FEARSOME RAGE
(x3)
Whenever the Hero kills a Large Enemy or Elite with a Critical Hit, he may recover two Wounds; he also becomes Fearsome for the rest of the turn.
1
FEINT
(x3)
A Hero with this Feat may feint an Enemy in his Death Zone as a Bonus Action. If the Hero passes an Intelligence Test and the Enemy fails it, the target suffers a penalty of -1 Weapon Skill while the Hero gains +1 Might (Ability) against the same target for the rest of the turn. Subtract -1 from the target’s Weapon Skill for each rank of this Feat. This Feat may only be attempted once per Activation, and it may only be used once per Encounter when successful.
1
FELINE REFLEXES
The Hero may avoid being KO’d by passing a Speed Test. This Feat may only be used once per Encounter.
1
FLEET FOOTED
A Hero with this Feat may move double his Speed in Combat once per Encounter, observing Movement and Death Zone rules.
1
FORTUNE
(x3)
This Feat allows the Hero, when he is examining a Treasure Chest, to alter the result of the corresponding roll by +1 or -1. If more than one rank of this Feat is taken, it must be used on different chests during the same Expedition, cumulative with the effects of other Abilities, Actions, Feats, or Skills. Each rank of this Feat may only be used once per Expedition.
1
IMPROVED
TOUGHNESS
(x3)
This Feat allows the Hero to ignore one Wound upon passing a Toughness Test immediately after suffering damage. Each additional rank allows the Hero to ignore +1 Wound, up to a maximum of three Wounds. This Feat may be used as a Bonus Action only once per Encounter.
1
KEEN EYE
(x3)
Each rank of this Feat allows the Hero to permanently add +1 to the result of the roll when taking a Ransack or Search for Secret Doors Actions. The player must decide which Action receives the bonus upon acquiring a rank of this Feat. Each rank affects only one of those two Actions (Ransack or Search for Secret Doors) and may be applied more than once to the same type of Action. The effects of this Feat are permanent and cumulative with the effects of other Abilities, Actions, Feats, or Skills.
1
LUCKY SAVE
(x3)
A Hero with this Feat may alter the result of a roll on (any of) the Hazard Tables by +1 or -1. If more than one rank of this Feat is taken, it must be used on different rooms during the same Expedition. The effects of this Feat are cumulative with the effects of other Abilities, Actions, Feats, or Skills. Each rank of this Feat may only be used once per Expedition.
1
STEALTH
The Hero may go undetected for one Combat Turn without moving or attacking; therefore, he may not be attacked during such time. The second rank allows the Hero to attack from stealth (without moving). The third rank allows the Hero to move and attack while in stealth. This Feat may only be used once per Encounter, and it may be activated as a Bonus Action.
1
STRENGTHENED
(x3)
Each rank of this Feat grants a permanent bonus of +1 Brawn (Ability). The bonus provided by this Feat is also considered when taking a Push Action.
1
SWIFT
(x3)
Each rank of this Feat grants a bonus of +1 Swift (Ability), which is cumulative with the effects of other Abilities, Actions, Feats, or Skills.
1
UNBLOCKER
The Hero is able to move through Enemies as if they were friendly adventurers. This Feat may only be used once per Encounter.
1
UNREACHABLE
All Skirmish attacks against the Hero (in the GM Phase of the same turn) suffer a penalty of -3 Weapon Skill. The Hero may not attack in the Hero Phase of the same turn. This Feat my only be used once per Encounter, and it may be activated as a Bonus Action.
1
WALL OF STEEL
All Shoot attacks against the Hero (in the GM Phase of the same turn) suffer a penalty of -2 Bow Skill. This Feat may only be used once per Encounter, and it may be activated in combat as a Bonus Action.
1
WARCRY
All the Heroes and Henchmen in the same section (room or passage) receive a bonus of +1 Bravery for two turns. This Feat may only be used once per Encounter, and it may be activated in combat as a Bonus Action.
2
BACKPACKER
(x2)
Each rank of this Feat allows the Hero to carry +100 additional Gold Coins.
2
AGILE DEFENSE
When this Feat is activated, all Skirmish attacks against the Hero (in the GM Phase of the same turn) are resolved using its Speed instead of its Weapon Skill. This Feat my only be used once per Encounter, and it may be activated as a Bonus Action.
2
CAT BURGLAR
This Feats allows the Hero to Advance, Maneuver or Run through (spotted) trapped squares and their areas of effect without setting off the traps.
2
DISARM & STUN
A Hero with this Feat may disarm and stun an adjacent Enemy (even diagonally) as a Minor Action upon passing a Speed Test. If the Action is successful, the Enemy may not attack or move in the same turn. This Feat may only be used once per Encounter.
2
DISENGAGE
The Hero may Withdraw from a focused Death Zone as a Bonus Action while receiving a bonus of +2 Speed for the corresponding Speed Test. This Feat may only be attempted once per Activation.
2
DOUBLE DEALER
This Feat allows the Hero to perform two Major Actions during the same Exploration Turn, upon passing a Speed Test at the start of Activation.
2
EXPANDED
DEATH ZONE
A Hero with this Feat is able to focus his Death Zone on multiple Enemies at the same time. Therefore, the Hero considers his Death Zone focused on all the adjacent Enemies he may attack, observing the corresponding effects indicated by Death Zone rules.
2
FAST SWITCH
(x2)
This Feat allows the Hero take a Switch Places Action without a Speed Test. The second rank of this Feat allows the second model (Hero or Henchman) to switch places without passing the Speed Test, if he is in a focused Death Zone.
2
FIGHT TO DEATH
If the Hero is KO’d or wounded below 0 Wounds (no more than -2), he may remain alive and able to fight. This Feat may only be used once per Encounter.
2
FLYING LEAP
As a Minor Action and upon passing a Speed Test, the Hero may move up to two squares in any direction and land on an empty square, ignoring obstacles and Death Zones.
2
INSPIRATION
A Hero may use this Feat as a Major Action in Combat. Any friendly model (Hero or Henchman) in the same dungeon section and in line of sight may once re-roll its To-Hit die as a Bonus Action. This Feat may only be used once per Encounter. The effects of this Feat are cumulative with the effects of other Abilities, Actions, Feats, or Skills.
2
LUCK
(x2)
Each rank of this Feat is considered as one instance of Luck (Ability) as indicated in Reforged.
2
NEGATE THE
FLANK
(x2)
Each rank of this Feat allows the Hero to permanently negate the flanking penalty by -1.
2
QUICK & DEADLY
The Hero is able to ignore enemy Death Zones by passing a Speed Test for each Death Zone entered as it moves; if the test fails, the Hero must end its movement in the square it was trying to leave. This Feat may only be used once per Encounter.
2
SPY & SNEAK
This Feat allows the Hero to avoid Enemies encountered behind a door. The selected door may be opened and the new dungeon section revealed as normal, if Enemies are encountered and the Hero passes a Speed Test, the door may be closed back with a gain of +2 Surprise for that room if it is entered again in the same Expedition. If the Speed Test is Failed, the Heroes are automatically surprised and a Combat Turn starts. This Feat may only be used once per Expedition, immediately after opening a selected door. It is considered used even if no Enemies were revealed.
2
SURVIVALIST
A Hero with this Feat has a chance of ignoring Cost of Living between Expeditions by camping in the Wilderness. The Hero may roll a die upon being required Cost of Living between Expeditions; the cost may be ignored on a result of 10-12. This Feat may not be acquired by Mystic-Type Heroes.
3
FEARSOME
A Hero with this Feat becomes Fearsome as indicated in Reforged (see Appendix X-Abilities).
3
INVULNERABLE
A Hero with this Feat is able to gain Invulnerable (Ability) for the rest of the turn. This Feat may be activated as a Minor Action once per Encounter.
3
PLUNDERER
This Feat allows the Hero to Ransack a room as a Minor Action. The effects of this Feat are permanent and cumulative with the effects of other Abilities, Actions, Feats, or Skills.
3
QUICK SEARCH
This Feat allows the Hero to Search for Secret Doors as a Minor Action. The effects of this Feat are permanent and cumulative with the effects of other Abilities, Actions, Feats, or Skills.
3
UNCANNY
STRENGTH
The Hero is able to use big weapons with one hand, allowing him to use a shield at the same time.
SCHOLASTIC
COST
HEROIC FEAT
EFFECT
1
PICKLOCK
(x3)
Each rank of this Feat grants a bonus of +1 to the result of Lockpick (Action) to a maximum of +3. This Feat also allows the Hero to pick damaged locked doors as normal.
1
STONE MASTER (x3)
This Feat allows the Hero to search for secret doors on walls that have already been inspected or in the Bats/Rats Hazard Rooms. Instead of rolling on the Secret Doors Table, the Hero may obtain one of the following results: (1-2) Each Hero in the room or passage suffers 1D6 Wounds from roof collapse upon failing a Speed Test, (3-6) Nothing, (7-9) Lair, (10-12) Quest Room. The Hero must roll on the Doors Table as normal when a room is discovered using this Feat This Feat may only be used once per Expedition and only once per wall. Only one Quest room may be found per Expedition using this Feat; replace subsequent ones with Lairs. The second rank of this Feat grants a bonus of +1 to the result of the roll, to a maximum of +2.
1
TRAP MASTER (x3)
Each rank of this Feat grants a permanent bonus of +1 Awareness or +1 Dexterity. The player must decide which of those Abilities receives the bonus. Each rank affects only one of those two Abilities (Awareness or Dexterity) and may be applied more than once to the same Ability. The effects of this Feat are permanent and cumulative with the effects of other Abilities, Actions, Feats, or Skills.
2
CONCENTRATION
A Hero using this Feat receives a bonus of +1 Weapon Skill for attacks and a penalty -1 Weapons Skill for defense for the rest of the turn. This Feat may be activated as a Bonus Action in combat.
2
DISTRACT The Hero may distract an Enemy in his Death Zone as a Major Action, the creature must pass an Intelligence Test or receive penalty of -2 Weapon Skill for the rest of the turn.
2
HERBALIST (x2)
When using Healing Herbs in combat, the Hero or friendly model recovers +2 additional Wounds for each Healing Herb taken. The second rank allows the Hero to Heal Self in combat as a Minor Action, if not in a focused Death Zone.
2
TAUNT A Hero with this Feat may taunt an Enemy in his Death Zone as a Minor Action. If the Enemy fails an Intelligence Test, it may not attack or move for the rest of the turn.
2
TRADE MASTER
While in a settlement between Expeditions but before any purchase is made, the Hero may roll +1D6 and get the following discounts for that visit: (1) No Discount, (2-4) 10% Discount, (5) 25%, (6) 50%. The discounts granted by this Feat do not apply to Cost of Living or Items with a price higher than 250 Gold Coins.
3
HERB LORE
When using Healing Herbs in an Exploration Turn, the healed adventurer may recover +1D6 additional Wounds upon passing an Intelligence Test. If the test is failed, the effect of the Healing Herbs is resolved as normal.
3
OBSCURE LORE
A Hero with this Feat is able to Identify properties of Magic Items as a Major Action in Exploration Turns by passing an Intelligence Test. If the test is failed the Action is exhausted but may be attempted again in a subsequent turn.
WARFARE
COST
HEROIC FEAT
EFFECT
1
ACCURATE BLOW
Upon scoring a Critical Hit the Hero is able to make a Free Attack with +2 Aim.
1
AXETHROWER
When throwing an axe, the Hero is able to use its Weapon Skill instead of its Bow Skill to resolve the ranged attack. This Feat may only be used once per Encounter.
1
BATTLE BRAVERY
The Hero may become immune to Fearsome (Ability) for two Combat Turns by passing a Bravery Test. The effects of this Feat may be activated as a Bonus Action in combat instead of the Bravery Test required when starting in the Death Zone of a Fearsome Enemy.
1
CLOUD OF BLADES
The Hero is able to throw a knife at all Enemies in line of sight, resolving such attacks with a penalty of -2 Bow Skill. The Hero may not move in the same turn. This Feat may only be used once per Encounter.
1
CROSS ATTACK Upon scoring a Critical Hit in a Skirmish Action, a Hero with this Feat is able to make the corresponding Free Attack diagonally.
1
DAGGER EXPERT
(x2)
If the Hero is wearing leather armor or a cloak, he may permanently use daggers as regular swords or as throwing knives, indistinctively. The second rank grants +1 Bow Skill when throwing knives under the same conditions.
1
DAMAGE ENHANCER
(x2)
This Feat allows the Hero to gain +2 Might (Ability) once per Encounter in exchange for 2 points of Weapon Skill for the same Skirmish Action. Therefore, the Hero may attack with +2 Might (Ability) but -2 Weapon Skill. The second rank of this Feat limits the penalty to -1 Weapon Skill.
1
DISTRACTING SHOT
The Hero is able to throw a dagger as a Shoot Action. If the attack hits and the target Enemy also fails an Intelligence Test, the target will not be able to move or attack in the same turn. This Feat may only be used once per Encounter.
1
DODGE & ATTACK
This Feat allows the Hero to dodge an attack and fight back by passing a Speed Test. Whenever the Hero is hit (Skirmish or Shoot) he may take a Speed Test as a Bonus Action. If the test is successful, the blow is dodged and the Hero is allowed a Free Attack against the attacker if it is adjacent, otherwise any damage is suffered as normal. This Feat may only be used once per Encounter when successful.
1
EXPERT SPEARMAN
A Hero with this Feat is able to use spears with one hand, allowing the bearer to use a shield at the same time. The second rank grants a Free Attack against any Enemy that enters the Hero’s Death Zone.
1
FURIOUS ATTACK
Upon scoring a Critical Hit in a Skirmish Action, a Hero with this Feat is able to make the corresponding Free Attack with a bonus of +2 Might (Ability).
1
GAIN GROUND
(x3)
For each rank of this Feat the Hero gains +1 Gain Ground (Ability) as indicated in Reforged.
1
HIT & RUN
This Feat allows the Hero to move up to four squares as a Bonus Action after hitting an Enemy in any type of attack (Skirmish or Shoot).
1
IMPALE
The Hero may take a Shoot Action with a penalty of -2 Bow Skill, and if the attack hits, it is considered a Critical Hit. If the attack scores a Critical Hit, then the Hero may use one additional Damage Dice.
1
LETHAL STRIKE
The Hero may kill a Common Enemy if the target fails a Toughness Test after receiving two or more Wounds in a Skirmish Action. In order to use this Feat, the Hero must announce it upon inflicting two or more Wounds. This Feat may only be used once per Encounter.
1
TUNNEL FIGHTER
This Feat grants a bonus of +2 Aim (Ability) to the Hero when attacking in passages.
1
TUSSLE
Upon inflicting a Wound to an Enemy in a Skirmish Action, the Hero may then switch places (as a Bonus Action) with the target. If the Hero is located in the focused Death Zone of a different Enemy, it must pass a Speed Test in order to perform the switch, adding +1 to the result for each additional focused Death Zone affecting the adventurer.
1
SHOT TO THE EYES
This Feat allows the Hero to take a Shoot Action with a penalty of -3 Bow Skill and a bonus of +2 Might (Ability). This Feat may only be used once per Encounter.
1
SILENT DEATH
The Hero is able to throw a dagger with a bonus of +2 Might (Ability). The Hero may not move in the same turn. This Feat my only be used once per Encounter.
1
SLAYER
The Hero may add +1 Might (Ability) to his Skirmish attacks against Enemies with a base Toughness of 8+. This Feat may only be used once per Encounter.
1
SPIKED ARROWHEAD
An Enemy wounded by the Hero’s arrows suffers a penalty of -1 Damage Die for the next two turns. This Feat may only be used once per Encounter.
2
AIM
A Hero with this Feat gains +1 Aim (Ability) as indicated in Reforged.
2
ACCURATE
A Hero with this Feat gains +1 Accurate (Ability) as indicated in Reforged.
2
ARMOR PIERCER
Upon scoring a Critical Hit in a Skirmish Action, the Hero is able to make the corresponding Free Attack with Armor Piercing (Ability).
2
BATTLE FEVER
The Hero is granted a Free Attack upon hitting an Enemy in a Skirmish Action, ignoring Critical Hits. Once this Feat has been activated (before attacking) as a Bonus Action in a Combat Turn, Free Attacks may be repeated as long as the Hero keeps hitting or all the Enemies in his Death Zone are slain. The effects of this Feat are cumulative with the effects of other Abilities, Actions, Feats, or Skills. This Feat may only be used once per Encounter.
2
BATTLE PUSH
If an Enemy is wounded as a result of a Skirmish Action, it may be pushed back or moved one square to an adjacent empty square as a Bonus Action (without Strength Test). The Hero may then advance to the vacated square. If the Enemy is pushed into another adventurer’s Death Zone, each one gets a Free Attack on the pushed Enemy.
2
BARRIER OF THORNS
The Hero is able to counter attack three times (in the GM Phase of the same turn) against Enemies that fail to hit him (as if they had fumbled). The Hero may not attack in the Hero Phase of the same turn. This Feat may be used only once per Encounter, and it may be activated as a Bonus Action.
2
BASH
A Hero with this Feat may perform a Bash (Action) as indicated in Reforged. If combined with a shield or weapon with Bash (Ability), the Hero then receives a bonus of +1 Strength for the Test, the target suffers two Damage Dice of Wounds (instead of one), and it misses its next Activation.
2
BERSERKER
A Hero with this Feat may go Berserker (Ability) as indicated in Reforged.
2
BLADE FURY
A Hero using this Feat may use Blade Fury (Ability) for the rest of the Encounter as indicated in Reforged. Other sources of Blade Fury are ignored while this Feat is activated. This Feat may be activated as a Bonus Action once per Expedition.
2
BLOOD FEVER
If the Hero kills an Enemy as a result of a Skirmish Action, he may advance one square to the vacated space and make an additional Free Attack against another Enemy in his Death Zone. Critical Hits are resolved as normal, in addition to the Free Attack granted by this Feat.
2
CLEAVING
A Hero with this Feat gains +1 Cleaving (Ability) as indicated in Reforged.
2
COMBAT INSPIRATION
Each Hero or Henchman in the Hero’s Death Zone gains a bonus of +1 Aim (Ability) for the rest of the turn. This Feat may be activated as a Free Action once per Encounter.
2
CONCENTRATED
ATTACK
This Feat allows the Hero to perform multiple Skirmish or Shoot Actions in the same turn by using one or more Damage Dice per attack. The Hero may attack (Skirmish or Shoot) multiple times against the same or different targets using one or more Damage Dice for each attack until all of them have been rolled. Damage Dice may only be rolled once when using this Feat. This Feat may only be activated once per Encounter as a Minor (Skirmish or Shoot) Action. The effects (multiple attacks) of this Feat are considered as Free Attacks and are cumulative with the effects of other Abilities, Actions, Feats, or Skills.
2
COUNTER STRIKE
The Hero is able to perform a Skirmish or Shoot Action during the GameMaster’s Phase of a Combat Turn. This Feat may only be used as a Bonus Action once per Encounter, either before or after an attack made by an Enemy.
2
DEFENSIVE
STANCE
A Hero with this Feat may defend another adventurer in his Death Zone for the rest of the turn; the attacks on the defended Hero are then resolved on the defender. Both models must be adjacent to the attacker and they may not move during the effect of this Feat, which may be activated in combat as a Major Action.
2
DIAGONAL ATTACK
(x)
Each rank of this Feat allows the Hero to Skirmish diagonally with one Type of Skirmish Weapon for the rest of the Encounter. It may not be used twice with the Same Type of Weapon. (Types of Weapons: Axes, Clubs, Greatswords, Bows, Longbows, Handguns, etc.) This Feat may be activated as a Minor Action once per Encounter, and it is ineffective with Range R Weapons.
2
JUNGLE HUNTER
The Hero is able to take a Shoot Action ignoring Bow Skill penalties from using armor, shields, and/or helmets. This Feat may be used twice per Encounter.
2
KILLING BLOW
Upon scoring a Critical Hit in a Skirmish Action, the Hero is able to make the corresponding Free Attack inflicting two additional Wounds to any damage caused.
2
OUTMANOEUVRE
A Hero using this Feat gains +2 Aim (Ability) for Skirmish Actions for the rest of the turn, while the Enemies gain +1 Aim for Skirmish Actions against the Hero. This Feat may only be used as a Bonus Action once per Encounter, and the effects are cumulative with the effects of other Abilities, Actions, Feats, or Skills.
2
PAIRED WEAPONS
The Hero is able to wield two weapons at the same time and make two consecutive attacks on the same target as a Skirmish Action, each attack with a penalty of -2 Strength and +1 Fumble. Critical Hits are observed, as well as each Weapon’s effects and modifiers. This Feat may only be used twice per Encounter.
2
PARRY
A Hero using this Feat may be hit only with a Critical Hit for the rest of the turn. Critical Hits rolled against the Hero are considered as regular hits during the effect. This Feat may only be activated once per Encounter upon passing a Weapon Skill Test as a Bonus Action.
2
PINNING
This Feat must be activated before an Attack (Skirmish or Shoot). If the Attack hits an Enemy and inflicts at least one Wound, the target is then pinned, not able to move or attack for the rest of the turn. If the Attack fails, the Feat is exhausted for that Encounter. This Feat may only be used once per Encounter.
2
PENETRATING SHOT
When a Shoot Action taken by the Hero wounds an Enemy, any other Enemy located right behind the wounded one suffers as many Damage Dice as the Wounds taken by its ally. This Feat may only be used once per Encounter.
2
POWER SHOT
The Hero is able to take two Shoot Actions, each with +2 Aim. This Feat may be used once per Encounter as a Shoot Action; the additional attack is then considered as a Bonus Action.
2
RAPID RELOAD
A Hero with this Feat may Reload Ranged Weapons (with Reload Ability) as a Minor Action. The Hero may Advance and Reload or Reload and Shoot a Ranged Weapon with Reload and Swift Shot (Abilities). If this Feat is combined with Swift Shot (Feat) and a Ranged Weapon with Reload and Swift Shot, then the Hero receives the additional Free Attack. Therefore, he may Reload and Shoot twice during the same turn.
2
REFLECT
A Hero with this Feat may reflect a Skirmish attack twice per Encounter. The Hero must use this Feat as a Bonus Action after an attack has been declared but before it is resolved. If the attack hits, it is resolved on the attacker, if it fails, the Feat is exhausted.
2
REVENANT RAGE
When the Hero has two or less Life Points left, he receives a bonus of +2 Aim (Ability) and +1 Might (Ability) until recovery.
2
SAVAGE STRENGTH
A Hero with this Feat grows insanely strong at will; he gains +3 Might (Ability) (also applied to Free Attacks) for the next two Combat Turns. This Feat may be activated as a Bonus Action once per Encounter upon passing a Strength Test. The Hero may not move during the effect of this Feat.
2
SECOND WIND
The Hero is able to recover up to four Wounds in combat as a Bonus Action. This Feat may be activated once per Encounter.
2
SHARPSHOOTER
A Hero (not in a focused Death Zone) making a Shoot Action may once re-roll a failed To-Hit result. If the attack hits, the Hero may roll three additional Damage Dice. The effects of this Feat are cumulative with the effects of other Abilities, Actions, Feats, or Skills. This Feat may be activated as a Bonus Action once per Encounter, before attacking.
2
SPECULATIVE SHOT
Once per Encounter, this Feat allows the Hero to ignore any model (friendly or foe) when establishing line of sight for Shoot Actions.
2
STUBBORN DEFENSE
Once this Feat has been activated, any hit (including Criticals) against the Hero must be re-rolled once. Critical Hits rolled against the Hero are also ignored while this Feat is activated. This Feat may only be activated as a Minor Action once per Encounter, and the effects last for the rest of the turn.
2
SWIFTSHOT
A Hero with this Feat is able to perform a Shoot Action as a Minor Action. If the Hero is using a ranged weapon with Swift Shot (Ability) he may perform an extra ranged attack as a Bonus Action (except with reload weapons unless combined with Rapid Reload Feat).
2
WEAPON OF CHOICE
(x3)
Each rank of this Feat grants one of the following bonuses to a specific Type of Weapon selected by the Hero: +1 Might for either Skirmish-Type or Ranged-Type Weapons, or +1 Aim for either Skirmish-Type or Ranged-Type Weapons. The same bonus may not be used twice on the Same Type of Weapon. (Types of Weapons: Axes, Clubs, Greatswords, Bows, Longbows, Handguns, etc.)
3
BARBARIAN SWIRL
Once per Encounter, the Hero may swirl like a hurricane as a Skirmish Action upon passing a Strength Test. If successful, all Enemies in the Hero’s Death Zone are hit for 2 Damage Dice.
3
CIRCLE OF STEEL
The Hero is able to sweep its weapon in a whirlwind of steel that causes one Damage Dice to any Enemy in his Death Zone, pushing back one space any wounded Enemy that fails a Strength Test. The Hero may move one square afterward if any of the Enemies was killed or pushed. This Feat may only be used once per Encounter.
3
DOOMSTRIKE
The Hero receives a bonus of +3 Aim (Ability) for the rest of the turn. The effects of this Feat may be activated as a Bonus Action (before attacking) once per Encounter.
3
ENRAGED
The Hero is able to make +1D4 Free Attack(s), each with a penalty of -1 Weapon Skill. This Feat may be used as a Skirmish Action upon passing a Speed Test (if the test fails the Action is exhausted). The Free Attacks granted by this Feat are resolved immediately and consecutively, treating Critical Hits as normal but resolving additional Free Attacks (with the same -1 WS penalty) before any remaining Attacks granted by this Feat.
3
SLAY ‘EM ALL
A Hero using this Feat receives a bonus of +2 Might (Ability) for one Encounter per Expedition. The effects of this Feat may be activated in combat as a Bonus Action (before attacking) upon passing a Strength Test.
WIZARDRY
COST
HEROIC FEAT
EFFECT
2
COMBAT
CASTING
A Hero with this Feat may cast Spells or Prayers even when located in a focused Death Zone.
2
DIVINE EYE
The Hero is able to ignore other models (they do not block line of sight) when using ranged Spells or Prayers. This Feat may only be used once per Encounter.
2
FAR RANGE
(x)
This Feat doubles the range of a combat Spell or Prayer upon passing an additional Intelligence Test. If the test is failed, the Spell or Prayer may be used at normal range. This feat may be acquired multiple times, one for each Spell or Prayer (except Wild Talent Spells and Scrolls) available to the Hero. Only one rank of this Feat may be acquired for each Spell or Prayer. This Feat may only be used once per Encounter.
2
MAGICAL
INFLICTION
(x3)
For each rank of this Feat the Hero may add +1 to the result of each Damage Dice of a Spell to a maximum of +3. This Feat may only be used once per Encounter.
2
MISER WITH
MAGIC
(x3)
A Hero with this Feat may preserve one Spell Component (randomly determined if the Spell is a Ritual) upon failing an Intelligence Test to cast a Spell. If combined with Channeling (Ability), the Hero may omit the penalty (Wounds) for failing the test.
2
SWIFT FINGERS
The Hero may cast either two consecutive Ritual Spells (using four components and passing two Intelligence Tests as normal) or two consecutive Cantrip Spells (using only one component and one Intelligence Tests for both) in the same Exploration Turn. This Feat may only be used as a Major Action in Exploration Turns.
3
COUNTER MAGIC
This Feat allows the Hero to reflect a Spell to its caster by passing an Intelligence Test. Spells with area effects still affect adjacent models as normal. This Feat may only be used once per Encounter.
3
DUAL CASTER
The Hero may cast two Spells during the same Combat Turn by passing an additional Intelligence Test. To resolve the second Spell, the effects of this Feat may be combined with the effects of Channeling and/or Miser with Magic (Abilities). This Feat may only be used once per Encounter and it has no effect if acquired by a Hero with Focusing (Ability).
3
GREATER BLAST
The blast radius of Fireballs is increased by one square once per Encounter.
3
GREATER
INFLICTION
This Feat allows the Hero to add +3 Might (Ability) to any offensive Spell that may inflict damage. The Hero must announce the use of this Feat before taking the corresponding Intelligence Test, if the test is failed (besides wasting any component and exhausting the Action as normal) this Feat may not be used again during the same Encounter. This Feat interacts with Spells only, and it may be combined with Channeling and/or Miser with Magic (Abilities). This Feat may only be used once per Encounter.
3
RESTORING
RADIUS
Healing Spells and Prayers affects the user and one adjacent Hero or Henchman. This Feat may only be used once per Encounter.
Book 02K-AHQR Rules-Appendix XI-Solo Play
The same rules used in Multiplayer are observed in Solo Play unless otherwise indicated.
Dungeon Counters
In Solo Play the GameMaster receives the same number of Dungeon Counters (DCs)
allocated in Multiplayer plus one (+1). (See Core Rules-Setting up the Game).
The GameMaster receives new Dungeon Counters from the same sources as in Multiplayer
except in the GameMaster Phase of Exploration Turns. The GameMaster uses its Dungeon
Counters according to the following table:
Dungeon Counters Table for Solo Play
All Dungeon Counters (DCs) are equal in Solo Play; they are used as simple counters or tokens. The
player rolls 1D12 for each Situation occurring in the game, if the result is equal or lower than Dungeon
Level, the GM may use the corresponding Dungeon Counter Effect, which is then resolved
immediately. The GM may keep the DC on a subsequent roll equal or lower than DL+1, otherwise the
counter is spent. The Dungeon Counter Effect is ignored if the GM does not have any DCs left to
spend. Spell counters are ignored in Solo Play. The player must keep track of the Dungeon Counters if
Special Dungeon Counters are in use as indicated in Appendix IX-Play Sheets of this document.
Exploration Turns
Phase Situation Dungeon Counter Effect
Hero Phase
A Hero opens a door for the first time.
The GM uses one Trap counter.
A Hero opens a Treasure Chest for the first time.
The GM uses one Trap counter.
Exploration Phase
A group of Wandering Monsters, an empty (normal) room, or an empty passage is encountered.
The GM uses one Ambush counter (or Wandering Monsters counter in empty rooms or passages) in addition to the Enemies already in play.
Enemies are encountered in Lairs and Quest Rooms. Roll again for Elites. Roll again for Character Monsters (when available) if the Heroes are not in the last Quest Room.
The GM uses one Ambush counter and/or one Elite counter and/or one Character counter in addition to the Enemies already in play.
Optional: A Hero uses a Fate Point to negate damage or win the Surprise.
The GM uses one Fate Point counter. The effect of the Fate Point used by the Hero is ignored.
GameMaster Phase
The GM rolls equal or lower than Dungeon Level. Roll again for Wandering Monsters if no trap was encountered.
The GM uses one Trap counter.
The GM rolls equal or lower than Dungeon Level.
The GM uses one Ambush counter.
Combat Turns
Hero Phase
Optional: A Hero uses a Fate Point to negate damage.
The GM uses one Fate Point counter. The effect of the Fate Point used by the Hero is ignored.
A Hero or Henchman hits a Character or Elite, dealing enough damage to kill it.
The GM uses one Fate Point counter. Damage dealt to the Enemy is ignored.
GameMaster Phase
At the start of the GM Phase (before rolling for Enemy Tactics) when a deployed Character (not in the last Quest Room) has 3 or less Life Points left. Optional Rule (for more difficulty): In this Situation the Escape counter is mandatory. Roll for the cost-free opportunity only.
The GM uses one Escape counter. The escaped Character returns with all Wounds restored if the GM uses a Character counter during the same Quest or if the last Quest Room is discovered.
At the start of the Phase (before rolling for Enemy Tactics) in order to determine if the GM is going to receive Reinforcements. Such result in the Tactics Table is therefore ignored.
The GM uses one Ambush counter as Reinforcements.
Optional Rule (for more difficulty): Dungeon Counter Effects may trigger new Situations and
therefore new Dungeon Counter Effects; the GameMaster may use multiple Dungeon
Counters in such event.
Optional Rule (for less difficulty): The Game Master must also roll for cost (as indicated in
the Dungeon Counters Table for Solo Play) on every group of Wandering Monsters
encountered as a Dungeon Feature.
Optional Rule (for more difficulty): The GameMaster may use two or more Dungeon
Counters in the same turn only when Reinforcements, Wandering Monsters, Elites, and/or
Characters are added to Enemies already in play.
Special Dungeon Counters
If Special Dungeon Counters are used, their special effects must be resolved instead of the
regular effect of the next counter (of the corresponding type) used by the GameMaster.
Special Dungeon Counters are used as normal counters upon the appropriate situation,
discarding one of the counters as normal. The two remaining counters must also be discarded
and replaced with two from the cup.
When Special Dungeon Counters are in use, the GameMaster must preferably discard
Dungeon Counters with no Special Effect (Character and Escape) when required. If the
GameMaster does not have any Character or Escape Dungeon Counter to discard, then it
must preferably discard unpaired Dungeon Counters (without pair in his possession) if
available.
Other Sources of Dungeon Counters
Slev’s table for Other Sources of Dungeon Counters is optional in Solo Play.
Traps in Solo Play
When the GameMaster uses a Trap Dungeon Counter in Solo Play, the player must select a
Hero randomly, usually by rolling 1D4 if four Heroes are in play. If the selected Hero is
followed by one or more Henchmen, then the player must roll 1D12. The Hero itself is selected
on a result of 1-8, otherwise one of its Henchmen is selected on a roll of 9-12, deciding
randomly if more than one is following. In Solo Play, the Game Master is not required to spend
Dungeon Counters on traps in doors and chests.
Placing Enemies
Enemies are placed according to the Enemy Placement Table in the Core Rules above.
Attacks
When a model has a choice of targets, it attacks the target with the lowest Weapon Skill. If the
Heroes’ Weapon Skills are tied, the weakest Hero is considered to be the one with the lowest
Toughness. If the Heroes’ Toughness values are also tied, the weakest Hero is the one with
less Life Points left. If the Heroes have the same Weapon Skills, Toughness values, and
number of Life Points left, then the weakest Hero is determined randomly.
Tactics Table
Slev’s GameMaster Tactics Table is ignored. Reinforcements are generated on a roll equal or
lower than Dungeon Level. When the GameMaster wins the Surprise, the Enemies always
attack and move in that turn.
Enemies in Solo Play may attack and/or move independently, observing the rules in the
Enemy Tactics section below.
Enemy Tactics in Solo Play
Slev’s rules for using Enemies in Solo Play are observed, with the following adjustments:
Weaker Enemies must be activated first. If an Enemy starts its Activation in an opponent’s
focused Death Zone, it must attack such opponent. If an Enemy starts its Activation in an
opponent’s Death Zone, it must attack such opponent unless the Enemy is able to attack a
weaker opponent without moving, preferably a Hero.
Once a monster attacks, it must continue attacking the same target until one of the two
(attacker or target) is killed or the target is moved away.
Enemies never move out of an opponent’s Death Zone (focused or not) except to attack a
weaker Hero or to allow a ranged attack. If at the start of Activation an Enemy is not in an
opponent’s Death Zone, then it moves to the closest opponent, preferably blocking passages
and line of sight for the Heroes.
If an Enemy does not start its Activation in an opponent’s Death Zone, it must move towards
the weakest opponent (preferably Hero) that may be attacked in the same turn.
In Skirmish (Hand-to-Hand) combat, Enemies attack the weakest adjacent Hero or Henchman
in their Death Zone, but they must preferably attack a Hero. Ranged Enemies and Magic users
also attack the weakest opponent available, but they must avoid affecting other Enemies as
much as possible. However, some damage to friendly Enemies is allowed by ranged and
magic attacks, only if the Heroes are more likely to suffer more Wounds than the affected
monster(s).
Enemies must move to a vacated square after killing an opponent only if they are not in an
opponent’s Death Zone or if such move would allow an attack on a weaker opponent,
preferably a Hero.
Enemies must observe Movement and Death Zone rules when moving to a vacated square
after killing an opponent.
Enemies must take a Push Action (instead of moving) when they are adjacent (horizontally or
vertically) to a doorway. They must also push adventurers at the edge of Chasms, Pits, or
trapped squares. Enemies in rooms must be preferably placed behind other monsters that
may push adventurers.
Sentries are placed last and behind the other Enemies, but they must always move away from
the adventurers towards the closest closed door or unexplored part of the dungeon. Sentries
may open doors or generate passages only if a Hero or Henchman is located in the same or
an adjacent dungeon section (room or passage).
Sentries must preferably move towards unlocked closed doors. If the only accessible door(s)
are locked, Sentries must then preferably open a locked door instead of moving to another
room or passage.
However, if the Sentry is not able to immediately open a door in its way (because of the rules
above), it must ignore the door and move towards the closest unexplored part of the dungeon.
If a Sentry reaches a dead end in a room or passage, it must move back to the closest closed
door already discovered and wait in an adjacent square until it is able to open it according to
the rules above. If the Sentry reaches a dead end in a room or passage and there is no other
closed door immediately available or any junction to an unexplored part of the dungeon, then
the Sentry must turn back and fight when needed.
Enemies with Berserker and/or other offensive Abilities must use or activate them as soon as
possible.
Character Monsters must avoid Skirmish combat as much as possible as long as there are
other Enemies in the same dungeon section.
Enemies must pursue fleeing adventurers until these have escaped according to the rules of
pursue in the Core Rules.
Optional Rule (to discourage the exploitation of Sentries): Sentries must preferably move
to an unexplored junction instead of opening a door if both are accessible.
Optional Rules (for more difficulty): Enemies in Exploration Turns must take Advance
Actions to move to the adventurers if these are not in line of sight. Sentries must also take
Advance Actions to move away from the adventurers if these are not in line of sight. In
combat, Enemies (except Sentries) must run to the adventurers if these are not in line of sight.
Treasure
Optional Rule (for more difficulty): The Heroes do not receive any loot for killing groups of
Enemies (Reinforcements or Wandering Monsters) generated without cost in Dungeon
Counters.
Quests & Campaigns
Optional Rule (for more difficulty): Previously explored and cleared rooms are restocked
with Wandering Monsters in subsequent Expeditions.
Book 02L-AHQR Rules-Appendix XII-Quests-Introductory Quest
Spiders in the Cave!
Spiders in the Cave! has been designed as a gentle preparation for the relentless difficulty of
the game, as otherwise it may be discouraging for new players with inexperienced characters.
Although it is possible to start playing with the default rules for a challenge, I strongly suggest
taking advantage of the indulgent Exploration and Loot tables offered by this Quest. Hopefully,
it will be completed easily and quickly, providing the Heroes with additional Equipment, Fate
Points, and Gold Coins that will allow even more customization while increasing their chances
of survival.
Introduction
While hunting alone in a nearby forest, Sven (Hammerhelm) accidentally discovers a hidden
access to a strange-looking grotto. As he walks carefully into the darkness with an improvised
torch in one hand, the shimmering light suddenly reveals a partially-eaten human body
hanging from a stalactite; it appears to be covered in…spider web!
As his dwarven eyes adapt to the gloom, he is able to realize that he is not alone in that cave,
but it is hard to tell the size of the approaching creatures by their moving shadows. Acting by
instinct, he turns back and barely manages to exit the cave unharmed.
A few days later the dwarf returns to the location, but he is not alone this time; a party of
inexperienced but gold-hungry adventurers follow him. As they explore into the darkness, a
vision of rare and indecipherable inscriptions surprises them...they soon find themselves at the
gate of an intimidating structure carved deep into the rock!
Quest Rules
The default rules for Quests are observed unless otherwise indicated below.
Danger
The Quest has a Danger rating of 5, and it may not have more than three Expeditions.
Heroes
Sven, Heinrich, Torallion, and Magnus. Sven is the Leader for the entire Quest.
Do not forget the corrections and additions on pages 161 and 162 of this document. The
players, however, may create their own four customized Heroes from scratch, but the same
four archetypes must be followed.
Dungeon Counters
The GameMaster receives only four Dungeon Counters per Expedition.
Special Dungeon Counters are not used.
Dungeon Layout
There is only one dungeon (cave) to explore; it comprises two levels. Each level has one
Quest Room. There are no Hazard Rooms in the cave, therefore, Hazard Rooms are
considered Normal Rooms. Normal Rooms in the cave are stocked with Wandering Monsters.
The Quest Room on the first level contains the only set of Stairs Down. Further Quest Rooms
are replaced with Lairs, adding an additional Treasure Chest. There is no furniture in the cave
except for an empty Tomb in each Quest Room.
All doors are double doors and they are all unlocked. All stairs at the End of Passages are
stairs out of the cave.
Exploration Tables
The default Exploration and Loot tables are used unless otherwise indicated below. The
Enemy Treasure Table provided below is used only during the first Expedition.
Enemies & Character
Preferably select Enemies with Points Value of 2 instead of Points Value of 1 when using the
Number of Enemies Table. The Enemies are selected from the Bestiary provided below. No
Sentries are encountered in the cave.
Enemy Placement
When an Elites Dungeon Counter is used, the Value of Enemies (VE) is always divided in two.
If the Points Value of the available Elites is higher than the result, select Elites with the nearest
Points Value upward even if only one Elite is possible to generate, trading any remaining
points for common Enemies with Points Value of 3 (preferably) and Points Value of 2. If only 1
Points Value is left, select an Enemy with Points Value of 2.
Exploration Tables
Passage Length Table
2D12 Passage Length
2-8 1 Section
9-21 2 Sections
22-24 3 Sections
Passage Features Table
2D12 Passage Length
2-6 Nothing
7-16 1 Door
17-21 2 Doors
22-24 Roll twice more
Room Type Table
2D12+X X= Number of Rooms revealed on the Level + Dungeon Level +5
Treasure Tables
Enemy Treasure (Loot)
2D12+DL
Lairs
Quest Rooms
Wandering Monsters
Character or Elites Counter
5 98 GCs 122 GCs 82 GCs 86 GCs
6-9 122 GCs 158 GCs 98 GCs 98 GCs
10-16 134 GCs 176 GCs 106 GCs 92 GCs +SI
17-22 146 GCs 242 GCs 114 GCs 104 GCs
23-27 158 GCs 266 GCs 122 GCs 98 GCs +SI
28+ 182 GCs 314 GCs 138 GCs 104 GCs +SI
Quest Treasure
After killing the queen, a curious dark stone with rare inscriptions is found inside the (once
believed empty) sarcophagus…
Quest Bestiary
Spiders in the Cave
Type Name WS BS S T SP BR IN W DD PV Equipment/Notes
C Big Spider 4 0 4 4 12 3 1 2 2 2
Claws & Fangs (Cleaving) (F:1/C:--)
C Cave Spider 5 0 4 5 12 3 1 2 2 3
Claws & Fangs (Cleaving) (F:1/C:--) Fly
C Cave Spider Champion
6 0 5 6 12 3 1 3 3 4
Claws & Fangs (Cleaving) (F:1/C:--) Fly
E Poisonous
Cave Spider 6 0 5 5 12 3 1 4 3 5
Claws & Fangs (Cleaving) (F:1/C:--) Cause Disease, Fly
E Spider Swarm 5 0 5 4 10 4 1 6 3 6
Claws & Fangs (Blade Fury, Cleaving) (F:1/C:--) Large
E Cave Scorpion 6 0 5 6 10 5 2 5 3 8
Claws & Fangs (Cleaving) (F:1/C:--) Fly
CH Spider Queen 7 0 6 7 12 10 4 7 4 12
Claws & Fangs (Cleaving) (F:1/C:--) Cause Disease Large
Book 03J-AHQR Campaigns-Quest Generator
Random Quests
Unless otherwise indicated in the Quest rules, a Random Quest includes one three-level
dungeon inhabited by at least one (random) Character Monster. By default, the objective of a
Random Quest is to kill the Character Monster and also to clear the last Quest Room.
The GameMaster (or Solo Player) may use additional Character Monsters without exceeding
the Points Value limit indicated in the rules for the Character Dungeon Counter (Appendix IX-
Play Sheets).
Unless otherwise indicated, the Points Value of a Character Monster is equal to the Points
Value of a group of Wandering Monsters for the Party. The Character Monster of a random
dungeon is not revealed until it is first encountered.
Once the value of the Character Monster has been determined, the GameMaster (or Solo
Player) must then select one specimen randomly from the Character Monsters with a Points
Value equal to the result, otherwise the GameMaster (or Solo Player) must select randomly
from the Character Monsters with a value up to two points higher than the result. If none of the
Character Monsters meet these conditions, the Character Monster must be selected randomly
from the Character Monsters with the nearest Points Value downward, trading any remaining
points for Elites of the lowest value (preferably) and/or Enemies with Points Value of 2
(preferably) and Points Value of 1.
If more dungeons are added to a Random Quest, then each dungeon is considered as a
separate part of the adventure. The Expedition count is reset and the Quest Effects are
applied to the Heroes after each dungeon.
Unless otherwise indicated in the Quest rules, a Random Quest does not include any special
reward for completing its Objective. After clearing a random dungeon, the Heroes keep the
items and gold looted from Enemies and chests; they also gain the increases to Starting Fate
Points, Fame, Experience and Charisma, according to the Quest Effects Table on Slev’s
Appendix V-Quests & Campaigns (page 5).
Danger of Random Quests
Unless otherwise indicated in the Quest rules, the Danger rating of a Random Quest is equal
to the number of levels in its dungeon (usually 3) +2. If the players want to customize the
Danger rating of a Random Quest, simply add +1 or +2 for any tweak that may increase
difficulty.
Optional Rule (for randomization): The Danger rating of a Random Quest is determined
randomly by rolling on the Danger Table provided in Advanced HeroQuest: Reforged.
TIPS & TACTICS • There is a lot of dice rolling in the game; it is a part of its essence. A handful of D12s of
different colors may save you considerable time if all the required dice are rolled at the
same time. For example, three 2D12 rolls are needed to generate a passage according
to the rules, so it is more efficient to roll 6D12 once instead of 2D12 thrice. The game
may flow faster if this recommendation is followed. However, for obvious reasons,
Damage Dice (should) be rerolled if a Fate Point is used to influence the result of a To-
Hit roll.
• Create your own Hero(es) from scratch, as game-long decisions must be made
during the character-creation process.
• Magic is very useful and varied. Select your magic user very carefully; look for
Spells and Prayers that may boost the effects of your Abilities and Heroic Feats.
• Always provide your party with at least one Lock Pick (Equipment) before an
Expedition.
• Beginning with the Introductory Quest included in this variant is recommended,
as the default difficulty of the game may be relentless for inexperienced adventurers.
• The primary goal in the first Expedition should be to gather enough gold for
Henchmen, Training, and (cheap) Equipment in order to increase the chances of
survival during the following Expeditions.
• With some luck, during the first Expedition you will only have to clear a few rooms
before filling your Heroes’ pockets. Therefore, use your Fate Points before your
Healing Herbs (or any other resource) during the first Expedition.
• A Hero may increase three points of Toughness after completing the first (or
any) Expedition simply by spending 300 GCs on leather armor and training. Keep that
in mind.
• Wizards should always buy a decent amount of spell components, preferably fireballs
and healing spells.
• Heroes are expendable before completing the first Quest, so do not worry if only one
of them comes out alive during the first Expeditions as long as it carries enough
gold to buy cheap protective Equipment for the new party members.
• The position of the party members in passages is now more relevant. Always protect
your weakest characters, as they are in constant danger of being ambushed by
Wandering Monsters.
• It is a good idea to leave one of the Heroes (preferably a spellcaster with long range
spells) outside rooms and around corners in order to prevent Wandering Monsters or
Reinforcements from appearing too close.
• If allowed, use Fate Points to influence the Surprise, as it is more likely that you will
end up spending more Fate Points to negate damage if the Heroes are ambushed.
• Some creativity may be allowed when selecting Enemies for an Encounter. Instead of
using the rules provided in the Number of Enemies Tables, select Enemies of different
Points Value within the Value of Enemies. For example, if the Value of Enemies is 12
and the Number of Enemies is 4, you may select two Enemies with a Points Value of 4
each, one Enemy with a Points Value of 3, and one Enemy with a Points Value of 1
instead of 4 Enemies with a Points Value of 3 each.
• Always try to wound an Enemy with a Ranged attack before engaging it in Skirmish
combat.
• Expect to suffer plenty of Wounds. Always keep a decent supply of Healing Herbs
and Healing Potions at hand. In order to optimize resources, try to use Block Points
before Healing Herbs, and Fate Points before Healing Potions.
• Heal your character(s) as soon as possible, as you never know when Enemy
Reinforcements are going to show up.
• In combat, keep a healer behind your tank and/or damage dealer. Do not gain
ground if they are not in a focused Death Zone after killing an Enemy; instead, heal
them when necessary.
• Withdraw (or Switch Places) and Skirmish and/or Skirmish and Withdraw (or Switch
Places) are very effective tactics. Heal instead of Skirmish when necessary.
• A model in a focused Death Zone has two options for disengaging from it: Withdraw or
Switch Places, and both may be attempted in the same turn.
• Keep in mind that if a Hero or Henchman dies, the Party Experience remains the
same for the rest of the Expedition, making the game even more difficult.
• The Encumbrance limit is an issue, but it also is a good indicator of when to finish the
Expedition.
• Heroes and Henchmen should never exit a dungeon with free space in their pockets.
Backpacker (Feat) may be very useful.
• Henchmen are the key to success in the game. Hire as many Henchmen as you
can as soon as possible.
• Healing Potions could save your adventurer(s) in combat; therefore, you should
acquire at least one for each Hero as soon as possible. Do not use Healing Potions
on Henchmen unless they are carrying more Gold Coins than the cost of the potion.
• Block (Ability) in armor is very useful; it is like having an extra Fate Point at a cheaper
price. Grab at least one piece of Equipment with Block as soon as possible.
• Despite the fact that the new Heroic Feats become increasingly expensive as the
campaign progresses, it is recommended to keep a few Fate Points and invest your
precious Gold Coins in Training, Equipment, and Henchmen before starting with
Feats. Remember that the dungeons also become increasingly difficult as the
campaign progresses, and the new Heroic Feats are mostly offensive. With some
exceptions, the Heroic Feats will not help much if your character has not been properly
trained to resist heavy damage.
• Aim (Feat) should be purchased as soon as possible, as it permanently adds +1
WS when used offensively.
• Block (Feat) should also be purchased as soon as possible, as it permanently adds
two Block Points, which may be very useful in combat.
• Timing is now an important factor for using Heroic Feats; use (and combine) the
appropriate Heroic Feat at the appropriate time in each Encounter for best results.