BLACKSMITH
Strength
1 3
Weapons Cost 2 4 5 6 7 8 9 10 11 12 Critical Special
BASIC WEAPONS
Fists - 1 1 1 2 3 4 5 6 7
Improvised Weapon 1 1 1 2 3 4 5 6 7 8
Dagger 5 1 1 1 2 3 4 5 6 7 8 Free Attack Throwable
Staff 10 - 1 2 3 4 5 6 7 8 9 Stun Long. Difficult
Spear 10 - 1 2 3 4 5 6 7 8 9 Free Attack Long, Throwable
Club or Mace 10 - 1 2 3 4 5 6 7 8 9 Stun
TRAINED WEAPONS
Sword 25 - 2 3 4 5 6 7 8 9 10 Free Attack
Axe 25 - 2 3 4 5 6 7 8 9 10 Cleave Throwable
Flail 25 - 2 3 4 5 6 7 8 9 10 Heavy Blow Flail, Difficult
Warhammer 25 - 2 3 4 5 6 7 8 9 10 Stun
ADVANCED WEAPONS
Halberd 40 - 2 3 4 5 6 7 8 9 10 Heavy Blow Long, Two Handed
Great Sword 50 - - - 5 6 7 8 9 10 11 Free Attack Two Handed
Great Axe 50 - - - 5 6 7 8 9 10 11 Cleave Two Handed
Maul 50 - - - 5 6 7 8 9 10 11 Stun Two Handed
MONSTER WEAPONS
Claws or Fangs 1 2 3 4 5 6 7 8 9 10
Huge Club - - - - 7 8 9 10 11 12 Stun Two Handed
Two Handed: These weapons fumble on 1-2 and score a critical hit on 11-12.
Free Attack: Character may immediately roll to hit again.
Stun: The target is knocked to the ground. In it's turn, the target may only stand up.
Cleave: The attack ignores the toughness bonus from the targets armour and shield.
Heavy Blow: The attack causes one extra damage dice.
Flail: This weapon always ignores the toughness bonus from the target's shield.
Difficult: Requires an empty off-hand for balance, but is not two-handed.
Thrown Weapons Cost Range Damage Special
Dagger 5 6 2 DD Move and throw
Axe 25 6 3 DD Move and throw
Spear 10 12 3 DD Move and throw
If the throwers Strength is 1-4, then subtract 1 DD and half the range.
If the throwers Strength is 9-12 then add 1DD and 50% to the range.
FLETCHER
Bows Cost Range Damage Special Strength Rating
Short Bow 20 16 3 DD 3
Bow 25 24 3 DD 4
Long Bow 50 30 4 DD 6
Elf Bow 100 36 4 DD Critical hit on 11+ 4
Bows are rated for Strength; if the user does not meet the strength requirement, subtract 1 DD and half the range.
Crossbow 40 30 4 DD One turn to reload
Repeater Crossbow 80 24 3 DD One turn to reload, fires 2 bolts at -2 to hit.
Crossbow Pistol 70 10 4 DD May fire point-blank at -3 to hit.
Sling 25 18 3 DD May move and fire at +4 to effective range.
Arrows, bolts and iron shots cost 10gc for 6.
All long range weapons come with 6 ammunition when first purchased.
Bows and crossbows may only be fired if the wielder does not move.
Stones suitable for slingshots may be found by searching for one exploration phase
Roll 1d12; 1=Wandering monsters, 2-9=Nothing, 10-12=1d6 stones. Stones only cause 2DD.
ARMOURER
Armour Cost BS T Spd
Shield 10 -1 +1 0
Leather Armour 25 -1 +1 -1
Chain Armour 50 -1 +2 -2
Plate Armour 200 -2 +3 -2
Ithilmar Chain 400 -1 +3 -1
Gromril Plate 500 -2 +4 -2
ALCHEMIST
All items are supplied with their own vial. Heroes may carry six vials.
Item Cost Effect
Empty Vial 5
Black Lotus 30 Coats blade, increases critical damage to 10+, lasts for one combat.
Dark Venom 20 Coats blade, increases damage by 1DD, lasts for one combat.
Healing Potion 50 Restores all wounds at the beginning of the players next phase.
CURIO SHOP
All items are supplied in their own flask. Heroes may carry four flasks.
Item Cost Effect
Empty Flask 5
Madcap Shroom 40 Causes Berserk for one combat, then roll 1d12. 11-12 = -1 Int
Crimson Shade 45 +2 Spd, +1 Str for one combat, then roll 1d12. 12 = +1 Spd. 1-2 = Addiction, must use crimson shade on every expedition otherwise goes mad and becomes NPC.
Mandrake Root 25 +2 T for one combat, then roll 1d12. 1= -1 T
Greek Fire 25 Two flasks kills rats or bats. May be thrown as a grenade.
Rat poison 25 Kills rats.
Screech bug 25 Disperses bats. May be eaten.
All stat losses and addictions are permament until restored at a healer for 100gc.
ADVENTURING SUPPLIES
Item Cost Effect
10' Rope 5 Bridge building or climbing.
Ten iron spikes 10 Bridge building or wedging doors.
Healing Herb 15 Restores one wound, requiring a whole phase to apply it.
Net 10 Throw with max range of 6. If it hits, target cannot act until Str test passed.
Lockpick 20 Used to pick locks; on a roll of 1 during use, the lockpick snaps.
Trap disarming kit 45 +1 to deactivate traps; on a roll of 1, the kit is damaged.
TEMPLE OF SIGMAR
The temple will refuse to deal with anyone who has been corrupted by Chaos.
Item Cost Effect
Blessed Water, Vial 40 Thrown using the grenade rules. If it hits an undead creature, it causes 1 automatic wound.
Blessed Water, Flask 80 As above but uses the area template, causing 1 automatic wound to all undead underneath.
Holy Tome 300 Adds +2 to Bravery when attempting a Prayer of Sigmar.
Holy Relic 50 Bearer automatically passes their first Bravery test on each expedition.
Remove Disease 100
Restoration 500
Ressurection 50 + 25 per Fate Point of the Subject. Subject must be recovered from the dungeon.
BLACK MARKET AND RARE ITEMS
Must first roll 1d12 for availability. The item the hero interested in will only be available on a 7+
Item Cost Effect
Lucky Charm 20 Ignore first hit taken on each expedition.
Elven Cloak 250 Always counts as being in partial cover.
Bugman's Ale 60 Cannot be consumed by elves. Increases Bravery to 12 until next exp. phase.
Lesser Spellbook 500 Character may learn Lesser Magic if he has trained in Arcane Lore
Tears of Shallana 30 Ignore all poisons and diseases until next exp. phase.
OTHER USES FOR IRON SPIKES
An iron spike can be wedged under a door to keep it closed or open.
This is done instead of an attack, or at the end of an exploration phase instead of opening / closing the door.
Any model can then try to bash it open once, by making a successful strength roll.
If multiple spikes have been rammed in, multiple strength rolls are required. If even one fails, the door cannot be opened by that model.
OTHER USES FOR GREEK FIRE
A flask of greek fire can be lobbed like a grenade, and scatters like a missed one.
Greek fire covers the target square and surrounding eight squares in fire which continues to burn until the next exploration phase.
Models passing through the fire take 3DD damage.
OTHER USES FOR SCREECH BUGS
Some people consider them tasty, but different people can be effected in different ways.
If a hero wants to crunch on one, cross it off the equipment list and roll 1d12:
1 Argh, I've gone deaf! -1 penalty to WS until the end of the adventure.
2 Bleaaach! That one must have been off. If this is a combat phase, the hero misses his next turn.
3-10 An aquired taste.... Slightly less hungry but no other effect.
11-12 Hey, pretty tasty! As good as any herbal remedy, 1 wound is healed.
expanded_heroquest_equipment, Rev. 1, Last changed on 2006-07-23 08:13, 344 page hits