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HQSE 2.

0 Expansion
Craig Richards
V 1.0

Introduction
Welcome to my expansion for HeroQuest Special Edition 2.0!
This expansion will add more races, classes, skills, items and rules to the game as well as explaining
how to play without a grid.
I have personally been using the HQSE rules as a simple narrative based RPG system rather than just
a board game and I have made a number of additions which will be outlined throughout this
expansion to accommodate that.
It is my intention that this manuscript gets updated over time with new races, classes and skills as time
goes by.

Contents

Introduction ............................................................................................................................................. 1
Contents .................................................................................................................................................. 2
New Rules ............................................................................................................................................... 3
Gaming without a Grid ....................................................................................................................... 3
Ranges ............................................................................................................................................. 3
Movement ....................................................................................................................................... 3
Line of Sight ................................................................................................................................... 3
Reach Weapons ............................................................................................................................... 3
Breath/Spread Weapons ...................................................................................................................... 3
Area of Effect Weapons ...................................................................................................................... 4
New Dice ............................................................................................................................................ 4
Races ....................................................................................................................................................... 5
Orc ...................................................................................................................................................... 5
Drow ................................................................................................................................................... 5
Classes .................................................................................................................................................... 7
Monk ................................................................................................................................................... 7
Paladin ................................................................................................................................................ 7
Ranger ................................................................................................................................................. 7
Skills ....................................................................................................................................................... 8
Call Nature .......................................................................................................................................... 8
Crushing Blow .................................................................................................................................... 8
Quick Reflexes .................................................................................................................................... 8
Shield Mastery .................................................................................................................................... 8
New Items ............................................................................................................................................. 10
Weapons............................................................................................................................................ 10
Armour .............................................................................................................................................. 10
Equipment ......................................................................................................................................... 10
Potions .............................................................................................................................................. 10

New Rules
Gaming without a Grid
I have made a few changes in order to play the game without a grid for
outdoors or general role-play segments in turn order. I have tried to keep this
as simple as possible to meet the rest of the rules set as closely as possible.
Ranges
When playing without a grid all ranges are converted to inches for 28mm
figures and centimetres for 10-15mm figures. For instance, if a characters
movement is D6 + 3 and they roll a 5 they would have a movement value of 8
inches this turn if a 28mm figure or 8cm if a 10mm or 15mm figure.
Movement
Characters can use their movement as they see fit. Not just in a straight line but
also around corners and up stairs. Climbing uses double movement points.
Line of Sight
Characters must be able to see their targets. Other figures block line of sight
unless they are unconscious.
Reach Weapons
Reach weapons without a grid can reach enemies up to two range units away.

Breath/Spread Weapons
Some weapons will now have the Breath/Spread (X) property. This indicates that the weapon is
capable of a conical spread from its point of origin. The (X) indicates how far the attack can reach.
When playing on a grid, calculation is easy. For every row ahead of the point of origin the weapon
effect spreads out by two squares for example a Breath/Spread (4) Weapon will cover the area
marked by x where o is the point of origin for the attack:

x x x x x x x
x x x x x
x x x
x
o
When playing without a grid the same thing happens but the range number is the number of units
forwards the effect reaches. The effect spreads out 45 degrees straight ahead from the point of origin.
Breath/Spread effects cannot be dodged in the same manner as a normal weapon attack. In order to
dodge the character must make a successful dexterity roll to get out of the way. On a successful roll
move the character to the closest spot outside of the effects range. If there is more than one spot they
can move to its controller chooses where to go. If the roll is unsuccessful the attack continues as
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normal with only one defence dice rolled regardless of armour. Magic effects that give extra defence
still apply.

Area of Effect Weapons


Another new consideration are area of effect weapons, these will be denoted by the A.O.E(X)
Property. A.O.E effects work in exactly the same way as Breath/Spread effect except for the area the
effect covers. In this case the (X) denotes the range again but the point of origin is at the centre of the
effect rather than at one edge. For every range point the effect spreads by one square or range unit as
described below.
When playing on a grid the range denotes how many squares the effect spreads in a orthogonal
direction from the point of origin, this in turn creates a square effect such as below for a A.O.E(2)
effect:

x
x
x
x
x

x
x
x
x
x

x
x
o
x
x

x
x
x
x
x

x
x
x
x
x

When playing without a grid anything within a circle eminating from the point of origin where (X) is
the radius is effected. If the origin is a figure rather than a point measure from the centre of the figure
not the edge of the base.
Dodging effects from A.O.E(X) works in exactly the same way as mentioned for Breath/Spread(X)
effects.

New Dice
I have introduced two new dice to the game for special effects. One consists of only attack symbols,
the other of only defence die. These are known as the Slash and Block dice respectively. When a
weapon or effect asks for the to be rolled roll them alongside any normal dice to be rolled. The
symbols work the same as on the normal dice only some sides have two symbols on them, both
symbols results must be applied.

Races

Orc
Body Points: 5
Mind Points: 3
Movement: D6 + 3
Strength: 4+
Dexterity: 6+
Perception: 5+
Bonuses: Starts with the Crushing Blow Skill
Restrictions: None

Drow
Body Points: 4
Mind Points: 5
Movement: D6+4
Strength: 6+
Dexterity: 4+
Perception: 4+
Bonuses: Starts with the Sneak Attack skill
Restrictions: Cannot use heavy armour

Classes
Monk
BP -1, MP +1, Dex +1
The monk specialises in unarmed combat. Able to train to
turn their fists and feet into deadly weapons
Skills Allowed
Agility, Toughness, Whirlwind Attack, Sprint, Crushing
Blow, Quick Reflexes
Restrictions
The Monk cannot use any weapons with a base of more than
2CD. Can only wear light armour.
Special, Unarmed Master
The monk specialises in unarmed combat. To symbolise this monks get 2CD for unarmed Attacks.
When monks level up they can choose to upgrade their fists for 1 extra CD. This can only be
performed twice in a heros career. The same can also be done for defence representing the monks
ability to parry attacks with their limbs.

Paladin
BP +1, Strength +1
The paladin is a crusader for good. Wiping out evil wherever they find it.
Skills Allowed
Cleave, Berserk, Power Attack, Weapon Focus, Weapon specialisation, Weapon Technique, Lore,
Crushing Blow, Shield Mastery,
Restrictions
Special, Smite Evil
If there are evil NPCs present the paladin must attack them in an attempt to wipe them out. The only
restriction to this is when he thinks a creature is too strong for him to combat. The Paladins rage can
be so great that when fighting evil creatures He can go berserk. When entering combat with evil
creatures roll a MP check. If you roll over your MP value nothing happens. If you roll under you get
+1CD for this encounter but -1 DD.

Ranger
MP +1, Dex +1, Per +1
The ranger revels in the natural world. Able to manipulate nature to their will.
Skills Allowed
Agility, Animal Training, Animal Empathy, Point Blank Shot, Sprint, Two Weapon Fighting,
Weapon Focus (Bows), Call Nature.
Restrictions
The ranger may not wear heavy armour or use weapons with a base of more than 3CD.
Special, Urban Sprawl.
Rangers are more at home in the forests and fields than in towns and cities. Rangers get a -1 to
perception and any checks related to MP whilst in towns and cities.
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Skills
Call Nature
Call nature represents a rangers ability to interact and manipulate
the natural world around him. This skill can be taken multiple
times and its power increases with each level.
In order to communicate with an entity the ranger must pass
a mind check rolling equal or below their MP value. If
failed nothing happens.
Level 1
The ranger can manipulate flowers and small plants as well
as communicate with simple beings such as common birds,
insects and mammals.
Level 2
The ranger can communicate with larger entities including
cats, dogs, wolves and larger plants but not trees.
Level 3
The ranger can communicate with all but the largest of animals
and plants.
Level 4
The ranger has complete mastery over communication with nature.

Crushing Blow
The hero can reign down a mighty crack on a single enemy. The hero cannot move and use this skill
in the same turn. On a successful strength roll the hero can add one slash dice to the attacks pool of
dice before rolling the attack.

Quick Reflexes
The hero can dodge and duck under attacks without taking so much as a scratch. Roll a D6 with any
defence dice, if you roll a 6 that attack causes no damage.

Shield Mastery
This hero is particularly good with a shield. When equipped with a shield a hero with this skill can
roll a dex check after a single attack that causes damage. If successful the hero can roll a single block
dice immediately and add the results to their defence. This skill can only be used once per encounter.

New Items
Weapons
Weapon
Club
Mace
Halberd
Grenade

Cost
70g
200g
300g
100g

Wgt.
2
2
3
1

Attack
2CD
2CD
4CD
2CD

Special Rules
Breakable, Blunt
Blunt
Two Handed, Reach
Thrown, A.O.E(2)

Cost
350g
10g

Wgt.
3
1

Defence
+2CD
N/A

Special Rules
Movement is at -1, No two handed/secondary weapons
+1 to hide checks

Cost
20g
5g

Effect
Can be used for a multitude of in game tasks.
Can be used for a multitude of task, Wgt. 1

Armour
Armour
Tower Shield
Cloak

Equipment
Equipment
Rope
Cooking Pot

Potions
Potion
Night Owl
Spider Foot
Invisible

Cost
30g
50g
100g

Effect
Allows a hero to see in the dark for 5 turns
Allows a hero to climb any face for 2 turns
Turn invisible for 3 turns. Instantly wears off if you attack an enemy.

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