Recently started playing HeroQuest with some friends as a "easier to set up" alternative to roleplaying. That said the vanilla game is just a little too simple for my tastes. I thought it would give my players something to look forward to if they could choose a class specialization at the end of the initial 14 basic quests. I definitely want to expand my game into a lite-roleplaying system but steer away tracking XP. So advancement will be handled through equipment, and skill gains doled out after campaigns. Away here's what I have so far (unplaytested).
Classes are Warhammer inspired to stay true to the cannon of the game. Feedback and ideas definitely welcome.
Dwarven Class SpecializationsSlayerSkills & Abilities:Rage: At the beginning of a new combat encounter the Slayer rolls 1 red die, on a roll of 5 or 6 the Slayer is furious and gains an extra attack. This effect lasts until no more enemies can be seen by the Slayer.
Slayers may wear no armour. Slayers are immune to "Fear". Slayers may never retreat from combat.
HammererSkills & Abilities:Tunnel: A Hammerer may use his mighty hammer to destroy one square of barrier (or wall) as long as there is an empty space on the other side. This action consumes the Hammerer's entire next turn; during which he is vunerable to attacks and may not defend. Only after the Hammerer has spent his turn may he learn if the target barrier was or was not able to be destroyed.
Bullrush: A Hammerer may push a monster back one square by rushing headlong into them. To push an enemy the Hammerer must move forward by at least one square, there must be an empty square behind the monster in the direction that the Hammerer was moving. Roll one red die, on a roll of 5 or 6 the monster moves back into the empty square. The Hammerer may spend the remainder of his movement points afterwards. Bullrush may not be used against monsters with a base larger than one square. (Credit: Skill directly lifted from
Thrawn)
ThundererSkills & Abilities:Armour Piercing: Monsters hit with a shot from a Thunderer's handgun roll one less white die to defend.
Wizard Class SpecializationsNecromancerSkills & Abilities:Necromancers gain the chaos spell "Summon Undead", the effects of this spell last the duration of one combat encounter. Summoned monsters vanish when no other monsters can be seen by the Necromancer.
Necromancers gain the chaos spell "Fear". "Fear" may not be used against the undead.
SorcererSkills & Abilities:Sorcerers gain the chaos spells "Firestorm" and "Command". "Command" may not be used against the undead.
BattlemageSkills & Abilities:Battlemage may equip weapons and armour otherwise unusable by the Wizard. The Battlemage may only use two schools of elemental magic.
Elf Class SpecializationsRogueSkills & Abilities:Sense Trap: When the Rogue would trigger a trap roll a red die. On a roll of 5 or 6 on the red die the Rogue dodges the trap and automatically disarms it.
Backstab: During the first attack of a new combat encounter the Rogue doubles the number of white skulls rolled. This attack may not be defended against. Backstab is not usable against wandering monsters.
The Rogue may not equip the broadsword, longsword, or battle axe. The Rogue may not wear metal armour.
RangerSkills & Abilities:True Shot: The Ranger may spend his entire turn aiming a ranged shot. During this turn he may not move nor defend. Treat one white die as an automatic skull which may not be defended against. Roll the remaining dice as normal.
Woodsman: The Ranger gains one defense die when fighting outdoors.
Spellsinger The Spellsinger may use two schools of elemental magic.
Barbarian Class SpecializationsBerserkerSkills & Abilities:Berserker Fury: When the Berserker takes damage from a monster attack, he receives an extra combat die, on his following turn, usable against the attacking monster. (Credit: Skill directly lifted from
Thrawn)
War Cry: The Berserker may spend half a turn bellowing a threatening War Cry. All monsters in the same room or corridor as the Berserker must move towards and attack him in the next combat round. Useable once per combat encounter. (Credit: Skill directly lifted from
Ryno)
SwordsmanSkills & Abilities:Riposte: When the Swordsman defends an attack, any white shields rolled beyond the number of skulls inflicted by the monster may be re-rolled as an attack. This attack may not be defended against. (Credit: Skill directly lifted from
Thrawn)
Swordsman may only equip sword weapons.
Warrior PriestSkills & Abilities:Resurrection: Once per quest the Warrior Priest may pray over the body of a fallen hero. On a roll of 5 or 6 on the red die the Warrior Priest's prayers are answered and the hero is resurrected with 1 red die worth of body points restored. The Warrior Priest may not use any other action besides move this turn.
Healing Song: Once per quest the Warrior Priest may sing to an adjacent hero whom recovers up to 4 body points. The Warrior Priest may not use any other action besides move this turn.