by Gold Bearer » December 25th, 2013, 7:34 pm
I had to make a christmas day post. That's when I got HQ when I was a kid and I think of it every year. I thought it was amazing, so immersive.
Settlements
Between quests you could randomise the type of settlement they encounter. Roll a standard dice and a combat dice. On a skull it's a village, on a white shield it's a town and on a black shield it's a city. On 1-2 it's a human settlement, on 3-4 it's a Human settlement that sells rare equipment if it's a city, on 5 it's a Dwarven settlement and on 6 it's an Elvin settlement. Elvin and Dwarven settlements always sell ordinary equipment, their own types in towns and cities and rare equipment in cities.
Villages - Blacksmith who sells (not buys) basic equipment (one of each). Tavern where you rest enough to recover spells. Healer who you can pay to heal BP. Can hire Scouts.
Towns - Armoury that sells standard equipment (one per card using both types of decks and one of everything else) that will buy non-magical equipment for half its sale value. Inn where you rest enough to recover BP. Witch Doctor who you can pay to heal MP. Can hire Men-At-Arms.
Cities - Magic Shop (Unlimited equipment) that will buy any equipment for half its sale value. Guest House where you rest enough to recover BP and MP. Can buy Advanced equipment. Can hire Battle Wizard and Ogre Mercenaries in Human cities.
Armoury
You can recover your own thrown weapons by moving to or through the square that it hit.
Bows and crossbows need arrows and quarrels or they're far too cheap, or you could just increase their values.
If a character finds themselves without a weapon they can pick up something to use as a club attacking with 1 dice.
You could also allow characters to buy stuff from the treasure deck in magic shops.
* Can be used by the Wizard and Sorcerer.
+ Can be used by the Paladin, the Paladin can use all Basic Equipment and can wear any armour.
/ Can be used to attack diagonally.
# Can be used to attack two straight (not diagonal) squares away if the square between is empty.
- Can be thrown. Breaks on a skull or black shield.
_ Can be thrown. Breaks on a skull.
= Can be thrown without a chance of breaking.
^ Ranged weapon, two handed and cannot be used when adjacent (including diadonally) to an enemy unless stated otherwise.
Any type of bow can be shot twice if the owner doesn't move accept for Elvins who can fire twice in succession and move at half rate. You can't fire a bow twice if you're wearing Heavy Armour. Some characters have their own special rules for bows superseding these ones.
Cloth Armour, Leather Armour, Chainmail and Platemail are Basic Equipment. Suit Of Armour is advanced equipment. The others are Standard Equipment.
Armour
Cloth Armour: 50GP D1 S12.
Padded Armour: 100GP D2 S8.
Studded Armour: 150GP D2 S10.
Leather Armour: 200GP D2 S12.
Splint Mail: 250GP D3 S4.
Banded Mail: 350GP D3 S6.
Chain Mail 450GP D3 S8.
Scale Mail: 550GP D3 S10.
Ring Mail: 650GP D3 S12.
Suit Of Armour: 750GP D5 S2, Humans roll two dice when Running and use the lowest, Elvins roll three dice when Running and use the lowest.
Plate Mail: 850GP D4 S4.
Basic Equipment
Torch*: 10 GP A1 Fire based.
Pole*/: 10GP A1 Two handed.
Rope*: 10GP Allows escape from a Deep Pit.
Mirror*: 10GP Stops Vampires from trying to Transfix you, cannot be used with a Staff, Halberd or two handed weapon.
Buckler: 20GP +1D against ranged attacks, cannot be used with a two handed weapon.
Helm: 20GP +1D from falling objects.
Shield: 100GP +1D, cannot be used with a two handed weapon.
Helmet: 120GP +1D, +1D (additional) from falling objects.
Tool Kit*: 250GP.
Basic Weapons
Club*+: 0GP A1.
Javelin-: 10GP A1.
Dagger*/: 20GP A1.
Knife*/_: 30GP A1.
Sword: 40GP A2.
Axe: 50GP A2.
Spiked Club+: 60GP A2.
Staff*+/: 100GP A2 Two handed. (Only change from original HQ equipment.)
Hammer_+: 120GP A2.
Warhammer/+: 140GP A2.
Hand Axe=: 150GP A2.
Short Sword/: 150GP A2.
Spear/-: 150GP A2.
Double Axe: 200GP A3 Two handed unless being used by the Barbarian, Warrior or any Dwarf.
Broad Sword: 250GP A3.
Mace+: 260GP A3.
Trident/: 280GP A3 Two handed unless being used by the Barbarian, Warrior or Fighter.
Halberd/: 300GP A3 Can attack diagonally if being used with both hands by a Champion, cannot be used by any Dwarf.
Bow^: 300GP A2, A1 for a Dwarvens, can be shot twice in succession if not wearing Heavy Armour and user doesn't move that turn or moves at half rate for an Elvin.
Ball And Chain/+: 320GP A3 Two handed unless being used by the Barbarian, Warrior, Fighter, Knight or Paladin.
Crossbow^: 350GP A3.
Long Sword/: 350GP A3 Can attack diagonally unless being used by a Dwarven.
Flail/+: 360GP A3.
Battle Axe: 400GP A4.
Standard Weapons
Whip/#: 40GP A1.
Staff Sling^+: 50GP A1.
Sling^: 60GP A1 One handed.
Blow Pipe^*: 70GP A1 Can fire twice in succession if you don't move, one handed.
Hand Crossbow^: 80GP A1 One handed, can be used standing next to the target.
Cudgel*+: 90GP A2.
Quarter Staff/*+#: 160GP A2 Two handed.
Cleaver: 180GP A3 Two handed.
Great Hammer=+: 200GP A3 Two handed unless being used by the Barbarian, Warrior or Gnome, can be thrown with two hands by the Barbarian, Warrior, Fighter, Paladin or a Dwarven.
Pole Arm/: 210GP A3 Two handed, can attack diagonally, cannot be used by Dwarvens.
Maul/+: 220GP A3 Two handed, can attack diagonally unless being used by an Elvin.
Syth/: 230GP A3 Two handed, can be used by Battle Wizards, cannot be used by Dwarvens.
Great Spear/=#: 240GP A3 Two handed unless being used by the Barbarian, can be thrown by the Barbarian, Warrior or Fighter, cannot be used by Dwarvens, can be used by Battle Wizards.
Light Crossbow^: 250GP A2.
Short Bow^: 300GP A2, A1 for the second shot if shot twice in succession, can move at up to half normal rate when firing twice or can't move at all if wearing Heavy Armour.
Heavy Crossbow^: 400GP A4 Cannot move and fire in the same turn.
Long Bow^: 500GP A3 If the user gives up their movement or moves at half rate for Elvins then they can shoot twice in succession, or allows you to fire once if wearing Heavy Armour, cannot be used by Dwarvens.
Great Sword/: 500GP A4 Two handed, champions can attack diagonally, cannot be used by Dwarvens.
Great Axe: 1000GP A5 Two handed, can only be used by Barbarian, Warrior or Dwarvens.
Bastard Sword/: 1200GP A5 Two handed, Barbarian can attack diagonally, cannot be used by Elvins or Dwarvens.-
Advanced Equipment
Fire Arrow: 10GP +2A against Mummies and Ratmen, Stops Trolls from regenerating you wound them, can't move in a turn when firing and can only fire once.
Poisoned Arrow/Quarrel/Bolt/Dart: 20GP Target looses 2BP instead of one if not Undead.
Blow Tube^*: 200GP A1 Can fire twice in succession if you move at half rate and three times if you don't move.
Stone Bread: 200GP Heals two BP, Mountain Dwarf and Gnome only.
Bracers: 200gp +1D Can only be use by the Wizard, Sorcerer and Battle Wizards.
Cloak Of Protection: 350gp +1D Can only be use by the Wizard, Sorcerer and Battle Wizards.
Repeater Crossbow^: 450GP A2 Can fire twice in succession if you move at half rate and three times if you don't move.
Great Mace+: 550GP A4 Two handed unless being used by the Barbarian.
Great Flail/+: 700GP A4 Two handed unless being used by the Barbarian.
Rare Equipment
Dragon Scale Armour: 1200GP D4 S6 Half damage rounding down against fire, ice and lightning.
Kitana: 3000GP A6, can attack diagonally with A5, A4 if being used one handed, can attack diagonally with A3 if being used one handed.
Elvin Equipment
Elvin Spear: 300GP A3, Can be thrown, Elvins can attack diagonally.
Elvin Splint Mail: 300GP D3 S6.
Elvin Banded Mail: 400GP D3 S8.
Elvin Chain Mail 500GP D3 S10.
Elvin Scale Mail: 600GP D3 S12.
Elvin Ring Mail: 700GP D3 S12, Light Armour.
Elvin Sword: 700GP A4, Elvins can attack diagonally.
Elvin Bow: 800GP A4/3, As Longbow except Elvins +4S when firing twice, others +2S, -1A if being used with Heavy Armour, A4 if shot once, A3 if shot twice, only Elvins can move and fire with A4 shot.
Elvin Plate Mail: 1000GP D4 S6.
Dwarven Equipment
Dwarven Hammer: 300GP A3, Can be thrown, Dwarvens can attack diagonally.
Dwarven Axe: 700GP A4, Dwarvens can attack diagonally.
Dwarven Crossbow: 800GP A4, Dwarvens can move as normal when shooting, others up to half normal rate.
Dwarven Splint Mail: 800GP D4 S4.
Dwarven Banded Mail: 1000GP D4 S6.
Dwarven Chain Mail 1200GP D4 S8.
Dwarven Scale Mail: 1400GP D4 S10.
Dwarven Ring Mail: 1600GP D4 S12.
Dwarven Plate Mail: 2000GP D5 S4.
Elvin and Dwarven armour that defends with 4 is classed as mid-weight. Humans have a -1S penalty on all movement when wearing Elvin or Dwarven armour.
All Ranged Weapons
Staff Sling^+: 50gp A1.
Sling^: 60gp A1 One handed.
Blow Pipe^*: 70gp A1 Can fire twice if you don't move, one handed.
Hand Crossbow^: 80gp A1 One handed.
Blow Gun^: 200gp A1 Can fire twice in succession if you move at half rate and three times if you don't move.
Light Crossbow^: 250gp A2.
Short Bow^: 300gp A2, A1 for the second shot if shot twice in succession, can move at up to half normal rate when firing twice or can't move at all if wearing Heavy Armour.
Bow^: 300gp A2, A1 for a Dwarvens, can be shot twice in succession if not wearing Heavy Armour and user doesn't move that turn or moves at half rate for an Elvin.
Crossbow^: 350gp A3.
Heavy Crossbow^: 400gp A4 Cannot move and fire in the same turn.
Repeater Crossbow^: 450gp A2 Can fire twice in succession if you move at half rate and three times if you don't move.
Long Bow^: 500gp A3 If the user gives up their movement or moves at half rate for Elvins then they can shoot twice in succession, or allows you to fire just once if wearing Heavy Armour, cannot be used by Dwarvens.
Dwarven Crossbow^: 550gp A4 Dwarvens can move as normal when firing, others up to half normal rate.
Elvin Bow: 800GP A4/3, As Longbow except Elvins +4S when firing twice, others +2S, -1A if being used with Heavy Armour, A4 if shot once, A3 if shot twice, only Elvins can move and fire with A4 shot.
Last edited by
Gold Bearer on March 9th, 2014, 12:35 pm, edited 1 time in total.