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Lending Mercenaries different weapons?

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Lending Mercenaries different weapons?

Postby Daedalus » Wednesday August 4th, 2021 6:16pm

Kurgan wrote:. . . In the case of a Merc dying (not by betrayal!) next to an unarmed Hero, I would probably allow the Hero to equip the weapon from his fallen ally in that case only.. . .

I like that idea. The mercenary and weapon should be lost afterward as he can't be rehired. . . or did you have something else in mind?
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Re: Lending Mercenaries different weapons?

Postby Kurgan » Wednesday August 4th, 2021 7:59pm

Maybe the Guild of Mercenaries demands the weapon back to be buried with their fallen comrade in between quests, forcing you to buy your own replacement. That's fair. And if you equip a merc to replace a lost piece of gear, he gets to keep it permanently.

Makes it harder to "profit" from wasting your mercenaries recklessly anyhow with those terms in place...

Generally you don't get to loot monster bodies (unless they're carrying artifacts) so the same would be the case with these guys, unless it was a special case where you would be unarmed, and they can give you a basic weapon, but lose it at the end of the quest.


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Re: Lending Mercenaries different weapons?

Postby Kurgan » Monday August 22nd, 2022 1:24pm

I am thinking that they really wanted the Mercs to have pre-defined powers much like monsters and NPCs. So except in very special cases you probably wouldn't under normal rules. A crossbowman is explicitly armed with a broadsword (for close attacks) and if an Ice Gremlin were to steal it (can't steal the weapon out of his hand, but let's say he's carrying the crossbow, otherwise he can grab the "off hand" weapon) then he's suddenly weakened (permanently?). I would say you could replace the weapon he was missing (without his broadsword his close attack would be 1 die).

Otherwise you can pass a potion to a Mercenary or cast a spell on them, otherwise they can't use stuff unless it was intended for them specifically or whatever. They can open doors, but otherwise they can only do the stuff it says on their card or in the brief description(s) at the start and end of the questbooks for WOM and BQP (the rules are slightly different for each pack). Individual NPCs in your quest? Do whatever you want, and put that in the quest notes! But other than the pre-set attack/defense and movement, they function like heroes (under the control of OTHER heroes) for purposes of reading cards I would say should be the general rule of thumb.


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