Jalapenotrellis wrote:The armory doesn't specifically state whether you can use a shield with the crossbow--is it a 2-handed weapon? Also, what is preventing someone from shooting the crossbow and switching to a shield at the end of their turn, then switching back to the crossbow to attack? On passing items, the only rule clarification is that a player can pass items if adjacent and no monster is adjacent on their turn (Elf and Barb quest packs). Nothing about how often you can swap your own armor on and off. Assume if you keep the passing items rule for self use, it is all allowed as people did pay for the item and there are enough spells and situations where players have to discard extra weapons in later quest packs, so they would need a stock pile...
No, the crossbow isn't a two handed weapon because Heroquest doesn't acknowledge two handed weapons. It just tells you which combination of weapons and armor can't be used simultaneously.
Heroqeust doesn't tell you, but it shows evidence of supporting a Finders Keepers style system for exchanging items. If you find it, you keep it, unless they say you can give it away. This is evident in the rulebook where you're told to record gold or potions onto your character sheet, but are then given permission to share your gold with other heroes between quests. Throughout the quest book you're also given permission to exchange items such as in quest 3. Lair of the Orc Warlord, where it tells you in note A. that you find a staff which you can add to your character sheet or give to another player. The same rule applies to found artifacts where if you find it, you keep it, but in the rulebook it not only permits you to give away artifacts that are restricted to specific heroes (Wizard's Staff, Wizard's Cloak), but encourages you to do so by saying, "you should." You can totally flip the Wizard the bird and keep it though.
Equipping and unequipping is ignored and thus, left to us. Yes, you can totally defend using platemail, a shield and a helmet, then later attack with the attack strength of a battleaxe, then move as if not wearing plaitmail ignoring its movement penalty simply by saying you're not currently using it. If you play by that logic though, go buy five helmets to increase your defend dice by 5
extra combat dice. It's totally within the rules.
If you want suggestions about handling equipping or unequipping, do a search in the forum with 'Equip' or 'Equipping' and a few older topics should spring up about handling it.