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Weapon Strengths apart from +1D or -1D

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Weapon Strengths apart from +1D or -1D

Postby Anderas » May 24th, 2015, 2:44 am

Dice Cups open up a whole world of new special rules!
"The attack succeeds, if you manage to shake the dice cup in your right hand without spilling anything from the glass of coke in your left hand." :D


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
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NOT Andreas!

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Re: Weapon Strengths apart from +1D or -1D

Postby The Admiral » May 25th, 2015, 2:53 pm

Here are some of the skills I allow my Heroes to learn.

Dwarf
1) Toughness – Your defence dice are permanently increased by +1.
2) Endurance – Once per quest, instead of an action, you may regain 1d4 body points.
3) Fitness – If wearing Platemail armour you may add +2 to your movement roll.
4) Trap Master – You now disarm traps on a 2+.

Elf
1) Bow Skill – Your ranged attack dice are permanently increased by +1.
2) You may learn two extra Earth spells.
3) Elven Magic – You may exchange your 5 Earth spells for the 8 Elf spells.
4) Bow master – If you attack with any type of bow you may re-roll any of the attack dice.

Barbarian
1) Weapon Skill – Your hand to hand attack dice are permanently increased by one.
2) Strength – You may wield a two-handed weapon in one hand.
3) Power – If you inflict any damage on a monster in hand to hand combat, after defence dice are rolled, then that monster suffers one extra body point of damage.
4) Swordmaster – If you attack with a sword you may re-roll any of the attack dice.

Wizard
1) Will of Mind – your mind points are permanently increased by +1.
2) You may learn two extra Air spells.
3) You may learn two extra Fire spells.
4) You may learn two extra Water spells.
5) You may learn all five Earth spells (Cost is 1000g)

Imperial Noble
1) Duelist – You are accomplished with sword, dagger and pistol. You may re-roll 1 combat dice when attacking with any of these weapons. If you are equipped with a sword and a dagger you may attack an adjacent monster with the combined combat dice of both weapons. You may not use a shield when you are so equipped.
2) Heirloom – You re-acquire this long lost ancient family Heirloom. It was worn by a famous ancestor in a great victory against the forces of chaos. The mere sight of the talisman struck fear into the heart of the enemy. The Heirloom is forever a token of the doom and dread to their kind. Any monsters of chaos attack with 1 less combat dice against the wearer of this ancient Heirloom.
3) Pistolier – Your pistol attack dice are permanently increased by +1.

Trollslayer
1) Accurate blow – Monsters defend against you with -1 combat die.
2) Sweep – If you are equipped with a two-handed weapon, and kill a monster, you may make another attack with that axe against another adjacent monster as long as an obstacle or hero is not in between.
3) Power – If you inflict any damage on a monster in hand to hand combat, after defence dice are rolled, then that monster suffers one extra body point of damage.


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock! Encountered all eight (8) Game System monsters.
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