Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


cornixt wrote:I'm glad you went with using + modifiers for all the armour, it's a weird thing in the base game that it uses a flat 3 for chainmail and 4 for platemail, but everything else is a + modifier.
Do you have other modifications so that the wizard doesn't max out while everyone else still has loads of things to buy?












slev wrote:As promised, my advanced Armoury items:
Foil = 125 = 1 black die
Halberd = 400 = 3 white dice, diagonal attacks, two handed, not Elf or Wizard
Great Axe = 1000 = 3 black dice, diagonal attacks, two handed, not Elf or Wizard
Greatsword = 1000 - 3 black dice, Barbarian only
Rapier = 300 = 2 blue dice, not Dwarf
Carbine = Pistol = 1750 = 3 purple dice shoot, two handed, not Elf or Wizard
Great Bow = 1500 = 4 blue dice shoot, two handed, now Dwarf or Wizard
Pistol = 1750 = 3 purple dice shoot, not Elf
Buckler = 150 = +1 blue die defence, counts as a Shield, not Dwarf
Gambeson = 500 = + 1 orange die defence
Kite Shield = +1 green die defence, counts as a Shield, not Wizard
Knight's Helm = +1 green die defence, counts as a Helmet, not Elf or Wizard
Knight's Plate = 1000 = +3 yellow defence, -3 to all dice rolled for move (minimum 1), Barbarian only
Northern Greatcloak = +1 yellow defence, -1 to all dice rolled for move (minimum 1), not Barbarian Only
Tower Shield = +1 yellow die defence, counts as a Shield, not Elf or Wizard





Users browsing this forum: No registered users and 1 guest