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AHQ-Revamping Squad’s WORKSHOP “Pimpin’ AHQ since 2012” Presents AHQ Reforged: Revised & Revamped Version 1.7 For easy reference, the following rules have been sorted into sections titled after the corresponding books of Advanced HeroQuest: Reforged (V6.2). Slev’s rules are observed unless otherwise indicated below. Book 00-AHQR Rules-Introduction Redesign Notes Advanced HeroQuest: Reforged is, in my opinion, one of the most ingenious and well- developed AHQ variants in existence. It significantly improves the original game while preserving most of its essence, thereby boosting the system’s potential even further. Slev’s adaptation is clever, relatively simple, and easily adjustable; it also offers a sheer variety of Weapons and Treasures not found in other revisions. One of my primary arguments against Reforged, however, is that it departs from the assumption that most of the combat in the game should be conducted through doorways. In tune with such a conception, Slev’s variant offers double doors, broader Death Zones, and diagonal attacks as solutions for the bottleneck issue. While it may be just my personal preference, I believe playing like that makes the game repetitive after clearing a few rooms, and, at least for me, kills the fun. Bottleneck fighting is one of the main flaws in AHQ to begin with, and I believe there are other ways of handling it without altering the original combat mechanics while, at the same time, delivering more tactical variety to the game. Another issue is that Reforged offers the weakest starting Heroes and Enemies when compared to AHQ and its other variants. It is also the most restrictive about training Core Characteristics. I believe Slev’s solution works very well in the early stages of the game, as it starts moderately difficult at the beginning, as it should be. However, in my opinion, the game may become monotonous in the long run, as it limits the options for character development. If Specialization (Skill) is allowed multiple times in order to deal with the training restriction, then the game may also become unbalanced in the long run, as the Enemies (despite their increasing number) remain considerably weak for the rest of the game while the Heroes may become increasingly more resilient and skilled (and even more so if this variant is used). Also, the character-development system in Reforged may be somewhat flat, since most of the new Abilities are either Path dependent or fixed to Equipment. The Heroes start off with their main bonuses already available, so there are not many different combat options (other than Slev’s optional Heroic Feats) or tactics to use as the Campaign progresses.

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Page 1:  · AHQ-Revamping Squad’s WORKSHOP “Pimpin’ AHQ since 2012” Presents AHQ Reforged: Revised & Revamped Version 1.7 For easy reference, the following rules have been sorted

AHQ-Revamping Squad’s WORKSHOP “Pimpin’ AHQ since 2012”

Presents

AHQ Reforged: Revised & Revamped Version 1.7

For easy reference, the following rules have been sorted into sections titled after the

corresponding books of Advanced HeroQuest: Reforged (V6.2). Slev’s rules are observed

unless otherwise indicated below.

Book 00-AHQR Rules-Introduction

Redesign Notes

Advanced HeroQuest: Reforged is, in my opinion, one of the most ingenious and well-

developed AHQ variants in existence. It significantly improves the original game while

preserving most of its essence, thereby boosting the system’s potential even further. Slev’s

adaptation is clever, relatively simple, and easily adjustable; it also offers a sheer variety of

Weapons and Treasures not found in other revisions.

One of my primary arguments against Reforged, however, is that it departs from the

assumption that most of the combat in the game should be conducted through doorways. In

tune with such a conception, Slev’s variant offers double doors, broader Death Zones, and

diagonal attacks as solutions for the bottleneck issue. While it may be just my personal

preference, I believe playing like that makes the game repetitive after clearing a few rooms,

and, at least for me, kills the fun. Bottleneck fighting is one of the main flaws in AHQ to begin

with, and I believe there are other ways of handling it without altering the original combat

mechanics while, at the same time, delivering more tactical variety to the game.

Another issue is that Reforged offers the weakest starting Heroes and Enemies when

compared to AHQ and its other variants. It is also the most restrictive about training Core

Characteristics. I believe Slev’s solution works very well in the early stages of the game, as it

starts moderately difficult at the beginning, as it should be. However, in my opinion, the game

may become monotonous in the long run, as it limits the options for character development. If

Specialization (Skill) is allowed multiple times in order to deal with the training restriction, then

the game may also become unbalanced in the long run, as the Enemies (despite their

increasing number) remain considerably weak for the rest of the game while the Heroes may

become increasingly more resilient and skilled (and even more so if this variant is used).

Also, the character-development system in Reforged may be somewhat flat, since most of the

new Abilities are either Path dependent or fixed to Equipment. The Heroes start off with their

main bonuses already available, so there are not many different combat options (other than

Slev’s optional Heroic Feats) or tactics to use as the Campaign progresses.

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In such circumstances I do not find much incentive to create or develop a Hero, as any

character may be replicated relatively easy by simply creating a new one with the same

starting Abilities or by purchasing certain pieces of Equipment.

The purpose herein is to address the aforementioned issues through the implementation of the

following changes, primarily:

A return to the original mechanics: This variant reimplements most of the original core

mechanics, so that it plays more like Advanced HeroQuest than Reforged does. Heroes and

Enemies now have similar Core Characteristics to those of their counterparts in the original,

even to the point that they may now be used interchangeably. Also, the Core Characteristics of

Heroes may now be increased more than twice as in the original game.

The starting Core Characteristics of Heroes have been increased, and they are now on the

lower spectrum of the starting values allocated in Advanced HeroQuest in order to give room

for advancement. Core Characteristics are no longer fixed; they may now be partially

customized during the character-creation process, even Wounds. However, Bravery and

Intelligence are intentionally lower than in the original, as they may now be increased through

Skills and Feats. The original turn sequence used in Advanced HeroQuest has also been

reimplemented, with some clarifications.

The original Movement and Death Zone rules used in Advanced HeroQuest have been

reimplemented with some exceptions: Diagonal movement is now allowed at double

(Movement) cost. Also, moving out of a focused Death Zone now requires a successful

Withdraw Action, which is essentially a Speed Test. Diagonal attacks are only possible when

wielding certain long-range Skirmish (Hand-to-Hand) weapons as in the original game.

The “Doorway-Exploit” Fix: This is my (separately released) solution for the bottleneck

issue. Combat will now take place through doorways only if the Heroes win the Surprise and

decide to stay out of the room. If the Heroes stay out of the room for protection, they will be

vulnerable to monster attacks for one turn as a penalty.

Heroes now face the risk of being ambushed inside rooms if they fail to surprise the Enemies.

Bottleneck combat is discouraged, but it may still be used as a tactic if the Heroes win the

Surprise, though now optionally and with a penalty as aforementioned.

Also, Enemies may now push Heroes and Henchmen through doorways in order to limit the

effects of the bottleneck issue even more. As you may see, these changes remove the need

for Slev’s alterations to Movement and Death Zone rules.

The fix has been tested over the last few years and it has proved to increase the mortality rate

amongst the Heroes, as they become more vulnerable to (Surprise) ambushes. Nevertheless,

the added difficulty balances considerably with some of the Abilities introduced by Slev (like

Block) and also with several of the new Heroic Feats and Actions, designed precisely to deal

with the new ambush situations while providing more variety and tactical options to the

players.

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A new character-development system: This variant introduces a new character-

development system inspired by AHQ Second Edition and Descent. The Abilities assigned in

Reforged to each Path are maintained for starting Heroes; however, a new set of Heroic Feats

may now be purchased in exchange for Fate Points and Gold Coins after completing a Quest.

Starting Fate Points awarded to the Heroes after each Quest may now be converted to Heroic

Tokens, which is the currency needed to purchase Heroic Feats from a common repository for

all types of characters. However, the archetypical class restrictions found in AHQ Second

Edition are observed. Cross-classing is possible but expensive.

The new mechanic of using Fate Points as currency to purchase Heroic Feats (ala Descent) is

easily adjustable and integrates consistently well with Slev’s system, even better than the

Experience Points-counting mechanic used in AHQ Second Edition. In fact, that is the only

concept borrowed from Descent, which (I must admit) I never really liked as a dungeon

crawler. This new mechanic also deals very effectively with the issue of Fate Point

accumulation, which may affect game balance.

The player(s) now have to decide between keeping Fate Points or acquiring Heroic Feats

instead. Although it is possible for purists to ignore the Heroic Feats altogether and keep all

the Fate Points, it would eventually lead to passive and bland gameplay (as in AHQ).

Many of the new Heroic Feats have been borrowed from the other AHQ variants, but they are

not accessible by Class like in Descent. I figured that a common repository could be adapted

more easily to Reforged and, at the same time, make the game more varied, even if the

Campaign is limited to a certain number of Quests. I have been flirting with the idea of

assigning one unique Heroic Feat to each Path, though, as of now, I prefer the current setting.

Time will tell.

The imported Skills have been tweaked and integrated to this variant as Heroic Feats

according to a predetermined conception of how the game should play, including some ideas

from Descent and Warhammer Quest itself. More than 120 Heroic Feats are now available,

including slight variations of some of Slev’s.

The new Heroic Feats have been designed to spice up combat by making Encounters more

varied for the Heroes as the Campaign progresses. Some of the new Heroic Feats are also

designed to help the Heroes in the new Surprise ambushes resulting from the aforementioned

“Doorway-Exploit” Fix.

The new Heroic Feats are not supposed to interfere with the balance of the game, as the most

powerful ones are not available to the Heroes until after they have completed a few Quests

and, consequently, the dungeons have become more difficult in order to counterbalance.

The fragility of the Heroes is one of the main concepts that served as an outline for my

modifications. Therefore, the new Actions and Heroic Feats are not intended to make the

game easier nor to create near-invincible characters. Instead, they are intended to provide

balance and more tactical variety without spoiling the tension.

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Although some of the new Heroic Feats may appear too powerful at first glance, this is

intentional. I decided to start working from raw (and sometimes over-powerful) concepts, then I

used a few pre-planned factors or “valves” to adjust balance depending on the results obtained

from playtesting.

The aforementioned balancing factors make the new Heroic Feats more easily adjustable at

the end of the playtesting process by altering just a few variables such as: cost, tests to be

passed, or limitation of use (upon a Critical Hit, per Expedition, Encounter, or Turn). Such

variables shape every Heroic Feat in this variant, and they also allow the adoption of new

concepts as well as imported ideas from other games (tweaking accordingly).

Some of the most powerful Heroic Feats require passing tests associated with different Core

Characteristics; in consequence, training those Characteristics now carries added effects.

AHQ Reforged is not an easy game: dungeons become increasingly dangerous as the Heroes

gain Experience, and to make things worse, the new Surprise ambushes add even more

fatality to the equation. However, the increased difficulty balances relatively well with the

bonuses granted to the Heroes by Slev’s implementations (like Block Ability), as mentioned

above.

A few powerful Heroic Feats do not spoil the difficulty of the game, considering that they

become available only after completing a few Quests (when the dungeons are deadly

enough). Instead, the new Heroic Feats make combat more varied, and they also produce

very climactic moments when the result of a decisive attack in the midst of a crucial Encounter

depends on the result of a test.

As a result of the new mechanics, some new management decisions have to be made now:

spend or keep Fate Points? how many? go defensive or offensive? These and other options

lead to different configurations and results. My goal is to make the new Heroic Feats balanced

and interesting enough to make those decisions as engaging as possible.

Numerous adjustments and modifications have been made. Several obscurities and

imprecisions have been clarified and fixed with my house rules; some entirely new mechanics

have been implemented as well. Updates are listed and detailed in the following pages.

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AHQ Reforged: Revised & Revamped–as the title suggests–is a set of variant rules for

Slev’s Advanced HeroQuest Reforged.

A variant of a variant, implemented as a mod. If I had to describe it in a few words, I would say

it is essentially a cross between AHQ Reforged and AHQ Second Edition, with a heavy dose

of our own house rules.

The project offers a revised version of Reforged (reimplementing the original AHQ mechanics

and fixing the bottleneck issue) coupled with a new character-development system inspired by

AHQ Second Edition and Descent, all combined with our modifications and adaptations from

the other AHQ variants.

At the core level it retains most of the original game mechanics, so it plays more like Advanced

HeroQuest than Reforged does. However, the recent implementations (working cohesively

with Slev’s system) provide new options that spice up the experience considerably.

It is designed to be a tactical dungeon crawler, light and uncomplicated but varied and

engaging at the same time. It is focused on exploring dungeons, fighting monsters, finding

treasures, and developing your character(s) in a challenging environment.

The game requires very few components and short set-up times, so the administration is

relatively simple and agile even when controlling the whole party of adventurers. Also, we

have not yet found another tabletop dungeon crawler that delivers the same sense of tension

and unpredictability while playing solo. If we add all the customization options and (of course)

the nostalgia factor, we then have features rarely found together in a dungeon crawler these

days.

This is a non-profit effort based on shared work. Our goal is to evolve Advanced HeroQuest to

the level it deserves as an exceptional and unique dungeon-crawl system ahead of its time.

It is a work in progress, so the purpose of the attached document is to share what we have so

far (as an open test version) in order to receive comments that may be useful for its

improvement. Any feedback will be greatly appreciated.

AHQ-Revamping Squad’s Workshop

February 11, 2016

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UPDATES (The rules start on page 82)

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Updates V1.1

(For Advanced HeroQuest: Reforged V6.0)

Core Rules Actions Movement and Traps -Heroes and Henchmen may now move past any type of spotted trap by moving slowly (or

Tiptoeing). The squares surrounding the trapped square may now be passed over at double

(Movement) cost; the trapped square itself may now be passed over at triple cost. The trap is

set off if the moving model fails a Speed Test upon stepping onto the trapped square.

Tiptoeing is now allowed for all spotted traps (not only for the Falling Block) in order to address

some problematic issues experienced when dealing with traps in awkward positions (like

adjacent to Pits, Portcullises, and/or other Traps), also when dealing in combat with (those)

awkwardly placed traps. Tiptoeing is particularly useful in Solo Play, in which traps are

encountered in random and unexpected positions.

Free Attacks

-It is now expressly indicated that Free Attacks (caused by Critical Hits) may be used at any

point during the attacker's Activation (as if they were normal Skirmish Actions), even against

different targets. This is just a clarification, as the corresponding rule in Reforged may be

interpreted ambiguously.

Death, Wounds & Injury

Severely Wounded -Enemies with only one Life Point left are now considered Severely Wounded; they suffer a

penalty of -2 Weapon Skill until recovery. In my opinion, Severely Wounded Enemies should

not be able to attack with the same vigor as fresh ones.

Generating the Dungeon

Stairs

-Unless otherwise indicated in the Quest rules, all the stairs found at the end of Passages are

considered Stairs Out, except the first set of stairs discovered on Level 1 of the dungeon,

which is now considered Stairs Down. The only set of Stairs Down on Level 2 (and below if

more levels are added) is found in the corresponding Quest Room of that Level. I believe the

game now plays better with these adjustments, as stairs may be difficult to find in passages

when using Slev’s rules.

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Doors

-Doors may be either single doors or double doors. Every door found in the dungeon is a

double door on a roll of 9-12; otherwise, it is a single door by default. This variant retains both

types of doors for more diversity. Doors may either help or hinder, depending on the situation.

Quests & Campaigns

Quest Rewards

-Experience Tokens have been renamed to “Heroic Tokens” in order to avoid confusions with

Experience, which is a different game concept.

-The rules for trading Heroic Tokens have been changed: One Heroic Token is now awarded

to each Hero after completing a Quest regardless of their performance, and another Heroic

Token may be traded for a Starting Fate Point. Therefore, a maximum of two Heroic Tokens

may now be obtained after completing a Quest, just as in the previous version. I believe that a

system of tokens is easily adaptable to Slev’s variant without altering its balance, but I am still

testing other options.

Spending Gold

-Identify Magic Item (Service) now costs 60 Gold Coins.

Bestiary-Rules & Matrices

Number of Enemies

-A single Wandering Monster is now considered to be two Enemies in order to prevent it from

being assigned a disproportionately high Points Value.

Number of Sentries

-The Sentries Table has been tweaked; Sentries are now less likely to appear in the game.

Sentries are far too common in Reforged, and I believe they should be encountered less

frequently.

Orcs

-A new section with Orcs has been added, including nine different ready-to-play specimens.

Play Sheets

Combined Tables

-The basic information required to play has been condensed in just three pages of combined

tables.

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Abilities

-Awareness now treats the Spot Chance of Traps as being one point higher instead of two, as

there are now Heroic Feats to increase the bonus granted by this Ability.

-Channeling now indicates that the Wounds taken by this Ability are immediately lost upon

failing the Intelligence Test required for the Spell or after the Spell has been resolved

(including after any healing effects have been applied). This is just a clarification, as the rule in

Reforged may be interpreted ambiguously.

Heroic Feats

-Hero Types have been renamed to Martial, Mystic, and Wanderer.

-There are now 91 Heroic Feats to customize your character(s): 11 Academic Feats, 43

Combat Feats, 12 Magic Feats and 25 Prowess Feats.

Academic Feats

-Trap Master now correctly refers to Awareness and Dexterity instead of “Detect Traps” and

“Disarm Traps” (correspondingly).

-Survival has been renamed to Survivalist, and its effect has been tweaked. A Hero with this

Feat may now roll a die upon being required to pay Cost of Living between Expeditions; the

cost may be ignored on a roll of 10-12.

-Trade Master may not be used anymore to cover Cost of Living or to purchase items with a

price higher than 250 Gold Coins, as it may be exploited by Priests.

Combat Feats

-Accurate Blow has been added (with one rank and a cost of one Heroic Token): Upon scoring

a Critical Hit, the Hero is able to make a Free Attack with +2 Aim.

-Killing Blow now costs two Heroic Tokens instead of one, and it causes +2 extra Wounds in

addition to any Wounds caused by the corresponding Free Attack.

-Stubborn has been renamed to Stubborn Defense, and it now costs 3 Heroic Tokens instead

of 2, considering the substantial benefit it provides.

-Tunnel Fighter now grants +2 Aim instead of +2 Weapon Skill.

-Armor Piercing has been renamed to Armor Piercer, and it now grants a Free Attack with

Armor Piercing (Ability) upon scoring a Critical Hit.

-Combat Inspiration now grants +2 Aim instead of +2 Weapon Skill.

-Furious Attack now grants +2 Might instead of +2 Damage Dice, and it now costs one Heroic

Token instead of two.

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-Power Shot now grants two ranged attacks, each with +2 Aim instead of +2 Weapon Skill,

once per Expedition.

-Revenant Rage has been added (with one rank and a cost of two Heroic Tokens): When the

Hero has two or less Life Points left, he receives a bonus of +2 Aim (Ability) and +1 Might

(Ability) until recovery.

-Savage Strength now grants +3 Might (Ability) instead of +2 Strength.

-Outmaneuver now grants +2 Aim instead of +2 Weapon Skill.

-Weapon of Choice now grants +1 Might or +1 Aim instead of +1 Damage Die or +1 Weapon

Skill.

-Doomstrike now grants +3 Aim instead of +3 Weapon Skill.

-Slay 'Em All now grants +2 Might (Ability) instead of +2 Damage Dice.

Magic Feats

-Combat Casting does not require to pass an Intelligence Test anymore.

-Counter Magic now costs 3 Heroic Tokens and its effect has been reworded to match the

effect of Crystal Mirror (Trinket Treasure). The cost of one Fate Point has also been swapped

for an Intelligence Test.

-Far Range now requires an additional Intelligence Test, and the effect has also been

reworded for more clarity.

-Magical Infliction now interacts with Spells only.

-Miser with Magic now works differently: A Hero with this Feat is able to preserve one Spell

Component upon failing the Intelligence Test required to cast a Spell. If combined with

Channeling (Ability), the Hero is able to avoid the penalty (Wounds) for failing the test.

-Swift Fingers now costs two Heroic Tokens instead of three, considering the substantial

benefit it provides.

-Dual Caster now works differently: The Hero may now cast two Spells during the same

Combat Turn by passing an additional Intelligence Test once per Encounter. To resolve the

second Spell, the Feat may be combined with Channeling and/or Miser with Magic. It has no

effect if acquired by a Hero with Focusing (Ability), and it is now for Spells only.

-Greater Infliction now interacts with Spells only.

-Restoring Radius now only affects the user and one adjacent Hero or Henchman.

-True Believer now expressly indicates that it refers to Fate Points, as the rule in Reforged

may be interpreted ambiguously.

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Prowess Feats

-Alertness now indicates that the bonus granted by this Feat is limited to one point, up to the maximum allowed. -Keen Eye now adds +1 Conserve instead of “retrieving ammunition”. -Quickie has been renamed to Swift, and now each rank grants +1 Swift (Ability). -Cat Burglar now allows the Hero to walk through spotted trapped squares and their areas of effect at normal speed without setting off the traps. -Double Dealer has been reworded for more clarity; it now correctly refers to Major Actions during Exploration Turns. -Fearsome now costs three Heroic Tokens instead of two, considering the substantial benefit it provides. -Backpacker now has two ranks; each rank now allows the Hero to carry 100 Gold Coins and

one Weapon, in addition to the regular carry limit.

-Ignore Injury has been renamed to Invulnerable, and it now costs three Heroic Tokens instead

of two, considering the substantial benefit it provides. It now grants Invulnerable (Ability) for

the rest of the turn.

-Plunderer now costs three Heroic Tokens instead of two, considering the substantial benefit it

provides.

-Miracle Deflection now has two ranks; each rank provides one permanent Block Point. Each

Block Point may only be used once per Expedition as normal.

-Quick Search now costs three Heroic Tokens instead of two, considering the substantial

benefit it provides.

-Slev’s Hand-to-Hand To-Hit Rolls Table is now ignored, as its use may complicate combat

without any significant benefit. I am reverting to the original AHQ’s Hand-To-Hand Hit Rolls

Table since it is much easier and faster to determine To-Hit numbers by using the arithmetic

method adopted in this variant, without having to look up tables.

Solo Play

-Dungeon Counters are now limited as in Multiplayer games. Every time the GameMaster rolls

a trap or a group of Wandering Monsters the die is rolled again; the “event” will not require the

cost in Dungeon Counters (it will be free) on a result of 9-12. The GameMaster now receives a

limited number of Dungeon Counters, the same quantity allocated in Multiplayer games plus

one. The GameMaster received virtually unlimited counters in Solo Play under the original

rules, considerably increasing the difficulty without much justification.

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-A new optional rule (for more difficulty) has been added: The GameMaster is not required to

spend DCs on traps in doors and chests.

March 22, 2016

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Updates V1.2

(For Advanced HeroQuest: Reforged V6.1)

Core Rules

Game Concepts

Danger

-The Danger rating of Random Quests is now determined (unless otherwise indicated in the

Quest rules) by the number of Dungeon Levels in the Quest (usually 3) +2. If the player(s)

want to customize the Danger rating of a Random Quest, simply add +1 or +2 for each tweak

that may increase difficulty. Random Quests have only one dungeon, if more dungeons are

added, then each dungeon is considered as a separate part of the Quest.

Death Zones

-Death Zones may now be focused in the same way as in Advanced HeroQuest. However,

some adjustments have been made to deal with the new Surprise ambushes (when the

Heroes are surprised). The original Death Zone mechanic feels more realistic (than Reforged),

and it allows more tactical detail. I have been observing the original rules in my tests, although

they are not expressly enabled in Reforged.

Party Experience

-Party Experience is now determined by adding the Experience values of Heroes and

Henchmen in the Party and dividing the total by the number of Heroes, rounding up fractions

greater than 0.5. This fix is intended to increase Experience at a steady pace instead of the

steep variances registered when rounding down.

Game Turns

-The GameMaster Phase of an Exploration Turn is now ignored if, during any of the previous

phases of the same turn, all the Heroes and Henchmen reached a stairway out of the dungeon

or Enemies were encountered. I am not yet completely sure about this adjustment, but it is

included anyway since it is problematic to have trapped stairs or Wandering Monsters against

vanished Heroes.

-Slev’s Optional Rule for Simplified Exploration is now ignored, as it does not fit well in the

already-simplified Turn Sequence (borrowed from Advanced HeroQuest) implemented in this

variant.

Actions

-Change Places may now be taken even if both models are in a focused Death Zone. Only the

performing model must pass the Speed Test unless both are in a focused Death Zone. This

Action may be very useful in Surprise ambushes, and it was supposed to be included in the

previous version of this variant.

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Moving

-Movement through friendly models is now allowed by spending one additional Movement

Point (1 Movement Point = 1 Square) for each space containing a friendly model.

Generating the Dungeon

Doors

-Double doors are now more common; a door is now a double door on an even roll instead of

a result of 9-12 as in the previous version.

Hazards

Bats & Rats

-The Bats/Rats Hazard Rooms now have only one door and one Minor Treasure Chest.

Stranger

-The Maiden encountered as a Stranger is now a beautiful and voluptuous girl (in a

provocative slave outfit) who may be escorted to her penniless father for a reward of +1

Charisma (for each Hero) or sold as a pleasure slave for $250 Gold Coins and no Charisma

gain for the current dungeon. I cannot help but imagine the scene of the Party walking out of

the dungeon with the pretty girl in custody: “Thank you very much for rescuing me! Please take

me to my father!” The Heroes look at each other in silence...

Traps

Pit Trap

-If a Pit Trap is spotted, the corresponding overlay must be placed in front of the spotting Hero

(considering the square it was moving to) as indicated in Reforged. If such placement affects

an adjacent model, the Pit Trap overlay must then be placed in a way that affects the spotting

Hero only. If this is not possible, the overlay is then placed one square away in front of the

Party (as indicated). If a spotted Pit Trap is set off, it also affects any adjacent Hero or

Henchman within the board overlay area.

Quests & Campaigns

After the Expedition

-Treasure is now divided before resolving Quest Rewards in order to pay for Heroic Feats.

Quest Rewards

-Heroes must now pay 50 Gold Coins for each Heroic Token, as Basic Training Cost.

-Heroic Feats may now be sorted into three groups according to base cost: Low Cost (1 Heroic

Token) Medium Cost (2 Heroic Tokens) or High Cost (3-4 Heroic Tokens).

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-Each Hero is now allowed a Basic Set of five Heroic Feats as maximum, from which only two

may be of High Cost (three or more Heroic Tokens). After acquiring four Heroic Feats, more

may be purchased by spending one additional Heroic Token per Feat and an Extended

Training Cost of (Experience x8) Gold Coins for each Heroic Token for the Heroic Feat.

-A Hero may not purchase Heroic Feats of High Cost until he has acquired at least one Heroic

Feat of Low Cost and another of Medium Cost.

Bestiary-Rules & Matrices

Number of Enemies

-The Number of Enemies Table is now ignored, as it tends to produce erratic results. I have

already started working on a replacement. The GameMaster (or Solo Player) must determine

the number of Enemies depending on the circumstances. It is recommended to start with the

Points Value of Enemies, then it is easier to determine their number by considering the

difficulty intended for the dungeon.

Orcs

-Each Enemy is now labeled as Common, Elite or Character in order to select the appropriate

type as indicated in Reforged.

Hero Creation

Racial Paths (Elf)

-Elves do not start with one rank of Alertness (Feat) anymore. I believe it is unnecessarily

advantageous.

Play Sheets

Heroic Skills

-Any Starting Spell granted by Wild Talent (Skill) now includes two components for such Spell.

Wild Talent Spells may now be used only once per Encounter.

Example Heroes

-Rogar’s Character Sheet has been corrected, the Bidenhander (GS) should have +11 Brutal

Damage instead of +10.

Abilities

Heroic Feats

-Cross-classing costs have been adjusted; they are slightly lower now.

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Prowess

-Cat Burglar now allows the Hero to walk or run through trapped squares and their areas of

effect without setting off the traps.

-Survivalist is now a Prowess Feat, and it may not be acquired by Mystic-Type Heroes

anymore. It may be exploited by Priests.

Solo Play

-The rules for using Dungeon Counters have been tweaked: the GameMaster is now able to

use all the Dungeon Counters in Solo Play.

April 14, 2016

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Updates V1.3

(For Advanced HeroQuest: Reforged V6.1)

Introduction

Redesign Notes

-The Redesign Notes have been updated to current version; some typos and errors have been

corrected in the process.

Core Rules

Actions

-Push has been tweaked: A bonus of +1 is now added to the result of the Strength roll for each

friendly model behind the ones involved in the Push Action (correspondingly).

-Leap has been added: Heroes may now leap over Pit Traps and Chasms in combat as a

Major Action. This addition is intended to deal with problematic situations experienced when

dealing with Enemies across trapped spaces.

Death, Wounds & Injury

Severely Wounded

-Fearsome (Ability) is now ineffective in Severely Wounded Enemies as long as they are in

that condition.

Fate Points

-Fate Points may now be used by the Leader to influence Surprise rolls, but only the Leader’s

Fate Points may be used for that purpose.

Generating the Dungeon

Furniture

-My alternative tables for using HeroQuest Furniture have been included in their entirety. They

are not intended to mess with the balance in Slev’s system.

Traps

Dealing with Spotted Traps

-The Hazard Action included in Reforged for moving past a trapped area is now ignored, as

Heroes and Henchmen may now tiptoe through trapped areas in Exploration and Combat

Turns as indicated in the Core Rules. Slev’s rule is abandoned, as it may be problematic when

dealing with Enemies encountered in trapped passages.

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Quests & Campaigns

Campaigns

-A new optional rule (for more difficulty) has been added: The Campaign must not last more

than twelve Quests, and the Heroes are discarded afterward. I believe that a Quest limit

makes it even more challenging to develop your character(s).

Quest Rewards

-Heroic Tokens are no longer awarded freely to the Heroes after completing a Quest, though it

is now an optional rule for faster development. Heroic Tokens are therefore more valuable

now.

-Each Hero (except Mystic-Type Heroes) is allowed to acquire a Basic Set of four Heroic

Feats, from which only one may be of High Cost. Heroes must pay (Experience x10) Gold

Coins for each Heroic Token for the Basic Set of Heroic Feats, as Basic Training Cost.

-After acquiring four Heroic Feats, more may be purchased (except Mystic-Type Heroes) by

paying one additional Heroic Token per Feat, and an Advanced Training Cost of (Experience

x15) Gold Coins for each Heroic Token for the Advanced Set of Heroic Feats instead of the

Basic Training Cost, additional to any cross-classing cost that may apply. (See Appendix X-

Abilities).

-Mystic-Type Heroes are allowed to acquire a maximum of four Heroic Feats in total, from

which only two may be Wizardry Feats. Mystic-Type Heroes must pay (Experience x25) Gold

Coins for each Heroic Token for Magic Feats, as Special Training Cost.

-It is now indicated that Mystic-Type Heroes may not acquire High-Cost Feats until they have

acquired at least one Heroic Feat of Medium Cost.

Bestiary-Rules & Matrices

Value of Enemies

-When calculating the Basic Points Value of Enemies to turn up (No. 1: Party Experience),

fractions are rounded up.

Play Sheets

-It is now expressly indicated that Number of Enemies Table is ignored, as indicated above.

Abilities

Heroic Feats

-Cross-classing costs are now added to Training Cost. Cross-classing is possible but

expensive; it may be a good incentive to keep developing your character(s).

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Academic

-Stone Master may now be used once per wall. This is just a clarification, as the rule in Reforged may be interpreted ambiguously.

Solo Play

-For all the purposes of the Solo Mode GM Table, Effects are now named Results, and

Occurrences are now named Situations.

-A new optional rule (for more difficulty) has been added to the Solo GameMaster Table:

Results (formerly Effects) may trigger new Situations (formerly Occurrences) and then new

Results. The GameMaster may use multiple Dungeon Counters in such event.

June 1, 2016

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Updates V1.4

(For Advanced HeroQuest: Reforged V6.2)

Introduction

Redesign Notes

-I finally dedicated some time to improve the appearance of the document. The whole text (not

only the Introduction) has been thoroughly revised and updated with numerous grammar

corrections and wording changes.

-Updates are now grouped by book and section for easier reference.

Core Rules

Game Concepts

Danger

-The default rules for Random Quests have been moved to Book 03J-Quest Generator, as I

believe they belong there.

Death Zones

-In order to keep track of the focused Death Zones, models must now be turned towards the

square they are focused on.

-It is now indicated that, if more models are in the same opponent’s Death Zone when it starts

its Activation but none of them moved first or was attacked during the last turn, the Death Zone

is then considered focused on the model with the lowest Weapon Skill. If the models’ Weapon

Skills are tied, the Death Zone is considered focused on the model with the lowest Toughness.

If the models’ Toughness values are also tied, the Death Zone is then focused on the model

with less Life Points left. If the models have the same Weapon Skills, Toughness values, and

number of Life Points left, the Death Zone is then focused randomly.

Setting up the Game

-The number of Dungeon Counters (indicated in No. 4) is now determined by calculating one-

quarter of the Party Experience, rounding up fractions greater than 0.5. This adjustment is

intended to increase the number of Dungeon Counters at a steady pace instead of the sharp

variances registered when rounding down fractions.

Game Turns

-The Turn Sequence Table now correctly includes the exploration of junctions and doors as

conditions to activate the Exploration Phase of Exploration Turns. This correction was

supposed to be included in V1.0.

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-The Turn Sequence Table now also indicates that any Hero or Henchman that steps up or

down through a stairway during the Hero Phase is considered out of the game until all the

Heroes and Henchmen have gone through the same stairway or the remaining have died. This

rule is intended to fix an ambiguity in the original turn sequence. I believe it works better with

this adjustment instead of having the Heroes divided on two different levels of the same

dungeon, as the original sequence apparently suggests. However, I am still exploring the

possibility of rules for splitting the Party.

-The Turn Sequence Table now also indicates that any remaining Hero Activations are omitted

if all the Enemies are slain during the Hero Phase of a Combat Turn. The GameMaster Phase

of that turn is (for obvious reasons) also omitted, and the End Phase is then resolved. This rule

is intended to fix another ambiguity in the original turn sequence, and I believe the game flows

neater with this addition. This adjustment was also supposed to be included in V1.0.

-The Turn Sequence Table now also includes the Exploration Phase of Combat Turns; it is

started when Heroes or Sentries open a door or move to a junction that leads to an unexplored

part of the dungeon during a Combat Turn. It works in the same way as in Exploration Turns.

-The Turn Sequence Table now also includes details of Solo Play in the description of the

Game Master Phase of Exploration Turns, for easier reference.

Actions

-Loot Chest (Action) has been excluded and is therefore ignored; it should have been

expressly removed long ago, as Treasure Chests may not be examined in Combat Turns

under our rules. (See Opening Treasure Chests in the Core Rules).

-Any Action that requires to pass a test is now considered exhausted if such test is failed. It is

not clear in Reforged whether an Action is considered used or not upon failing the

corresponding test.

Free Actions

-It is now expressly indicated that Heroes and Henchmen (not in a focused Death Zone) may

pass equipment and items to an adjacent Hero or Henchman in any direction (including

diagonally) as a Free Action. Slev’s rule apparently allows only Heroes to pass Equipment

between each other, which I believe is an error since Henchmen are clearly intended to help

the Heroes in carrying gold and items.

Moving

-It is now expressly indicated that Heroes and Henchmen may move in any order during the

corresponding Hero’s Activation.

-It is now also expressly indicated that Death Zone restrictions and Movement rules are always

observed in any Action that involves movement (including movement allowed by an Ability,

Action, Heroic Feat, or Skill) unless otherwise indicated.

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Movement and Death Zones

-It is now expressly indicated that models may not move out of a focused Death Zone even if

friendly Death Zones overlap.

Movement and Traps

-This section has been removed since Leap and Tiptoe are now Actions that may be taken to

move past spotted traps. The rules have been moved to the corresponding sections (Actions

and Traps) of this document. Special rules for Traps and Hazards now tend to be exceptional.

Opening Treasure Chests

-As mentioned above, the fourth paragraph in this part of the Core Rules is ignored since Loot

Chest (Action) has been excluded. Any Treasure discovered in a chest may be distributed

freely amongst the Heroes and Henchmen located in the same room (or passage section) as

the looting Hero decides. Models left out of the room for protective reasons (see Hints & Tips)

may not take part in the share-out.

Using Healing Herbs

-A new section titled Using Healing Herbs has been added: It is now expressly indicated that

Healing Herbs may now be used in Exploration and Combat turns by taking a Heal Friend or

Heal Self Action. Heal Friend is now a Major Action in combat. Heroes and Henchmen may

now be healed even when located in a focused Death Zone as long as the healing Hero is not

in one.

Leap

-Heroes and Henchmen may now leap over Pits and (spotted) traps as a Minor Action

(Vigorous in Combat) by passing a Speed Test. A model may leap and move up to four

squares in a straight line (horizontal or vertical) and land in a spotted trap’s area of effect

without risk, but the model must pass another Speed Test upon landing in a trapped square.

Models may jump into a Pit or Chasm, suffering the corresponding damage. Models may not

leap out of a focused Death Zone or through other models. If the leaping model fails the Speed

Test, it is placed in the closest square with a spotted trap in the direction of the attempted leap,

setting it off, otherwise the model falls into the closest Pit or Chasm (in the same direction of

the attempted leap). These tweaks are intended to fix some problematic issues experienced

when dealing with traps adjacent to Pits, Portcullises and/or other traps. Also, these tweaks

are intended to deal with Pits and Traps in combat, especially in Solo Play, in which traps are

placed randomly.

Push

-It is now indicated that the pushing model and the target each roll a die and add their Strength

values to the result, they also (correspondingly) add +1 for each friendly model adjacently

behind them in a straight and continuous line. Only the friendly models (in a continuous line)

that have not moved during the same turn are considered for the bonus.

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-Enemies adjacent to doorways may now push party members instead of moving. This

addition is intended to limit the effects of the bottleneck issue even more.

Switch Places

-The name has been changed to Switch Places, as it seems more appropriate. It is now a

(Vigorous) Minor Action. The switch may now be done with an adjacent friendly model in any

direction, including diagonally. Also, the second model (the one switching places with the

active Hero or Henchman) may now participate in the switch only if it has not moved or

switched places in the same turn in which the Action is attempted. If the maneuver is

successful, then the switch is considered as a Bonus Action for the second model. I believe it

may be too advantageous (and exploitable) as a repeatable Minor Action, but I am still

considering it.

Tiptoe

-Tiptoe has been added as a Minor Action (that allows movement): it now allows Heroes and

Henchmen to move past spotted traps and their areas of effect by moving a maximum of three

squares (for each Tiptoe Action) in Exploration Turns and half their Speed in combat, rounding

down fractions. Tiptoe is now considered an Action that allows Movement, and therefore

Movement rules and restrictions are observed when taking a Tiptoe Action. Additional

Movement Costs (for moving diagonally or through friendly models) are also observed when

tiptoeing. Also, the Hero or Henchman must now pass a Speed Test upon stepping onto a

trapped square (while tiptoeing); if the test is failed, the trap is set off. These additions provide

more variety, as the Heroes must now decide between leaping (fast but risky) or tiptoeing

(slow but safe) to move past spotted traps. They are also intended to fix some problematic

issues experienced when dealing with spotted traps in enclosed spaces, in which the Heroes

are not allowed to move off the area of effect after spotting the trap, also when dealing in

combat with (awkwardly placed) traps.

Withdraw

-Withdraw is now a (Vigorous) Minor Action and it now allows bonus movement (up to three

squares) when successful, observing Death Zone restrictions and Movement rules. If the

withdrawing model has two or more Death Zones focused on itself, it now adds +1 to the result

of the corresponding Speed Test for each additional Death Zone focused on the model. It is

now indicated that Withdraw may be attempted by Heroes and Henchmen as a Bonus Action

immediately after making a successful Skirmish attack that caused at least one Wound. I like

how the added attack and movement bonus allow more tactical options during combat.

Attacks & Combat

-Flanking (Penalty) has been added: A model is considered Flanked if it has two or more

Death Zones focused on itself at the same time. Flanked models suffer a penalty of -1

Weapon Skill when attacked (Skirmish) by a third Enemy, to a maximum of -2 Weapon Skill

when attacked by a fourth or more.

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Death, Wounds & Injury

Death

-When a model is killed, it is removed from the game as normal; its slayer may then be moved

to the vacated square (if the player so decides) unless it is located in a focused Death Zone.

This is just a clarification of the original rule, as the corresponding rule in Reforged may be

interpreted ambiguously.

Severely Wounded

-Severely Wounded Enemies now exert a weaker Death Zone. When a Hero or Henchman

attempts to withdraw from the focused Death Zone of a Severely Wounded Enemy, the active

player must now subtract -2 from the result of the corresponding Speed Test.

-Fearsome is now less effective while the Enemy is Severely Wounded. When a Hero or

Henchman starts its Activation adjacent to a Fearsome Enemy that has been Severely

Wounded, the active player must subtract -2 from the result of the corresponding Bravery Test.

-Severely Wounded Enemies must now also subtract -2 from the result of their Strength roll

when taking a Push Action.

Fate Points

-Fate Points used by the Leader to influence Surprise rolls now have the effect of making the

Leader’s roll equal to the GameMaster’s roll.

-Fate Points may now also be used to unlock and/or open Portcullises; in the latter event

(open), the result of the corresponding Strength roll is considered as a 12. This section has

been moved here from Game Concepts, as I believe it was misplaced.

Exploration (Placing Enemies)

-The rules for placing Enemies have been updated and streamlined into a table, making them

easier to use now.

-Enemies encountered in Small Rooms may now be placed one square away from the door

and adjacent to each other if necessary when the Heroes win the Surprise.

-Enemies encountered in rooms when the Heroes win the Surprise must now be placed

separated one square from each other, horizontally or vertically, not diagonally.

-The Leader must now enter first when the Heroes are surprised in a room. The player(s) now

have to be more careful when electing a new Leader. This tweak is intended as a

counterweight to the new rule that allows using Fate Points to influence Surprise rolls,

mentioned above.

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-A new rule for placing Enemies has been added: Sentries do not roll for Surprise when they

encounter Enemies, the first Enemy must be placed as close to the Sentry as possible. Any

remaining Enemies must be placed in squares adjacent to ones which already contain an

Enemy, and that are no closer to the Sentry than the square where the first Enemy was

placed. Enemies encountered by Sentries always move and attack in their first Activation.

-The rules for placing Wandering Monsters have been updated: the reader is now referred to

Appendix IX-Play Sheets, included below.

Generating the Dungeon

Passages

Junctions

-It is now expressly indicated that the two passages leading off a T-Junction must be

completely generated before starting combat with Wandering Monsters encountered in any of

the same passages. This is just a clarification intended to avoid combat in incomplete

passages, as the corresponding rule in Reforged may be interpreted ambiguously.

Passage Tables

-This section has been added, as the passage tables were incorrectly placed in the Passage

Doors section. The rules for Passage Tables are now in their corresponding section.

-The Passage Features Table has been tweaked. Revealed Pit Traps and Revealed

Portcullises have been replaced with Special Features (like Locked Portcullises, Spotted

Traps, Revealed Pit Traps, and Environments) that are determined randomly from three

separate tables: Special Features Table, Traps Table and Environment Table. Also, the

Passage Features Table has been tweaked in order to make passage doors slightly more

likely to appear. Special Features must be placed preferably in the middle of the

corresponding passage. If a previous feature is already there, then the second feature must be

placed at the end of the same passage. I believe the dungeons become more varied with

these adjustments, and I like this approach more than finding always the same features from

the same table every time.

Wandering Monsters

-The rules for placing Wandering Monsters have been moved to the Monster Placement Table

in the Exploration section of the Core Rules, for easier reference.

Stairs

-The rules for stairs have been tweaked: Unless otherwise indicated in the corresponding

Quest rules, only the first stairway discovered at the end of a passage on Level 1 of the

dungeon is considered Stairs Down. If the Heroes discover another stairway at the end of a

passage on any Level, the Leader must then roll 1D12, and the stairway is considered a Dead

End on a result of 1-8 or Stairs Out on a result of 9-12.

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-As indicated in the section titled Quest Rooms (below), Stairs Down to Level 3 are found in

the first (and only) Quest Room discovered on Level 2 of the dungeon, or below if more levels

are added. Stairs Out are very common (and exploitable) in the previous version, so the

Heroes may exit and re-enter the dungeon too easily, without having to fight their way through

restocked rooms and passages.

Doors

-For every door found, the GameMaster (or Solo Player) must now roll 1D12 twice on a new

Doors Table. The first roll determines whether the door is either a single door or a double door;

the second roll determines if the door is locked or not. The odds of finding a single door have

been reduced to 1/3; therefore, double doors are now more likely to appear.

-It is now expressly indicated that double doors may be opened from any of their adjacent

squares. This is just a clarification, as the rule in Reforged may be interpreted ambiguously.

-Locked Doors have been introduced. Doors are now unlocked by default, but they are now

considered locked if the GameMaster (or Solo Player) scores equal or lower than Dungeon

Level +1 when generating the new door.

-Locked doors may now be either lockpicked or broken down, as indicated for the “Locked

Room” Hazard in Reforged. Lockpick is now a (Vigorous) Minor Action in Exploration Turns

and a Major Action in Combat Turns. Heroes must now have a Lock Pick (Equipment) in order

to attempt to pick a locked door. When a door is successfully lockpicked, it now remains

closed until opened by an additional Open Door Action. Lockpick (Action) is now considered

exhausted if it fails.

-A locked door is now considered damaged after two unsuccessful Lockpick Actions or if it

suffers at least one “wound” while trying to break it down. Damaged doors may not be

lockpicked; they may only be broken down. Breaking down a locked door is now considered as

an Open Door Action, so the player(s) must roll for traps as normal. If a trap is encountered in

a broken door, it cannot be spotted; the trap is automatically (and inevitably) set off and its

effects resolved immediately, before generating the new section of the dungeon. As indicated

in Reforged, the adventurers are always surprised when Enemies are encountered after

breaking down a door. The odds of finding a locked door now depend on Dungeon Level, but

the chance is 1/3 at the bottom level.

Quest Rooms

-The expressions “Objective**” and “Stairs Down*” in Slev’s Quest Room Contents Table are

ignored along with their corresponding descriptions underneath that table; only the Treasures

included in that same table are considered for the game.

-Unless otherwise indicated in the Quest rules, a three-level dungeon may only have two

Quest Rooms, one on Level 2 and the other on Level 3. The Quest Room on Level 2 contains

the only set of Stairs Down to Level 3.

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Optional Rule: Terrain

-It is now expressly indicated that there may be only one Environment in any given passage.

Roll again if the result is a second Environment. This addition deals with the inconvenience of

finding two Environments in the same dungeon section, as now there may be Environments as

Passage Features, according to the Exploration rules above.

-A new optional rule for Environments has been added: Environments are added to passages

and rooms upon a result of 9-12 when generating each dungeon section. In my opinion,

Environments may become repetitive when they are used in every single room and passage

as indicated in Reforged. However, passages may now have Environments as special

features, for added variety.

Optional Rule: Furniture

-Some small corrections have been made to the entire section.

-The rules for pushing Tables and Thrones are not optional anymore.

Type & Quantity

-The modifiers in the Room Furnishing Tables have been tweaked; furnishings are now more

likely to appear in pairs.

Position

-It is now indicated that, when the position of furniture is determined randomly, and the

position is already occupied by doors or other pieces of furniture, then the dice is rolled again.

Contents

-Furniture may now be examined by Heroes (some pieces also by Henchmen) taking an

Examine Chest Action while the model is in the same room. Furnishings may now be

examined in the same way as Treasure Chests.

Hazards

Cess Pit

-Heroes and Henchmen may now be pushed into a Cess Pit. In such event, the Cess Pit is

considered as a Pit Trap for all the purposes of this variant.

Chasm

-It is now indicated that Chasms may be encountered in Large and Small Rooms, leaving only

five squares on the side of the Heroes in any event. A Combat Turn must now start upon

finding a Chasm Room but omitting the Surprise roll. Heroes are now considered to have

escaped upon exiting the room.

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-If all the Heroes and Henchmen are outside the Chasm Room at the start of a subsequent

turn, a new Exploration Turn will start. Conversely, a new Combat Turn will start if any Hero or

Henchman is inside the Chasm Room at the start of the turn and there is at least one Enemy

on the other side of the Chasm. From all the Enemies, only Sentries may leap across chasms.

These additions are intended to clarify some obscurities in the rules for the Chasm (Hazard).

Revolving Room

-The Revolving Room is now initially generated with only one entrance door. Players do not

roll on the Room Doors Table upon discovering a Revolving Room. The entrance door to a

Revolving Room is always a single door. If a double door was originally generated, then only

the actual entrance marked in the corresponding dungeon tile is considered accessible.

-It is now indicated that, if at the end of any of the GameMaster’s Phases there is at least one

Hero or Henchman inside a Revolving Room, the room now rotates according to Slev’s

Revolving Room Table in Appendix II-Hazards (page 8). If (after rotation) the exit door points

to a previously explored section of the dungeon, there is no exit there, only solid stone wall. If,

however, it points to an empty area, a single door is generated, which may be locked and/or

trapped as normal.

-Heroes located inside a Revolving Room are now considered separated if Wandering

Monsters are encountered by adventurers located outside the room.

Rockfall

-It is now indicated that a Hero must be adjacent to the Treasure Chest inside the Rockfall

Hazard Room in order to examine it. This is just a clarification, as the corresponding rule in

Reforged may be interpreted ambiguously.

Stranger

-After defeating the Enemies encountered in the room, the player(s) must now decide which

Hero will take the Stranger as a follower for the rest of the Expedition. In case of

disagreement, the Leader decides.

-The Maiden has been tweaked: The penalty for selling her as a pleasure slave has been

adjusted to -2 Charisma. Also, the bonus or penalty is now resolved immediately after the

Quest Effects are applied (once the corresponding Quest Objective has been completed).

Traps

Dealing with Spotted Traps

-It is now expressly indicated that, upon spotting a trap, any movement out of its area of effect

must be done as a retreat towards the starting position (in that turn) of the Hero or Henchman

that spotted the trap. This tweak is intended to clarify some obscurities in the rules, specifically

to deal with spotted traps in enclosed spaces and in Solo Play, in which traps are encountered

randomly.

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-The third paragraph of the section has been updated. If a Hero or Henchman is unable to

move out of the spotted trap’s square or its area of effect due to obstacles (like Portcullises,

Enemies, or any other of the same sort) or if they simply do not want to move, they must pass

a Speed Test to remain in their square, otherwise the trap is set off, affecting any model in the

area of effect.

-The last paragraph of the section has also been updated. The Hazard Action indicated in

Reforged for safely moving past a trapped area is now ignored, as Heroes and Henchmen

may now Leap or Tiptoe over trapped areas in Exploration and Combat Turns, as indicated in

the Core Rules above. Special Hazard actions remain exceptional and are intended to have

effect in the corresponding Hazard Room only.

-Enemies are not affected by spotted traps or their effects anymore. Enemies do not set off

traps. Enemies may now move through trapped squares as normal.

Pit Trap

-The Hazard Action indicated in Reforged for leaping over a Pit Trap is now ignored, as traps

may now be passed over by using either the Leap or Tiptoe Actions as indicated in this

variant.

-If a Pit Trap is set off, it now also affects any adjacent Hero or Henchman within the overlay

area.

-Only Heroes and Henchmen may fall into a Pit Trap. The fallen models may be leaped over

as normal; they may not be attacked while in the Pit. I am still experimenting with combat in

Pits and some bonuses and penalties that may be applied when a model falls into a pit full of

Enemies. I am sticking to the original mechanic for the moment.

-Climb Out (of a Pit Trap) is now a Major Action that may be taken in Exploration and Combat

Turns. In order to climb out of a Pit Trap, the Hero or Henchman must now pass a Speed Test,

and also there must be at least one empty square adjacent to the Pit. If the test is successful,

the model is allowed to climb out to the adjacent empty square and move one additional

square in any direction, even diagonally, observing Movement and Death Zone rules. These

changes are intended to clarify some obscurities in the rules, specifically to deal with Pits in

Combat Turns.

-Enemies are not affected by Pit Traps anymore. Enemies may now be placed over Pit Traps

without falling down, but they must end their Activation upon moving onto one. In order to

move past a Pit Trap, Enemies must start their Activation on one. Enemies are now only

slowed down by Pit Traps; the GameMaster is now somehow able to keep his minions from

falling.

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Portcullis

-New rules have been added to clarify some obscurities in Slev’s rules, inherited from

Advanced HeroQuest itself: Portcullises may now be lifted in Exploration and Combat Turns.

At least one of the lifting models must be a Hero; the other one may be a Henchman. When

passing a lifted Portcullis, the Hero or Henchman must consider one additional square of

Movement cost for going through friendly figures.

-Any Hero or Henchman lifting a Portcullis may be attacked normally; in such event, consider

the model as having a Weapon Skill of 1. Portcullises may be dropped by any of the lifting

models as a Free Action, but the Portcullis is instantly dropped if any of the lifting models is

killed. Models may freely move out of a focused Death Zone if the opponents are on the other

side of a Portcullis.

-It is now also indicated that Enemies may move freely through Portcullises if they begin their

Activation adjacent to one (the GameMaster is able to lift the Portcullis for his minions).

Skirmish combat through a closed Portcullis is possible with a penalty of -2 Weapon Skill on

the attacker, and for ranged attacks the target is considered as being four squares farther.

Portcullises encountered as Traps in rooms are always placed blocking the entrance door.

Spiked Log

-Spiked Logs may now be encountered only in passages. It is now treated as a Guillotine

when encountered in a room. I believe the Spike Log was intended for passages only.

Treasure

Looting Enemies After Combat

-It is now indicated that Reinforcements (any monster generated by the GameMaster using an

Ambush Dungeon Counter) and restocked Enemies do not provide loot; therefore, such

groups of Enemies are not considered when rolling on the Monster Loot Table during the End

Phase of a Combat Turn. This adjustment is intended to make the budget even tighter in order

to compensate for the bonuses and penalties introduced by the new rules.

Treasure Maps

-Treasure Maps may now be used at any point of the Expedition, discarding them upon exiting

the dungeon.

Quests & Campaigns

After the Expedition

-The sequence has been tweaked: Heroic Tokens and Heroic Feats are now traded and

purchased after Random Events, during the step of spending gold on Training and Equipment.

Prior to this tweak the Heroes had the opportunity to spend gold on Heroic Feats before

Random Events, which unfairly limited the effects of some of those events.

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Also, this tweak allows the Experience gained during the last Quest to be applied to the

Heroes before purchasing Heroic Feats and hiring Henchmen, increasing their price and cost

of living according to the real Party Experience. The increases to Experience and Fame should

be immediately considered to calculate the price of new Heroic Feats and Henchmen. In my

opinion, the system works better with this adjustment, and it should have been included in the

previous version.

-It is now indicated that Heroic Tokens may be traded in exchange for Fate Points and Gold

Coins. Training Cost (Basic, Advanced, or Special) must now be paid at the moment of trading

the corresponding Heroic Token instead of paying at the moment of acquiring the Heroic Feat,

as it was previously. In my opinion, the system plays neater with this simple adjustment, as

Heroic Tokens are now the only currency needed to purchase Heroic Feats.

-It is now indicated that a Hero may not purchase cross-class Heroic Feats until he has

acquired the four Feats of the Basic Set.

Trade Starting Fate Points for Heroic Tokens and purchase Heroic Feats.

-A Hero may now acquire only one Heroic Feat between Expeditions, immediately after

completing a Quest. This new restriction is more in accordance with Reforged, and it is

intended to emulate Slev’s way of treating Heroic Feats, they now work in (mostly) the same

way.

Training

-The acquisition of Heroic Feats is now considered as Training; therefore, a Hero may not

purchase one Heroic Feat and also take Training after the same Expedition. This adjustment is

more in accordance with Reforged, and is also intended to emulate Slev’s way of treating

Heroic Feats, they now work in (mostly) the same way.

-Heroes now gain Experience for each Heroic Feat they purchase. Low-Cost and Medium-

Cost Feats now increase +1 Experience each. High-Cost Feats increase +2 Experience each.

-A new optional rule (for faster character development) has been added: A Hero may purchase

one Heroic Feat and also take Training after the same Expedition.

Embark on next expedition

-Cleared rooms and Hazard rooms are now restocked with Wandering Monsters in

subsequent Expeditions. I believe the game now plays better (with this adjustment), since it is

less repetitive and also more balanced with the increased mortality caused by the new

(Surprise) ambushes.

-It is now indicated that, once a dungeon has been exited after completing the Quest

Objective, it may not be entered ever again.

-Slev’s optional rule that adds Heroic Feats to the game is ignored, as this variant implements

the new Heroic Feats on Appendix X-Abilities below.

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Bestiary-Rules & Matrices

Sentries

-A new section about Sentries has been added. I have come to realize that Sentries may be a

double-edged sword. They have the potential to make the game either more interesting or

annoying, so I believe they should be used prudently. Sentries are clearly a threat that may

increase the tension and difficulty of Encounters, but they may also become exploitable by

simply letting them open the doors, sparing the Heroes the risks of ambushes and traps. Also,

Sentries may turn the game into a monster-chasing matter that will most likely claim most of

your gaming space without being even remotely fun. From my point of view, Sentries are

incidental elements; the game should be focused on exploring dungeons and slaying

monsters, not chasing them.

-When all Enemies are slain but there are still Sentries wandering the dungeon, the

corresponding Combat Turn now ends normally if no Enemy is in line of sight.

-If the Heroes find a Sentry in an Exploration Turn, the adventurers may complete their

Activations and resolve the remaining Phases as normal. A Combat Turn must start

immediately afterward if an Enemy is in light of sight, omitting the Surprise roll. Sentries now

remain in their positions if all the adventurers exit the Level through a stairway or if they exit

the dungeon.

-It is now indicated that Sentries are not affected by locked doors; they may open any door as

normal. Locked Doors opened by Sentries are now considered closed (and locked) for the

Heroes. Sentries may not move through stairways.

-A door must be placed immediately accessible for Sentries when they are encountered in

rooms or dead-end passages if there is no other closed door or unexplored junction already

accessible.

-A new optional rule (for restraining Sentries) has been added: Sentries may open doors or

generate new passages only if a Hero or Henchman is located in the same dungeon section

(room or passage) or in any square adjacent to an open door if the Sentry is in a room, also if

the Sentry has been attacked (hit or not) in the same turn. If this rule is observed, Sentries

may not move (or explore) too far away from the adventurers. In some instances, the

adventurers will even have a chance to kill Sentries before these open a door or generate a

new passage. Therefore, Sentries are not exploitable or annoying anymore if this rule is used,

but they are still troublesome, particularly in long passages.

Number of Sentries

-The Sentries Table has been tweaked. Sentries were still too common in the previous

version, but they are now less likely to appear. As mentioned above, Sentries are incidental

elements of the game, so they should be exceptional.

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Hero Creation

Elf

-It is now indicated that Elves may purchase Wild Talent (Skill) at a reduced price of 350 Gold

Coins, after completing the first Quest. Elves do not start with Wild Talent anymore. I believe

the game works better with this adjustment, as too much magic may spoil the tension.

Play Sheets

Dungeon Counter Effects

Ambush

-The rules for placing Reinforcements when the GameMaster uses an Ambush counter

(Option 1) have been tweaked: The first Enemy must now be placed so it can be seen by at

least one Hero or Henchman but as far away from the Heroes as possible. The first Enemy is

never placed closer to the Heroes than the monster(s) already in play. Any remaining Enemies

may be placed in squares that are adjacent to ones that already contain a monster, and that

are no closer to the Heroes than the square where the first Enemy was placed.

-Enemies that are placed after the first do not have to be in the Heroes' line of sight. Enemies

block line of sight. Portcullises do not block line of sight for the purposes of an Ambush

counter. If the first Enemy cannot be placed in line of sight of at least one Hero according to

these rules, it is placed adjacently behind the Enemies closest to the weakest Hero. Any

remaining Enemies are placed adjacent to squares which already contain an Enemy, and that

are no closer to the Heroes than the square where the first Enemy was placed. Enemies that

are placed after the first do not have to be in the Heroes' line of sight. Reinforcements are

never placed adjacent to party members. If the Heroes are Separated (see Wandering

Monsters in Passages below) when an Ambush counter is used, then the Reinforcements are

placed according to these rules, but considering (to establish line of sight) only the Hero or

group of Heroes closest to the Enemies already in play, preferably threatening the weakest

Hero.

-When establishing line of sight according to the above rules, Reinforcements must be

preferably placed as coming from an unexplored part of the dungeon, and they may also be

placed as coming from Dead-End Passages if such placement is the only option to establish

line of sight according to these rules. If Sentries are encountered in that event, then a door

must be placed on one of the walls of the corresponding Dead End if no other closed door in

that passage is immediately accessible to the Enemies.

-As indicated in the section titled Looting Enemies after Combat in Appendix IV-Treasure,

Reinforcements do not provide loot.

Character

-Character Monsters may now attack or move independently from the other Enemies in play.

This tweak adds flexibility for the GameMaster while increasing the difficulty.

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Escape

-Escape counters may no longer be used for Character Monsters encountered in the last

Quest Room. In such event, the counter may now be used as any other type of Dungeon

Counter.

Fate Point

-Fate Point counters may now be used to negate the effects of Fate Points or Spells used by

the Heroes.

Wandering Monsters

-Wandering Monsters encountered in passages are now placed according to the following

rules: Before placing the Enemies, the GameMaster and the Leader roll for Surprise, if the

GameMaster wins the Surprise, the Enemies are placed using WHQ’s 1-on-1 rule and attack

first (Heroes miss their first Activation). If the Heroes win the Surprise, the Enemies are placed

as far as possible but in line of sight of at least one of the Heroes. Any remaining Enemies

must be placed in squares adjacent to ones which already contain an Enemy, and that are no

closer to the Heroes than the square where the first Enemy was placed. Enemies that are

placed after the first do not have to be in the Heroes' line of sight.

-Wandering Monsters must now be preferably placed as coming from an unexplored part of

the dungeon.

-If the Leader wins the Surprise but the difference in scores is of three points or less, the first

Enemy is now placed adjacently in front of the closest Hero in the passage, counting from the

farthest square in the passage. Any remaining Enemies must be placed in squares adjacent to

ones which already contain an Enemy, and that are no closer to the Heroes than the square

where the first Enemy was placed. Enemies that are placed after the first do not have to be in

the Heroes' line of sight.

-A Hero (or group of Heroes) located more than eleven squares away from the Leader or cut

off (from the Leader) by a Portcullis, is now considered Separated. When a group of

Wandering Monsters is encountered in a passage and they win the Surprise, if there are

Heroes Separated from the Leader, the Enemies then ambush the weakest Hero or the group

with the weakest Hero. The weakest Hero is considered to be the one with the lowest Weapon

Skill. If the Heroes’ Weapon Skills are tied, the weakest Hero is considered to be the one with

the lowest Toughness. If the Heroes’ Toughness values are also tied, the weakest Hero is the

one with less Life Points left. If the Heroes have the same Weapon Skills, Toughness value,

and number of Life Points left, then the weakest Hero is determined randomly.

-When a group of Wandering Monsters is encountered in a passage and the Heroes win the

Surprise, if there are Heroes Separated from the Leader, the Enemies are then placed

according to the rules above in this section, considering only the strongest Hero or the group

with the strongest Hero.

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-The strongest Hero is now considered to be the one with the highest Weapons Skill. If the

Heroes’ Weapon Skills are tied, the strongest Hero is considered to be the one with the

highest Toughness. If the Heroes’ Toughness values are also tied, the strongest Hero is the

one with more Life Points left. If the Heroes have the same Weapon Skills, Toughness values,

and number of Life Points left, then the strongest Hero is determined randomly. These tweaks

encourage the Heroes to stay close to each other and care for their position at all times. I

cannot help but imagine the scene of some Heroes desperately trying to lift a heavy Portcullis

while their weak comrades are being slaughtered on the other side.

-Wandering Monsters must now be placed in the order indicated by the Monster Placement

Table in the Core Rules. Weaker Enemies are always placed first and closer to the Heroes.

Special Dungeon Counters

-Special Dungeon Counters have been added: Dungeon Counters may now become Special

Dungeon Counters (SDCs) if the GameMaster is in possession of three Dungeon Counters of

the same type. Special Dungeon Counters are used as normal counters upon the appropriate

situation but applying their special effects instead.

-In order to use a Special Dungeon Counter, the GameMaster must now declare it upon the

appropriate situation and reveal the three counters of the same type to the rest of the players.

The effects are then resolved according to the corresponding table, discarding one of the

counters as normal. The two remaining counters must also be discarded and replaced with

one from the cup.

Combined Tables

-The summary has been rearranged and updated to include the latest changes to the

Dungeon Features Table, as well as to the new Special Features Table. Some small changes

have also been made.

-The Traps Table has been updated according to the latest adjustments to the rules. The

Spiked Log (Trap) may now be encountered only in passages. It is now treated as a Guillotine

when encountered in a room.

-The Sentries Table has been updated according to the latest adjustments to the rules.

Sentries are now less likely to appear.

Heroic Skills

Wild Talent

-The Action required to cast any Spell granted by the Wild Talent Skill is now a Major Action

for Heroes without Spellcaster (Ability). This adjustment should reflect the user’s inexperience

with magic, as it is supposed to be. Wild Talent Spells may now be used only once per

Encounter.

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Abilities

Fearsome

-A model that cowers as a result of Fearsome (Ability) may move directly away from the

Fearsome model without passing a Speed Test unless it is located in another focused Death

Zone; in such situation, the model must pass a Speed Test to move away. This tweak is

intended to prevent the exploitation of Fearsome as a way of leaving a focused Death Zone

without passing the required Speed Test.

Heroic Feats

-All the Heroic Feats that require to pass a test are considered exhausted if it is failed, unless

otherwise indicated. Also, the effects of a Heroic Feat are not cumulative with the effects of

other Abilities, Actions, Feats, or Skills unless otherwise indicated. These indications prevent

exploitations and conflicts in the interpretation of the rules when using Heroic Feats.

-Heroic Feats are now sorted into the following groups: Aptitude, Scholastic, Warfare and

Wizardry.

-Numerous corrections and wording changes have been made to all the Heroic Feats’

descriptions.

Aptitude

-Block is now an Aptitude Feat, as it does not have any offensive capability to be considered

as a Warfare Feat. Also, it now grants two permanent Block Points instead of one, as it is

pointless to trade one Fate Point for just one (inferior) Block Point.

-Dodge has been renamed to Dodge & Attack, and it is now a Warfare Feat, with some

adjustments.

-Feint may now be attempted only once per Activation, and it may now be used only once per

Encounter when successful.

-Fleet Footed now allows the Hero to move double his Speed in combat once per Encounter.

-Keen Eye is not a source of Conserve (Ability) anymore, as I am considering other sources.

-Strengthened now also considers the Strength bonus when taking a Push Action.

-Disengage may now be attempted only once per Activation. This tweak was supposed to be

included in the previous version, as the Feat may be exploitable as a Bonus Action.

-Expanded Death Zone has been added (with one rank and a cost of two Heroic Tokens): A

Hero with this Feat is able to focus his Death Zone on multiple Enemies at the same time.

Therefore, the Hero considers his Death Zone focused on all the adjacent Enemies he may

attack, observing the corresponding effects indicated by Death Zone rules.

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-Fast Switch now has two ranks, and it now allows the Hero to Switch Places (Action) without

a Speed Test. The second rank allows the second model (Hero or Henchman) to switch

places without passing the Speed Test if he is in a focused Death Zone.

-Backpacker does not allow the Hero to carry one extra weapon anymore, as it is unnecessary

given the (more than) sufficient weapon slots allowed by Reforged.

-Inspiration now expressly indicates that it may be activated as a Major Action in Combat, and

that the effect lasts for the rest of the turn.

-Miracle Deflection has been excluded, as it is pointless to trade two Fate Points for one

(inferior) Block Point; it is a better option to keep the Fate Points anyhow.

-Spy & Sneak now expressly indicates that it may be used only once per Expedition.

-Negate the Flank has been added (with two ranks and a cost of two Heroic Tokens each): A

Hero with this Feat negates the Flanking penalty by -1, to a maximum of -2.

-Invulnerable now indicates that the Hero is able to gain Invulnerable (Ability) for the rest of the

turn instead of passing a Speed Test for every attack received, as it was previously.

Scholastic

-Each rank of Picklock now grants a bonus of +1 to the result (of the roll for) Lockpick (Action)

to a maximum of +3. It now also allows the Hero to pick damaged locked doors as normal.

-Stone Master does not allow the Hero to find stairs on Dead Ends anymore, as it is too

advantageous for the cost. It now allows the Hero to search for secret doors also in the Bats/

Rats Hazard Rooms.

-Herbalist now expressly indicates that it may be used in Combat Turns. This Feat is intended

as an option to Heal Friends in combat since that Action is not allowed in Reforged.

-Herb Lore now indicates that the effect of the corresponding Healing Herb is resolved as

normal instead of losing it as in the previous version.

-Obscure Lore now expressly indicates that it may only be used in Exploration Turns. This is

just a clarification, as the corresponding rule in Reforged may be interpreted ambiguously.

Warfare

-Block is now an Aptitude Feat, as it does not have any offensive capability to be considered

as a Warfare Feat.

-Battle Bravery has been added (formerly Intimidate): It now allows the Hero to become

immune to Fearsome (Ability) for two Combat Turns by passing a Bravery Test. The effects of

this feat may be activated as a Bonus Action in a Combat Turn instead of the Bravery Test

required when starting the Activation in the Death Zone of a Fearsome Enemy.

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I believe it is too advantageous to grant Fearsome (Ability) for one Encounter, but I am still

experimenting with Feats that may help dealing with Fearsome Enemies.

-Cross Attack has been added (with one rank and a cost of one Heroic Token): It allows the

Hero to attack diagonally upon scoring a Critical Hit in a Skirmish Action. This Heroic Feat was

supposed to be included in the previous version.

-Damage Enhancer has been added (with two ranks and a cost of one Heroic Token each):

The first rank allows the Hero to gain +2 Might (Ability) once per Encounter in exchange for

two points of Weapon Skill on the same Skirmish attack. Therefore, the Hero may attack with

+2 Might (Ability) but -2 Weapon Skill. The second rank of this Feat limits the penalty to -1

Weapon Skill.

-Dodge & Attack (formerly Dodge) has been added (with one rank and a cost of one Heroic

Token): It now allows the Hero to dodge an attack and fight back by passing a Speed Test.

Whenever the Hero is hit (Skirmish or Shoot) he may take a Speed Test as a Bonus Action. If

the test is successful, the blow is dodged and the Hero is allowed a Free Attack against the

attacker if it is adjacent, otherwise any damage is suffered as normal. This Feat may only be

used once per Encounter when successful.

-Furious Attack now expressly indicates that the Critical Hit required to activate the Feat must

come from a Skirmish Action.

-Intimidate has been renamed to Battle Bravery, as it is indicated above.

-Tussle now requires a successful Speed Test to move out of the focused Death Zone of an

additional Enemy, adding +1 to the result for any additional focused Death Zone affecting the

adventurer.

-Amour Piercer now expressly indicates that the Critical Hit required to activate the Feat must

come from a Skirmish Action.

-Battle Push is now activated with a Bonus Action instead of a Minor Action, as I believe the

game now flows more dynamically with this adjustment.

-Blade Fury now indicates that a Hero using this Feat may use Blade Fury (Ability) for the rest

of the Encounter as indicated in Reforged. It may now be activated as a Bonus Action once

per Expedition. Other sources of Blade Fury are now ignored while the Feat is activated.

-Counter Strike now allows the Hero to perform either a Shoot or Skirmish Action during the

Game Master’s Phase of a Combat Turn. It may now only be used as a Bonus Action once per

Encounter, either before or after an Enemy attack.

-Defensive Stance now indicates that both models (defender and defended) must be adjacent

to the attacker, and that they may not move during the effect of the Feat. As it was previously,

it allowed exploitation by defenders that were not adjacent to the attacker. Also, a Hero may

not defend itself with this Feat anymore, since there are now other Feats available for that

purpose.

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-Diagonal Attack has been added (with multiple ranks and a cost of two Heroic Tokens each):

Each rank allows the Hero to Skirmish diagonally with one type of Skirmish Weapon for the

rest of the Encounter. It may not be used twice with the same Type of Weapon. (Types of

Weapons: Axes, Clubs, Greatswords, Bows, Longbows, Handguns, etc.). This Feat may be

activated as a Minor Action once per Encounter, and it is ineffective with Range R Weapons.

-Killing Blow now expressly indicates that the Critical Hit required to activate this Feat must

come from a Skirmish Action.

-Paired Weapons now grants a penalty of -2 Strength on each Attack, and it may now be used

twice per Encounter. I believe the Feat is more balanced with this adjustment.

-Pinion has been renamed to Pinning, as I believe it is a more appropriate name to describe it.

Skirmish attacks may now also activate the effects of the Feat.

-Power Shot may now be activated as a Shoot Action instead of a Free Action, as it implied

granting an extra Free Attack, which was unintended and too advantageous for the cost. This

Feat may now only be used as a Shoot Action once per Encounter; the additional attack is

then considered as a Bonus Action.

-Reflect now expressly indicates that the Hero must use the Feat as a Bonus Action after an

attack has been declared but before it is resolved.

-Second Wind may now be activated only in combat and once per Encounter (instead of once

per Expedition as in the previous version). This Feat may be very useful in combat.

-Stubborn Defense may now be activated as a Minor Action, as it is too advantageous as a

Bonus Action.

-Enraged now expressly indicates that the Free Attacks granted by the Feat are resolved

immediately and consecutively, treating Critical Hits as normal but resolving additional Free

Attacks (with the same -1 WS penalty) before any remaining Attacks granted by the Feat.

-Slay ‘em All is now activated as a Bonus Action; therefore, it allows one additional attack in

the same Encounter. It is pointless to subtract one attack when the Feat lasts for the entire

Encounter. This adjustment was supposed to be included in the previous version.

Wizardry

-Far Range now expressly indicates that Spells granted by Wild Talent (Skill) or Scrolls are not

affected by the Feat, as it would give the Hero a disproportionate advantage.

-Miser with Magic now indicates that the preserved Spell Component is randomly determined if

the Spell is a Ritual. I believe the magic system now works more realistically with this

adjustment.

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-Swift Fingers now indicates that the Hero may cast either two consecutive Ritual Spells (using

four components and passing two Intelligence Tests as normal) or two consecutive Cantrip

Spells (using only one component and one Intelligence Test for both) in the same Exploration

Turn. This Feat may now be used only as a Major Action in Exploration Turns, as I believe it

would be disproportionately advantageous as a repeatable Minor Action.

-Restoring Radius now also interacts with Prayers. This correction was supposed to be

included in the previous version.

-True Believer has been excluded, as it was disproportionately advantageous for the cost.

Solo Play

Dungeon Counters

-The Solo GameMaster Table has been updated with some minor corrections.

-The GameMaster may now use a Wandering Monster Dungeon Counter when the Heroes

find an empty room. This tweak was supposed to be included in the previous version.

-The Solo GameMaster Table now indicates that the result required to ignore the cost of a

Dungeon Counter must be equal or lower than Dungeon Level plus one (DL+1) instead of 9-

12. I believe Solo Play becomes more varied with this adjustment.

-The GameMaster must preferably discard unpaired Dungeon Counters (without pair in its

possession) when Special Dungeon Counters are in use.

-Spell Dungeon Counters are ignored in Solo Play. I am figuring out a new way to implement

them.

-The GameMaster is now able to use Fate Point counters to negate the effects of the Fate

Points or Spells used by the Heroes. Each time a Hero spends one Fate Point the

GameMaster must roll a die to determine if a Fate Point counter is used.

-It is now expressly indicated that the GameMaster may use two or more Dungeon Counters in

the same turn only when Reinforcements, Wandering Monsters or Elites are added to

Enemies already in play

Special Dungeon Counters

-Special Dungeon Counters are optional in Solo Play. If Special Dungeon Counters are used,

their special effects must be resolved instead of the regular effect of the next counter (of the

corresponding type) used by the GameMaster.

-Special Dungeon Counters are used as normal counters upon the appropriate situation,

discarding one of the counters as normal. The two remaining counters must also be discarded

and replaced with two from the cup. The GameMaster receives an advantage in Solo Play and

keeps one more counter than in Multiplayer, considering the nature of playing alone.

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Traps in Solo Play

-A new section titled Traps in Solo Play has been added: It is now indicated that, when the

GameMaster uses a Trap Dungeon Counter in Solo Play, the player must select a Hero

randomly, usually by rolling 1D4 if four Heroes are in play. If the selected Hero is followed by

one or more Henchmen, then the player rolls 1D12. The Hero itself is selected on a result of 1-

8, otherwise one of its Henchman is selected on a roll of 9-12, deciding randomly if more than

one is following.

-The optional rule for omitting the Dungeon Counter cost of traps in Solo Play has been

excluded, it is not optional anymore. In Solo Play, the Game Master is not required to spend

dungeon counters on traps encountered in doors and chests.

Placing Enemies

-It is now expressly indicated that Enemies are placed according to the Enemy Placement

Table in the Core Rules (Solo Play segment).

Attacks

-When a model has a choice of targets, it now attacks the target with the lowest Weapon Skill.

If the Heroes’ Weapon Skills are tied, the weakest Hero is considered to be the one with the

lowest Toughness. If the Heroes’ Toughness values are also tied, the weakest Hero is the one

with less Life Points left. If the Heroes have the same Weapon Skills, Toughness values, and

number of Life Points left, then the weakest Hero is determined randomly.

Tactics Table

-Slev’s GameMaster Tactics Table is now ignored. Reinforcements are now generated on a

roll equal or lower than Dungeon Level instead of a result of 1. When the GameMaster wins

the Surprise, the Enemies always attack and move in that turn.

-Enemies in Solo Play may now attack and/or move independently, following the rules in the

Enemy Tactics section below.

Enemy Tactics in Solo Play

-A new section titled Enemy Tactics in Solo Play has been added. Slev’s rules for using

Enemies in Solo Play are now observed with some slight changes.

-It is now indicated that weaker Enemies must be activated first. If an Enemy starts its

Activation in an opponent’s focused Death Zone, it must attack such opponent. If an Enemy

starts its Activation in an opponent’s Death Zone, it must attack such opponent unless the

Enemy is able to attack a weaker opponent without moving, preferably a Hero. Once a

monster attacks, it must continue attacking the same target until one of the two (attacker or

target) is killed or the target is moved away.

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-Enemies never move out of an opponent’s Death Zone (focused or not) except to attack a

weaker Hero or to allow a ranged attack. If at the start of its Activation an Enemy is not in an

opponent’s Death Zone, then it moves to the closest opponent, preferably blocking passages

and line of sight for the Heroes.

-In Skirmish (Hand-to-Hand) combat, Enemies attack the weakest adjacent Hero or Henchman

in their Death Zone, but they must preferably attack a Hero. Ranged Enemies and Magic users

also attack the weakest opponent available, but they must avoid affecting other Enemies as

much as possible. However, some damage to friendly Enemies is allowed by ranged and

magic attacks only if the Heroes are more likely to suffer more Wounds than the affected

Enemies. Enemies must move to a vacated square after killing an opponent only if they are

not in an opponent’s Death Zone or if such move would allow an attack on a weaker opponent,

preferably a Hero.

-Enemies must now take a Push Action instead of moving when they are adjacent (horizontally

or vertically) to a Hero or Henchman blocking a doorway or when a Hero or Henchman is at

the edge of a Chasm or Pit. This tweak is intended to minimize the “bottleneck” issue even

more.

-Sentries are placed last and behind the other Enemies, but they must always move away

from the adventurers towards the closest closed door or unexplored part of the dungeon.

Sentries may now open doors or generate new passages only if a Hero or Henchman is

located in the same dungeon section (room or passage) or in any square adjacent to an open

door if the Sentry is in a room, also if the Sentry has been attacked (hit or not) in the same

turn. As indicated above, this rule is optional in Multiplayer.

-Sentries must preferably move towards unlocked closed doors. If the only accessible door(s)

are locked, Sentries must then preferably open a locked door instead of moving to another

room or passage. However, if the Sentry is not able to immediately open a door in its way

(because of the rules above), it must ignore the door and move towards the closest

unexplored part of the dungeon. If a Sentry reaches a dead end in a room or passage, it must

move back to the closest closed door already discovered and wait in an adjacent square until it

is able to open it according to the rules above.

-If the Sentry reaches a dead end in a room or passage and there is no other closed door

immediately available or any junction to an unexplored part of the dungeon, then the Sentry

must turn back and fight when needed.

-I believe these adjustments capture the feeling of being after a Sentry in Solo Play without

turning the game into a monster-chasing matter. Sentries have also become a way of making

Wizards deplete their precious Fireballs, since Rangers need to move and shoot in the same

turn in order to deal effectively with a Sentry.

Quest Generator

-A new section with default rules for Random Quests has been added.

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-Unless otherwise indicated in the corresponding Quest rules, a Random Quest includes one

three-level dungeon inhabited by one (random) Character Monster. By default, the Objective of

a Random Quest is to kill the Character Monster.

-Unless otherwise indicated, the Points Value of a Character Monster is equal to the Points

Value of a group of Wandering Monsters for the Party. The Character Monster of a random

dungeon is not revealed until it is first encountered.

-Once the value of the Character Monster has been determined, the GameMaster (or Solo

Player) must then select one specimen randomly from the Character Monsters with a Points

Value equal to the result, otherwise the GameMaster (or Solo Player) must select randomly

from the Character Monsters with a value up to two points higher than the result. If none of the

Character Monsters meet these conditions, the Character Monster must be selected randomly

from the specimens with the nearest Points Value downward.

-If more dungeons are added to a Random Quest, then each dungeon is considered as a

separate part of the adventure. The Expedition count is reset and the Quest Effects are

applied to the Heroes after each dungeon.

-Unless otherwise indicated in the Quest rules, a Random Quest does not include any special

reward for completing its Objective. After clearing a random dungeon, the Heroes keep the

items and gold looted from Enemies and Treasure Chests; they also gain the increases to

Starting Fate Points, Fame, Experience and Charisma, according to the Quest Effects Table

on Slev’s Appendix V-Quests & Campaigns (page 5).

Danger of Random Quests

-Slev’s Danger Table is now optional, the Danger rating of a Random Quest is determined by

the number of levels in the dungeon (usually 3) + 2. If the players want to customize the

Danger rating of a Random Quest, simply add +1 or +2 depending on any tweak that may

increase difficulty. This rule was updated and taken out from the definition of Danger in the

Core Rules.

Hints & Tips

-A new section with hints and tips has been added.

December 1, 2016

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Updates V1.5

(For Advanced HeroQuest: Reforged V6.2)

Introduction

Redesign Notes

-The whole document has been (again) thoroughly revised and updated with numerous

corrections and wording changes.

Core Rules

Actions

Using Healing Herbs

-Heal Friend (Action) may now be used in Exploration Turns to heal any adjacent model, even

diagonally. I believe there is no reason to exclude diagonally-adjacent models from being

healed in Exploration Turns.

-Heal Friend (Action) may now be used in Combat Turns to heal an adjacent model (not

diagonally) that has not been activated in that turn, exhausting the healed model’s Activation.

Although I admit it is questionable whether it should be allowed in the game to heal a friend in

combat, after some playtesting I have decided to allow it in exchange for the healed model’s

Activation, as I believe it may be unrealistic to heal a moving model in combat.

-Heal Friend (Action) may now be used only if both models are not in a focused Death Zone.

After some playtesting, I concluded that the rule as written in the previous version may be

easily exploited and unrealistic. The new rule indicates that once a model has engaged in

combat, it may not be healed while in a focused Death Zone.

Push

-It is now expressly indicated that Enemies may also push party members; also, that a model

may be pushed over into Chasms, Pits, or Spotted Traps. These are just clarifications, as in

the previous versions the Enemies were allowed to push party members only when they were

adjacent to doorways.

Withdraw

-Withdraw may no longer be attempted after causing one Wound to an opponent; it may now

be used only as the effect of Tactical Retreat (Heroic Feat).

To-Hit Rolls

-It is now expressly indicated that an unmodified 10 or higher automatically hits, also that an

unmodified 1 always fumbles. This is just a clarification that should have been included in the

first version.

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Critical Hits

-It is now expressly indicated that any model may keep moving and attacking as long as it

keeps rolling Critical Hits and killing opponents in the same Activation. This is just a

clarification, as there may be some confusion with the rule as written in Reforged.

Death, Wounds & Injury

Death

-After killing an opponent, its slayer may now be moved to the vacated square or backwards (if

the player so decides) unless it is located in a focused Death Zone. This tweak provides more

tactical options in combat.

Exploration (Placing Enemies)

-If there are not enough spaces, the remaining Enemies are now placed in adjacent dungeon

sections instead of ignoring them. It now works like in the original AHQ, as it should have been

since the first release of this variant.

-A new optional rule (for more simplicity) has been added: In any mode, whenever the Leader

rolls equal or higher than the GM, only the third square from the top down (shaded) may be

used, ignoring the rules in the first and fourth squares for rolling 12 and 1 respectively.

-A new optional rule (for less difficulty) has been added: The Surprise roll is omitted when the

Heroes enter a room that has been explored during the same Expedition but not cleared;

therefore, the Hero Phase of a new Combat Turn starts after opening the door.

Generating the Dungeon

Passages

Junctions

-Surprise and Enemy Treasure are now resolved only once if Wandering Monsters are

encountered as Dungeon Features on both passages of a T-Junction.

Doors

-As indicated below for the Locked Room (Hazard), a Hero must now be in possession of at

least one Lock Pick (Equipment) in order to attempt Lockpick (Action) on any locked door, and

the +3 bonus is no longer observed. I believe this tweak is necessary since Picklock (Feat)

grants the same bonus, so it now has a cost.

Quest Rooms

-It is now expressly indicated that Monster Loot may be found in a Quest Room only once per

dungeon. This is just a clarification, as the rule in Reforged may be interpreted ambiguously.

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Hazards

Chasm

-It is now indicated that the following turn after finding a Chasm is a Combat Turn, but a new

Exploration Turn starts afterward if all the party members are outside the room or if there is no

Enemy on the Heroes’ side of the Chasm. This tweak is intended to fix an obscurity in the

original rules, as it is not clear what type of turn must start when the Heroes have left the room

or when there is no Enemy on their side of the chasm.

Haunting

-It is now expressly indicated that the player(s) do not roll for surprise upon finding a Haunting

Room. The undead Enemies are generated in the following Exploration Phase of the turn only

if a party member is inside the room by then. Enemies are placed according to WHQ’s 1-on-1

rule, against the party members inside the room. Undead Enemies disappear in the following

Exploration Phase of the turn only if none of the party members is inside the room by then.

-It is also expressly indicated that the Haunting Room is considered empty only after being

cleared by the Heroes. I believe the Enemies should remain inside the room until killed.

Locked Room

-A Hero must now be in possession of at least one Lock Pick (Equipment) in order to attempt a

Lockpick (Action) on any locked door, and the +3 bonus is now ignored. I believe this tweak

was necessary because Picklock (Feat) grants the same bonus, so it now has a cost.

Revolving Room

-It is now expressly indicated that Revolving Rooms rotate in the corresponding Exploration

Phase of the turn as long as there are party members inside. This is just a clarification, as the

corresponding rule in the previous version may be interpreted ambiguously.

-It is now indicated that Revolving Rooms do not rotate if a door is opened from inside during

the Hero Phase of the same turn; therefore, a room is generated during the following

Exploration Phase. This tweak is intended to fix a problematic situation experienced during

playtesting, in which a discovered room may not be accessed until the rotating room turns

back in the appropriate direction.

-A new optional rule (for more difficulty) has been added: Any model may activate the rotation

of Revolving Rooms. Heroes may now be trapped in the dungeon if a Sentry blocks the only

way out.

Traps

Alarm

-The second paragraph of this section has been corrected; it should read that the Ambush

Dungeon Counter may be used in Combat Turns, not Exploration Turns.

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-It is now expressly indicated that the Wandering Monsters (generated by the alarm) must be

placed as provided for Option 2 of the Wandering Monster Dungeon Counter and preferably as

coming from the closest unexplored part of the dungeon. This indication is intended to clarify

an obscurity in the original rules when placing Enemies in previously cleared sections of the

dungeon.

Quests & Campaigns

Campaigns

-A new optional rule (for less difficulty) has been added: In order to reduce the difficulty, the

players may add +1 to the Points Value of Common Enemies with a Points Value of 2 or more.

Also add +2 to the Points Value of Elites and +3 to Characters.

After the Expedition

-It is now expressly indicated (Embark on Next Expedition) that previously explored and

cleared rooms are not restocked in subsequent Expeditions. Cleared rooms are now restocked

only in Solo Play as an optional rule.

Bestiary-Rules & Matrices

Sentries

-It is now indicated that, when all the Enemies of an Encounter have been killed but there are

still Sentries (or any other Enemy) wandering the dungeon, the corresponding Combat Turn

ends normally if no Enemy is in line of sight of the adventurers. If the Heroes encounter a

Sentry (or any other Enemy) during a subsequent Exploration Turn, the adventurers may

complete their Activations and resolve the remaining Phases as normal. A Combat Turn must

start immediately afterward if an Enemy is in light of sight, omitting the Surprise roll. The

paragraph has been reworded for more clarity; the rule now works for any Enemy encountered

in an Exploration Turn, therefore clearing an obscurity in the previous version.

Number of Enemies

-The Number of Enemies Table has been finally replaced; new rules for placing Enemies have

also been added. The Solo Play engine is finally complete, so Enemies are now generated

and placed accordingly without any decision required from the Player(s). The new table is

optional in Multiplayer Games. This update was long overdue, as it took me some time to

figure a relatively simple way to make it work considering all the variables involved. It may look

complicated at first, but it is actually simpler now: The same four dice are rolled (actually most

of the time only 2D12 are rolled) but the Value of Enemies is now fixed for the entire

Expedition/Dungeon Level, which simplifies the process.

-Single Wandering Monsters are now allowed. If one or two Enemies are encountered, each

one is allotted a half (rounding down) of the total Value of Enemies (VE).

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Value of Enemies -The Random Factor is now ignored, as the new Number of Enemies Table already considers

its own random factors.

Bestiaries

-Slev’s bestiaries have been tweaked and expanded. Basically, the Core Characteristics of the

Enemies have been increased to match the values allocated in Advanced HeroQuest. The

Enemies included in Reforged (with some additions) now have very similar Core

Characteristics to the ones of their counterparts in Advanced HeroQuest, to the point that they

may now even be used interchangeably. Heroes and Henchmen have also been adjusted

accordingly (see Appendixes VII and VIII). Reforged offers the weakest starting Heroes and

Enemies when compared to Advanced HeroQuest and its other variants. It is also the most

restrictive about training Core Characteristics. I believe Slev’s solution works very well in the

early stages of the game, as it starts moderately difficult at the beginning as it should be.

However, in my opinion, the game may become monotonous in the long run, as it limits the

options for character development. If Specialization (Skill) is allowed multiple times in order to

deal with the training restriction, then the game may also become unbalanced in the long run,

as the Enemies (despite their increasing number) remain considerably weak for the rest of the

game while the Heroes may become more skilled (and even more so if this variant is used).

This variant now plays even more like the original Advanced HeroQuest than Reforged does;

Reforged is a unique system amongst the other AHQ variants.

-More variations of the same Enemies have been added for balance. Some of the options are

intentionally stronger for the same Points Value; therefore, roughly one third of the encounters

are supposed to be more difficult than the others.

Bestiary-Skaven

-Skaven are now one point slower than in the original game; their Bow Skill is now also one

point lower. Skaven are faster than Undead and Greenskinz, but not as brave as them.

Skaven are also better archers than Undead and Orcs, but not better than Goblins. Some of

the Point Values of Elites and Character Monsters have been slightly increased for balance.

Skaven, Undead and Greenskinz (except Orcs) now have the same base Toughness rating,

as in the original game.

Bestiary-Undead

-Skeletons now have almost the same Core Characteristics of the original skeletons in AHQ,

but they are now one point faster than in the original game. Skeletons’ Toughness and Points

Value are now also one point lower. I believe Skeletons should be slower than Skaven but

faster than Orcs. I am still undecided on whether Skeletons should be less though than

Skaven and Goblins. Fearsome is now slightly less effective, as Bravery ratings of Heroes and

Henchmen may now be increased. In my opinion, Fearsome is disproportionately effective in

Reforged, as the starting Bravery ratings are considerably lower than in the original game.

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Bestiary-Greenskinz

-Orcs now have two points less of Bow Skill than in Advanced HeroQuest, and they are also

slower than in the original (and Reforged). The Points Value of Orcs is now the same as in the

original, but one point lower than in Reforged. Orcs now also have more Wounds than Skaven,

Undead, and Goblins do. In my opinion, Orcs should not be as good archers as Skaven or

Goblins. Orcs are supposed to be heavy brutes, so, in my opinion, they should be slower than

Skaven and Undead.

-Goblins are now one point faster than in the original game, but they are one point slower than

in Reforged. I believe Goblins should be faster than Orcs but not as fast as Skaven. Goblins

are now as brave and intelligent as in the original game, but less than in Reforged. Goblins are

now better archers than the original Goblins of AHQ and the ones offered by Reforged, also

better than Orcs.

Hero Creation

-The Core Characteristics of the Heroes have also been increased to match the lower

spectrum of the starting values allocated in AHQ. However, Bravery and Intelligence are

intentionally lower than in the original, as they may be now increased through Skills and Feats.

Bow Skill now also tends to be lower in unspecialized Heroes.

-Instead of starting with two Healing Herbs as in the previous version, each Hero now starts

with 50 additional Gold Coins, 150 in total. I believe the first Expedition should not be the

hardest, so the easiest way to increase the chances of survival for the Heroes without messing

with the system is by adding a couple of complimentary Healing Herbs.

Racial Paths

Elf

-The rule indicating that Elves may purchase Wild Talent (Skill) at a reduced price of 350 Gold

Coins after completing the first Quest has been moved to Appendix IX-Play Sheets, as I

believe it belongs there for being a rule that covers a specific feature of that Skill, not the Elf

Racial Path itself.

Human

-The Human Path now grants only +2 Bonus Points instead of +3. I believe this adjustment is

necessary considering that the Heroes may now increase Core Characteristics by using only

one Bonus Point, as indicated below.

Bonus Points

-A Hero may now spend only one Bonus Point to increase Core Characteristics. A Bonus Point

now allows the Hero to increase Core Characteristics by twelve points, with the following

restrictions: Each Core Characteristic may be increased by a maximum of three points.

Wounds may also be increased by spending two of those points for each additional Wound.

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-Core Characteristics may now be increased up to the following limits: WS 9, BS 9, ST 6, TH

7, SP 9, BV 6, IN 6. Wounds may be increased up to 8. Elves may increase their Core

Characteristics up to the following limits: WS 10, BS 10, IN 9. Dwarves: WS 10, ST 7, TH 7.

Ogres: ST 8, TH 8. This tweak adds more customization to the character-creation process

instead of simply adding a fixed (or random) amount of points per Characteristic as in the

original.

Henchman Creation

-As indicated above (Bestiary-Rules & Matrices), the Core Characteristics of Henchmen have

been slightly increased to match the starting values allocated in Advanced HeroQuest.

Henchmen are now very similar to their original counterparts, to the point that they may now

even be used interchangeably.

-Each Henchman now starts with 100 Gold Coins instead of 90 Gold Coins.

Play Sheets

Dungeon Counter Effects

Ambush

-A new optional rule (for more difficulty) has been added: The GameMaster is not required to

pay any cost (in Dungeon Counters) for Reinforcements.

-A new optional rule (for more difficulty) has been added to Option 2: The GameMaster is

granted a bonus of +3 on the Surprise roll when an Ambush Dungeon Counter is used.

Wandering Monsters

-It is now expressly indicated that the section titled Wandering Monsters in Passages belongs

to Slev’s “Option 2”. It was not entirely clear previously.

-It is now indicated that, if the only available space to place the first Enemy of the

Reinforcements is closer to the Heroes than the Enemies already in play, the Reinforcements

must be added to the farthest group of Enemies (and behind them). This clarification is

intended to avoid placing Reinforcements closer to the Heroes than the other Enemies.

Special Dungeon Counters

-Character and Escape (Dungeon Counters) do not have special effects anymore. When the

GameMaster receives three such counters in Solo Mode, they must be immediately discarded

and replaced (randomly) with three from the cup.

Combined Tables

-Withdraw is now correctly marked as a Vigorous Action.

-The Number of Enemies Table has been replaced.

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-The Enemy Tactics Table in the combined tables now correctly indicates that Reinforcements

appear on a roll equal or lower than Dungeon Level, as it is provided by this variant.

-The new rule for Stairs has also been added.

Heroic Skills

Specialization

-Specialization (Skill) has been tweaked: It now costs 500 Gold Coins (instead of 1000 Gold

Coins) for all the Core Characteristics except Weapon Skill. Specialization may be purchased

to increase Weapon Skill for a cost of 750 Gold Coins for each point. Although the new cost is

very similar to the original cost for training Core Characteristics in AHQ, I decided to lower it

down in order to make development more dynamic. It all depends on the time a Campaign

should last. We will see.

Wild Talent

-The rule indicating that Elves may purchase Wild Talent (Skill) at a reduced price of 350 Gold

Coins after completing the first Quest has been moved to this section from Appendix VII-Hero

Creation, as I believe it belongs in this section for being a rule that covers a specific feature of

that Skill, not the Elf Racial Path itself.

Example Heroes

-The Core Characteristics of each example Hero have been corrected and adjusted according

to the new rules for Hero Creation.

Example Henchmen

It is now indicated that, to update the example Henchmen included in Reforged, simply add +2

points to each of the following Core Characteristics: Weapon Skill, Bow Skill, and Strength.

Damage Dice must be updated according to each weapon’s rating.

Abilities

Equipment

-The Arming Sword now has a Critical Hit rating of 12, as in the original Advanced HeroQuest.

I believe this rating is more appropriate than the rating of 11+ allocated in Reforged, as the

Arming Sword is the most basic sword of the game.

Heroic Feats

Aptitude

-Luck is now an Aptitude Feat, as it does not have any offensive capability to be considered as

a Warfare Feat.

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Scholastic

-Stone Master now indicates that the Hero must roll on the Doors Table as normal when a

room is discovered using this Feat.

Warfare

-Luck is now an Aptitude Feat, as it does not have any offensive capability to be considered as

a Warfare Feat.

Solo Play

Dungeon Counters

-The GM Solo Table has been renamed to Dungeon Counters Table for Solo Play, as it seems

more appropriate for its content. Some minor corrections and wording changes have also been

made.

-Henchmen are no longer mentioned in the Dungeon Counters Table for Solo Play, as they

are not allowed to open doors or chests.

-The Dungeon Counters Table for Solo Play now correctly includes empty rooms and

passages as Situations to use a Wandering Monster Dungeon Counter.

-Also in the Dungeon Counters Table for Solo Play, the first Situation of the Exploration Phase

of Exploration Turns has been updated; it now correctly includes empty rooms and passages

as Situations. Also, it no longer indicates to roll again for Elites in Lairs and Quest Rooms

when a group of Wandering Monsters, and empty room, or empty passage is encountered, as

it is only required when Enemies are encountered in Lairs and Quest Rooms. Some of the

additional instructions given in the Situations have been excluded, the rules for using the

corresponding Dungeon Counters are clear enough.

-Also as a clarification, the Result of the first Situation in the Exploration Phase of Exploration

Turns has been updated. It is now expressly indicated that a Wandering Monsters counter is

used only when an empty (Normal) room or passage is found. An Ambush counter must be

used when a group of Enemies is encountered.

-The Dungeon Counters Table for Solo Play now also includes Lairs as Situations to use a

Character Monster, as provided for the Character Dungeon Counter. The corresponding

Dungeon Counter Effects have also been reworded for more clarity; it is now expressly

indicated that any Wandering Monster, Elite, or Character is added to the Enemies already in

play.

Traps in Solo Play

-It is now indicated that, in Solo Play the GameMaster is not required to pay any cost (in

Dungeon Counters) for traps encountered in doors and chests. Chests have been expressly

added to the rule.

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Enemy Tactics in Solo Play

-It is now indicated that, if an Enemy does not start its Activation in an opponent’s Death Zone,

it must move towards the weakest opponent (preferably Hero) that may be attacked in the

same turn.

-It is now expressly indicated that Enemies must observe Movement and Death Zone rules

when moving to a vacated square after killing an opponent. This is just a clarification, as the

corresponding rule in the previous version may be interpreted ambiguously.

-Enemies must now take a Push Action (instead of moving) if they are adjacent (horizontally or

vertically) to a Hero or Henchman at the edge of a trapped square. Therefore, Enemies must

now take a Push Action (instead of moving) when adjacent (horizontally or vertically) to an

opponent blocking a doorway, or at the edge of a Chasm, Pit, or Trap. This addition was

supposed to be included in the previous version.

-It is now indicated that Enemies must pursue fleeing opponents for three turns until having

line-of-sight contact with any of the Party members, at that point the counter is reset. I believe

this adjustment is necessary to deal with the obscurity in Reforged regarding pursuit in Solo

Play.

-It is now indicated that Enemies with Berserker and/or other offensive Abilities must use or

activate them as soon as possible.

-It is now also indicated that Character Monsters must avoid Skirmish combat as much as

possible as long as there are other Enemies in the same dungeon section. I believe the game

becomes more challenging if the Heroes are not able to engage the Character Monster until

they have defeated its minions.

Quests & Campaigns

-A new optional rule (for more difficulty) has been added: Previously explored and cleared

rooms are restocked with Wandering Monsters in subsequent Expeditions.

Quest Generator

-When selecting a Character Monster, if none of the Character Monsters meet the conditions,

it must be now selected randomly from the Character Monsters with the nearest Points Value

downward, trading any remaining points for Elites of the lowest value (preferably) and/or

Enemies with a Points Value of 2 (preferably) and a Points Value of 1.

Hints & Tips

-Three news tips have been added.

July 27, 2017

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Updates V1.55

(For Advanced HeroQuest: Reforged V6.2)

Introduction

Redesign Notes

-Parts of the Introduction have been updated and rearranged. Numerous grammar corrections

and wording changes have been made throughout the entire document.

Core Rules

Game Turns

-It is now expressly indicated that Heroes and Henchmen may also escape through stairways.

Actions

Push

-It is now expressly indicated that no test is required when a model is pushed out of a focused

Death Zone.

Exploration (Placing Enemies)

-A new optional rule (for less difficulty) has been added: When the Heroes are surprised, the

Enemies must preferably attack Henchmen.

Generating the Dungeon

Doors

-It is now indicated that Doors must (preferably) not be placed on Dead Ends unless there is

no other option available in the same passage. Dead Ends must be preferably used to place

Secret Doors when they are discovered.

Hazards

Locked Room

-It is now indicated that Lockpick (Action) is successful on a roll of 9-12, and the Lock Pick is

destroyed on a roll of 1-2.

Traps

Portcullis

-The rule that allows combat through Portcullises is now optional. I intend to keep the original

rules as much as possible.

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Treasure

Looting Enemies After Combat

-The rule indicating that Reinforcements and restocked Enemies do not provide loot is now

optional. Reinforcements are now more likely to appear, so the game becomes extremely

difficult if no loot is provided for killing them.

-A new optional rule (for less difficulty) has been added: An alternative Enemy Treasure Loot

Table increases the flow of Gold Coins.

Bestiary-Skaven

-Clanrats with Points Value of 1 are now optional (for added difficulty), but a weaker version

(without armor) with the same Points Value has been included for normal games. I have come

to realize that relatively strong Enemies with Points Value of 1 (like the ones in Advanced

HeroQuest) should be used prudently, as they have the potential of wreaking game balance,

especially when they come in groups of six or more.

-The Strength value of Slave Champions is now 5; consequently, they may now attack with

three Damage Dice instead of two. This is a correction that should have been included in the

previous version.

-Tougher versions (with armor and shield) of the Clanrat Warrior and the Clanrat Warden have

been included for use in normal games, each one with a Points Value of 2.

-The Points Value of the Clanrat Warden Champion has been corrected, it now has a Points

Value of 3 instead of 2. This is a correction that should have been included in the previous

version.

-The Toughness value of the Nightrunner has also been corrected, it is now 5 instead of 4.

This is also a correction that should have been included in the previous version.

Bestiary-Undead

-The Skeleton Swordsman is no longer equipped with a shield, so its Toughness value is now

5 instead of 6. As mentioned above, relatively strong Enemies with Points Value of 1 (like the

ones in Advanced HeroQuest) should be used prudently, as they have the potential of

wreaking game balance, especially when they come in groups of six or more.

-Optional versions (with armor and shield) of the Skeleton Warrior Spearman and the Skeleton

Warrior Swordsman with Points Value of 1 have been included for use in normal games, for

added difficulty.

-The Skeleton Warrior Spearman and the Skeleton Warrior Swordsman now have a Points

Value of 2 instead of 1.

-The Skeleton Spearman Champion and the Skeleton Warrior Champion now have a Points

Value of 3 instead of 2.

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Bestiary-Hordes of Chaos

-Warriors of Chaos now have very similar Characteristics to those of their original

counterparts, but their Points Value have been adjusted upward. I believe it is unbalanced to

have Enemies of considerably different strengths with the same Points Value.

Bestiary-Beastmen

-Beastmen are now slightly less tough than their original counterparts, and they now also have

one Wound less, but they are now more intelligent.

-The Ungor Axeman, Ungor Spearman, and Ungor Swordsman do not have shields anymore,

so their Toughness value is now 6 instead of 7. As mentioned above, relatively strong

Enemies with Points Value of 1 (like the ones in Advanced HeroQuest), should be used

prudently. I believe there is no need for additional Beastmen with Points Value of 2, there are

sufficient in the bestiary.

Bestiary-Greenskinz

-Hobgoblins with Points Value of 1 have been introduced, so the stronger Orc Warriors with

the same Points Value are now optional, for added difficulty.

Bestiary-Ogres & Trolls

-Ogres and Trolls now have very similar Characteristics to those of their original counterparts,

but Trolls now have a slightly higher Points Value in order to balance for their increased

Strength and Regeneration (Ability).

-Greenskinz (except Characters) may now be used if lower-value Enemies or Sentries are

required.

Henchmen Creation

-Henchmen now start their creation process with two Wounds instead of three.

Play Sheets

Dungeon Counter Effects

Ambush

-The indication that Reinforcements do not provide loot has been removed. It is now an

optional rule as provided in Appendix IV-Treasure.

Elites

-No more than one Elite armed with a heavy ranged weapon may now be generated in the

same group of Elites.

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Wandering Monsters

-It is now expressly indicated for Option 1 that the Enemies may be generated in empty

Normal Rooms only. This is just a clarification that should have been included in previous

versions.

-The rules for placing Wandering Monsters in passages have changed. When the Heroes are

surprised by Wandering Monsters in a passage blocked by two Party members, the first

Enemy is now placed adjacently in front of the weakest blocking model. Play then proceeds to

the GameMaster Phase of the first Combat Turn. The Position of the Party members in

passages is now more relevant.

-When the Heroes are surprised by Wandering Monsters in an unblocked passage, the

Enemies are now placed using WHQ’s 1-on-1 as provided in this variant, but they may be

placed only in the passage (including the junction) in which they were encountered. In this

scenario, the Enemies must be placed to attack the Party members in the junction or its

adjacent squares. If the junction is not blocked by Party Members, then the Enemies may be

placed using WHQ’s 1-on-1 as provided in this variant, attacking all the Party members. Play

then proceeds to the GameMaster Phase of the first Combat Turn. As mentioned above, the

Position of the Party members in passages is now more relevant.

-When a group of Wandering Monsters is encountered in a passage generated upon opening

a door inside a room and the Leader wins the Surprise, the first Enemy must be placed as far

from the door as possible. If the Heroes are surprised, the Enemies are placed adjacently in

front of the party member(s) next to the doorway. Play then proceeds to the GameMaster

Phase of the first Combat Turn.

-A new optional rule (for less difficulty) has been added: Wandering Monsters in passages are

always placed as indicated in Reforged (as far as possible), without rolling for Surprise.

Heroic Skills

-I am still working on the Skills, but some of them may be very expensive, perhaps too much if

you want a more dynamic development of your Hero(es). Therefore, some of the highest

prices have been lowered.

-Advanced Knowledge now costs 5,000 Gold Coins.

-Amour Training now costs 1,000 Gold Coins.

-Endurance is ignored, as it is now included in Strengthened (Heroic Feat).

-Specialization may now be taken multiple times to increase Chore Characteristics up to the

limit of 12, only once between Expeditions. Specialization may only be taken after the two

initial points of Training have been used. These are just clarifications that should have been

included in the previous version.

-Weapon Master is ignored, as it is now included in Weapon of Choice (Heroic Feat).

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-Weapon Training now costs 500 Gold Coins.

Example Heroes & Henchmen

-There is now only one section for Example Heroes and Henchmen.

-Torallion Leafstar now starts with four Wounds instead of three. This is just a correction that

should have been made in the previous version.

-The Core Characteristics of the example Henchmen have been adjusted according to the new

rules for Henchmen Creation.

Abilities

Heroic Feats

Scholastic

-Herbalist now offers two ranks. The second rank now allows the Hero to Heal Self in combat

as a Minor Action, if not in a focused Death Zone.

Solo Play

-It is now expressly indicated that the same rules for Multiplayer are observed for Solo Play

unless otherwise indicated. This is just a clarification that should have been included in the first

release of this variant.

Dungeon Counters

-It is now expressly indicated that the GameMaster receives new Dungeon Counters from the

same sources as in Multiplayer; the same rules are observed.

-It now also expressly indicated in the Dungeon Counters Table for Solo Play that the

GameMaster must preferably discard Character, Escape, and/or unpaired DCs (without pair in

its possession) when Special Dungeon Counters are in use.

-For the purposes of the Dungeon Counters Table for Solo Play, the Results are now named

Dungeon Counters.

-Also as a clarification, the Result of the first Situation in the Exploration Phase of Exploration

Turns has been updated. It is now expressly indicated that a Wandering Monsters counter is

used only when an empty (normal) room or passage is found. An Ambush counter must be

used when a group of Enemies is encountered.

-It is also indicated that the GameMaster must now preferably discard Dungeon Counters with

no Special Effect (Character and Escape).

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-A new optional rule (for less difficulty) has been added: The Game Master must also roll for

cost (as indicated in the Dungeon Counters Table for Solo Play) on every group of Wandering

Monsters encountered as a Dungeon Feature.

Other Sources of Dungeon Counters

-Slev’s table for other sources of Dungeon Counters is now optional in Solo Play.

Treasure

-It is now indicated that the Heroes do not receive any loot for killing groups of Enemies

(Reinforcements or Wandering Monsters) generated without cost in Dungeon Counters. This

rule is intended to moderately raise the difficulty in Solo Mode instead of completely negating

loot from Reinforcements, which turns the game extremely difficult as mentioned above.

Introductory Quest-Spiders in the Cave!

-A new Quest has been added. It has been designed as a gentle preparation for the relentless

difficulty of the game, which may be discouraging for inexperienced adventurers. Although it is

possible to start playing with the default rules for a challenge, I strongly suggest taking

advantage of the indulgent Exploration and Loot tables offered by the Quest. Hopefully, it will

be completed easily and quickly, providing the Heroes with additional Equipment, Fate Points,

and Gold Coins that would allow even more customization while increasing their chances of

survival. As a result of the adjustments made to the bestiary in the previous version, the first

Expedition of a random campaign (under the default rules) tends to be excessively difficult. I

believe the Introductory Quest is an effective and clean solution, as it fixes not only the issue

of the initial difficulty, but it also brings more balance to the game and makes it more playable.

At the same time, the default system is preserved unaltered, which remains as an option for

fearless newcomers.

Tips & Tactics

-This part has been retitled, expanded, and rearranged according to game flow. New tips have

also been added.

November 1, 2017

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Updates V1.6

(For Advanced HeroQuest: Reforged V6.2)

Introduction

Redesign Notes

-Parts of this section have been reworded and rearranged. Grammar corrections and wording

changes have been made throughout the entire document.

Core Rules

Fate Points

-It is now expressly indicated that a Hero may spend any number of Fate Points in the same

turn, even after suffering the effect of a Fate Point used by the GameMaster. This is another

clarification that should have been included in the previous release.

-It is now also clarified that the Hero must be adjacent to the Portcullis in order to open it with a

Fate Point. This is just a clarification that should have also been included in the previous

release.

Generating the Dungeon

Passages

Locked Portcullis

-Locked Portcullises may now be unlocked by spending one Fate Point as a Bonus Action

while the Hero is adjacent to one. Therefore, spending a Fate Point in order to unlock a

Portcullis is no longer a part of the Lift Action; it is now an independent Bonus Action. This is

just a correction that should have been included in the previous release.

Special Features

-Special Features now have their own subsection within the Passages section, as I believe it

should have been included in the previous release.

Dead End

-It is now expressly indicated that (for obvious reasons) the Leader must roll twice on the

Passage End Table when a passage is discovered behind a door.

Doors

-A new optional rule (for less difficulty) has been added: By default, all doors in the game are

unlocked double doors.

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Optional Rule: Furniture

Fireplace

-It is now expressly indicated that burning logs in possession of party members disintegrate

when an Exploration Turn starts. This is just a clarification that should have also been included

in the previous release.

Hazards

Chasm

-The rules in this section have been corrected and reworded for more clarity: A Combat Turn

must start after finding a Chasm Room but omitting the Surprise roll. A new Exploration Turn

starts after the first Combat Turn if all the party members are outside the room. Conversely, a

new Combat Turn starts if a party member is inside the Chasm Room at the start of the turn

and there is at least one Enemy on either side of the Chasm. Adventurers are considered to

have escaped upon exiting the room. This update fixes a problematic issue experienced in the

previous version, as it allowed a new Exploration Turn when Enemies were on their side of the

room.

Traps

Dealing with Spotted Traps

-It is now expressly indicated that spotted traps in the passage of an entry stairway may be

ignored when placing Heroes and Henchmen at the start of an Expedition. This is another

clarification that should have been included in the previous release.

Pit Trap

-If two or more Pit Traps are adjacent to each other, they are now considered as one.

-It is now expressly indicated that if an Enemy is pushed over a Pit Trap, it may not be

activated during the same turn. This is another clarification that should have been included in

the previous release.

Portcullis

-It is now expressly indicated that the two spaces of the Portcullis overlay are inaccessible to

Heroes and Henchmen unless it is lifted. If the Portcullis is not lifted, only Enemies may be

placed in the spaces of the overlay while moving through it. Portcullises may not be lifted if an

Enemy is in a space of the overlay (while moving through it).

-Enemies may now move freely through Portcullises if they begin their Activation on the

overlay or adjacent to it. This is another clarification that should have been included in the

previous release.

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Quests & Campaigns

Spending Gold

New Equipment

-Equipment (except Weapons and Armor) may now be traded in for half its cost. Reforged

does indicate the cost for trading in Weapons and Armor, but it does not mention the cost for

trading in other Equipment.

Bestiary-Dwarves of Chaos

-Dwarves of Chaos have been added to the bestiary.

Bestiary-Dark Elves

-Dark Elves have also been added to the bestiary.

Hero Creation

Dwarf

-Dwarves do not start with one rank of Stone Master (Feat) anymore. I believe Dwarves start

with enough bonuses already.

Play Sheets

Dungeon Counter Effects

Ambush

-Reinforcements must now be preferably placed in dungeon sections free of obstacles like

Traps or Hazards.

-When the first Enemy has been placed but there is not enough space to place all of them

because the Hero in line of sight is near an unexplored junction, the remaining Enemies may

now be placed in the unrevealed passage without generating it. I considered simply ignoring

the remaining Enemies, but it may then be exploited (simply) by placing a Hero close to

unexplored junctions.

Wandering Monsters

-It is now expressly indicated that “empty passages” are the ones discovered and generated

without Enemies. This indication is relevant when dealing with Wandering Monsters in

passages.

-The Leader and the GameMaster must now roll for Surprise when placing Wandering

Monsters according to Option 2. If the GameMaster rolls higher, play then proceeds to the GM

Phase of the first Combat Turn.

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-Our rules for placing Wandering Monsters in Passages are now a third option expressly

reserved for Enemies encountered upon revealing a new passage. Any other group of

Wandering Monsters is always placed as indicated in Option 2 (as far as possible), and the

side that wins the Surprise moves first. I believe the system now works better with this

adjustment, and it also adds even more variety.

-It is now also expressly indicated that remaining Wandering Monsters must be discarded

when (for any reason) there is not enough space in the dungeon section to place all of them in

accordance with the rules.

Special Dungeon Counters

-Special Dungeon Counters are now entirely optional in the game.

Heroic Skills

-Advanced Knowledge goes back to its original cost of 10,000 Gold Coins. After some

playtesting I have realized that the original cost is more appropriate for long campaigns.

-Armor Training also goes back to its original cost of 2,000 Gold Coins.

-Weapon Training also goes back to its original cost of 1,000 Gold Coins.

Abilities

Heroic Feats

Aptitude

-Conserve has been added (with three ranks and a cost of one Heroic Token each): For each

rank of this Feat the Hero gains +1 Conserve (Ability) as indicated in Reforged. I decided to

include this Feat as an alternative source of Conserve, as there is only one source of such

Ability in Reforged.

Scholastic

-Stone Master may now be used only once per Expedition. I believe this limitation should have

been included in the first release of this variant.

Solo Play

Dungeon Counters

-All the rules for Special Dungeon Counters are now in their appropriate section. Some of

them were still in the Dungeon Counters Table without justification.

-It is now indicated that the GameMaster receives new Dungeon Counters from the same

sources as in Multiplayer except in the GameMaster Phase of Exploration Turns. This is

another clarification that should have been included in the previous release.

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Special Dungeon Counters

-Special Dungeon Counters are no longer optional in Solo Play; they are now entirely optional

in the game.

Treasure

-The rule indicating that the Heroes do not receive any loot for killing groups of Enemies

(Reinforcements or Wandering Monsters) generated without cost in Dungeon Counters is now

optional. As indicated in V1.5, this rule is intended to moderately raise the difficulty in Solo

Mode instead of negating loot from Reinforcements altogether, which may turn the game

extremely difficult (as mentioned above).

Tips & Tactics

-Some minor corrections have been made.

March 1, 2018

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Updates V1.61

(For Advanced HeroQuest: Reforged V6.2)

-Minor corrections and wording changes have been made throughout the document.

Core Rules

Fate Points

-In order to use a Fate Point to influence Surprise rolls, the Hero must now announce it before

rolling the dice, and the Fate Point is spent regardless of the result.

Generating the Dungeon

Dead End Dungeons

-In dungeons with no new areas to explore, the Heroes are now allowed to search for secret

doors in locations that have already been searched, and may keep doing so (once per

location) until they find a secret door that allows them to carry on exploring the dungeon.

Wandering Monsters

-A new optional rule (for less difficulty) has been added: A group of Wandering Monsters

encountered as a Passage Feature also requires a Dungeon Counter. If the Game Master

does not have any Dungeon Counters left, the Enemies are not generated.

Quests & Campaigns

Trade Starting Fate Points for Heroic Tokens and purchase Heroic Feats

-The rules for trading Heroic Tokens and acquiring Heroic Feats have been reworded for more

clarity. A summary has also been added for easier reference.

Bestiary-Monstrous Creatures

-Monstrous Creatures have been added to the bestiary. Enemies like wyverns, chimeras, and

dragons are now included.

Abilities

Heroic Feats

-The rules that determine cross-classing costs have been reworded for more clarity.

Aptitude

-Chop Down has been added (with one rank and a cost of one Heroic Token): The Hero is

able to move three squares whenever a Large Enemy fails to hit him in a Skirmish Action. The

effects of this Feat are permanent.

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-Dance of the Monkey has been added (with one rank and a cost of one Heroic Token): The

Hero may avoid being KO’d by passing a Speed Test. This Feat may only be used once per

Encounter.

-Dance of the Wind has been added (with one rank and a cost of one Heroic Token): The Hero

is able to move through Enemies as if they were friendly adventurers. This Feat may only be

used once per Encounter.

-Harmony Dance has been added (with one rank and a cost of one Heroic Token): The Hero

receives a bonus of +1 Weapon Skill and +1 Might (Ability) against one selected Enemy, which

also suffers a penalty of -1 Weapon Skill. This Feat may only be used once per Encounter.

-Rage of Dishonor has been added (with three ranks and a cost of one Heroic Token each):

Whenever the Hero kills a Large Enemy or Elite with a Critical Hit, he may recover two

Wounds; he also becomes Fearsome for the rest of the turn.

-Stealth has been added (with three ranks and a cost of one Heroic Token each): The Hero

may go undetected for one Combat Turn without moving or attacking; therefore, he may not be

attacked during such time. The second rank allows the Hero to attack from stealth (without

moving). The third rank allows the Hero to move and attack while in stealth. This Feat may

only be used once per Encounter, and it may be activated as a Bonus Action.

-Unreachable has been added (with one rank and a cost of one Heroic Token): All Skirmish

attacks against the Hero (in the GameMaster Phase of the same turn) suffer a penalty of -3

Weapon Skill. The Hero may not attack in the Hero Phase of the same turn. This Feat my only

be used once per Encounter, and it may be activated as a Bonus Action.

-Wall of Steel has been added (with one rank and a cost of one Heroic Token): All Shoot

attacks against the Hero (in the GM Phase of the same turn) suffer a penalty of -2 Bow Skill.

This Feat may only be used once per Encounter, and it may be activated in combat as a

Bonus Action.

-Warcry has been added (with one rank and a cost of one Heroic Token): All the Heroes and

Henchmen in the same section (room or passage) receive a bonus of +1 Bravery for two turns.

This Feat may only be used once per Encounter, and it may be activated in combat as a

Bonus Action.

-Agile Defense has been added (with one rank and a cost of two Heroic Tokens): When this

Feat is activated, all Skirmish attacks against the Hero (in the GM Phase of the same turn) are

resolved using its Speed instead of its Weapon Skill. This Feat my only be used once per

Encounter, and it may be activated in combat as a Bonus Action.

-Fight to Death has been added (with one rank and a cost of two Heroic Tokens): If the Hero is

KO’d or wounded below 0 Wounds (no more than -2), it may remain alive and able to fight.

This Feat may only be used once per Encounter.

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-Quick & Deadly has been added (with one rank and a cost of two Heroic Tokens): The Hero is

able to ignore enemy Death Zones by passing a Speed Test for each Death Zone entered as it

moves; if the test fails, the Hero must end its movement in the square it was trying to leave.

This Feat may only be used once per Encounter.

-Uncanny Strength has been added (with one rank and a cost of three Heroic Tokens): The

Hero is able to use big weapons with one hand, allowing him to use a shield at the same time.

Warfare

-Axethrower has been added (with one rank and a cost of one Heroic Token): When throwing

an axe, the Hero is able to use its Weapon Skill instead of its Bow Skill to resolve the ranged

attack. This Feat may only be used once per Encounter.

-Cloud of Blades has been added (with one rank and a cost of one Heroic Token): The Hero is

able to throw a knife at all Enemies in line of sight, resolving such attacks with a penalty of -2

Bow Skill. The Hero may not move in the same turn. This Feat may only be used once per

Encounter.

-Dagger Expert has been added (with two ranks and a cost of one Heroic Token each): If the

Hero is wearing leather armor or a cloak, he may permanently use daggers as regular swords

or as throwing knives, indistinctively. The second rank grants +1 Bow Skill when throwing

knives under the same conditions.

-Distracting Shot has been added (with one rank and a cost of one Heroic Token): The Hero is

able to throw a dagger as a Shoot Action. If the attack hits and the target Enemy also fails an

Intelligence Test, the target will not be able to move or attack in the same turn. This Feat may

only be used once per Encounter.

-Expert Spearman has been added (with two ranks and a cost of one Heroic Token each): A

Hero with this Feat is able to use spears with one hand, allowing the bearer to use a shield at

the same time. The second rank grants a Free Attack against any Enemy that enters the

Hero’s Death Zone.

-Impale has been added (with one rank and a cost of one Heroic Token): The Hero may take a

Shoot Action with a penalty of -2 Bow Skill, and if the attack hits, it is considered a Critical Hit.

If the attack scores a Critical Hit, then the Hero may use one additional Damage Die.

-Lethal Strike has been added (with one rank and a cost of one Heroic Token): The Hero may

kill a Common Enemy if the target fails a Toughness Test after receiving two or more Wounds

in a Skirmish Action. In order to use this Feat, the Hero must announce it upon inflicting two or

more Wounds. This Feat may only be used once per Encounter.

-Shot to the Eyes has been added (with one rank and a cost of one Heroic Token): This Feat

allows the Hero to take a Shoot Action with a penalty of -3 Bow Skill and a bonus of +2 Might

(Ability). This Feat may only be used once per Encounter.

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-Silent Death has been added (with one rank and a cost of one Heroic Token): The Hero is

able to throw a dagger with a bonus of +2 Might (Ability). The Hero may not move in the same

turn. This Feat my only be used once per Encounter.

-Slayer has been added (with one rank and a cost of one Heroic Token): The Hero may add

+1 Might (Ability) to his Skirmish attacks against Enemies with a base Toughness of 8+. This

Feat may only be used once per Encounter.

-Spiked Arrowhead has been added (with one rank and a cost of one Heroic Token): An

Enemy wounded by the Hero’s arrows suffers a penalty of -1 Damage Die for the next two

turns. This Feat may only be used once per Encounter.

-Barrier of Thorns has been added (with one rank and a cost of two Heroic Tokens): The Hero

is able to counter attack three times (in the GM Phase of the same turn) against Enemies that

fail to hit him (as if they had fumbled). The Hero may not attack in the Hero Phase of the same

turn. This Feat may be used only once per Encounter, and it may be activated as a Bonus

Action.

-Jungle Hunter has been added (with one rank and a cost of two Heroic Tokens): The Hero is

able to take a Shoot Action ignoring Bow Skill penalties for using armor, shields, and/or

helmets. This Feat may be used twice per Encounter.

-Penetrating Shot has been added (with one rank and a cost of two Heroic Tokens): When a

Shoot Action taken by the Hero wounds an Enemy, any other Enemy located right behind the

wounded one suffers as many Damage Dice as the Wounds taken by its ally. This Feat may

only be used once per Encounter.

-Circle of Steel has been added (with one rank and a cost of three Heroic Tokens): The Hero

is able to sweep its weapon in a whirlwind of steel that causes one Damage Dice to any

Enemy in his Death Zone, pushing back one space any wounded Enemy that fails a Strength

Test. The Hero may move one square afterward if any of the Enemies was killed or pushed.

This Feat may only be used once per Encounter.

Solo Play

Dungeon Counters

-The Dungeon Counters Table for Solo Play has been updated: Dungeon Counters are now

Dungeon Counter Effects. Fate Points used by the GameMaster may not affect the effects of

Spells and Prayers (used by the Heroes) anymore. Also, an optional rule (for more difficulty)

has been added: In the GameMaster Phase of Combat Turns, when a deployed Character

(not in the last Quest Room) has 3 or less Life Points left, the Escape counter is mandatory;

the player may roll for the cost opportunity only.

-The rule that allows the GameMaster to use more than one Dungeon Counter in the same

turn is now optional, for more difficulty.

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Introductory Quest-Spiders in the Cave!

Quest Rules

Danger

-It is now indicated that the Quest may not have more than three Expeditions. I believe three

Expeditions are more than enough without being exploitable.

Tips & Tactics

-A few corrections have been made, and more tips have been added.

September 1, 2018

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Updates V1.62

(For Advanced HeroQuest: Reforged V6.2)

-More minor corrections and wording changes have been made throughout the document.

Hazards

Locked Room

-Locked Rooms must now have at least one locked door leading away from the room. One

door must now be placed if none is initially found.

Bestiary-Rules & Matrices

Sentries

-It is now expressly indicated that Sentries are simply added the group of Enemies

encountered. The Points Value of Sentries is not considered in the Value of Enemies.

Number of Enemies Table

-The Base Number of Wandering Monsters is now modified only if a 1 results on any dice of

Roll 1. The number of Wandering Monsters was being modified more often than intended

when using 1s and also 12s.

Bestiary-Undead

-Skeleton Champion Swordsman (Chainmail) and Skeleton Champion Spearman (Chainmail)

have been added. I believe the bestiary needed common Enemies with a Points Value of 4.

Bestiary-Beastmen

-Venomous Warhound now attacks with three Damage Dice instead of four, according to its

Strength. This is a correction that should have been included in the previous version.

Play Sheets

Dungeon Counter Effects

Ambush

-It is now expressly indicated that Reinforcements (Enemies generated as a result of an

Ambush counter) are not considered as new Enemies for the purposes of Option 2.

-A new optional rule (for more difficulty) has been added: Reinforcements (Enemies generated

as a result of an Ambush counter) are considered as new Enemies for all the purposes of

Option 2. If this rule is used, the GameMaster may use an additional Dungeon Counter in the

same turn.

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Character

-Character Dungeon Counters may now be used as any other type of Dungeon Counter after

the last Character Monster in the dungeon has been slain. Also if the last Character Monster

has been encountered in the last Quest Room of the dungeon.

Escape

-Escape Dungeon Counters may now also be used as any other type of Dungeon Counter

after the last Character Monster in the dungeon has been slain.

Wandering Monsters

-When the first Enemy has been placed (Option 2) but there is not enough space to place all of

them because the Hero in line of sight is near an unexplored junction, the remaining Enemies

may now be placed in the unrevealed passage without generating it. As with Reinforcements, I

considered simply ignoring the remaining Enemies, but it then may be exploited (simply) by

placing a Hero close to unexplored junctions.

Combined Tables

-The Number of Enemies Table has been updated according to the latest adjustments to the

rules. The Base Number or Wandering Monsters is now less likely to be modified.

Abilities

Heroic Feats

Aptitude

-Dance of the Monkey has been renamed to Feline Reflexes.

-Dance of the Wind has been renamed to Unblocker.

-Harmony Dance has been renamed to Combat Enhancer.

-Rage of Dishonor has been renamed to Fearsome Rage.

Warfare

-Battle Push has been adjusted: It is no longer required to subtract the number of Wounds

inflicted on the Enemy. This adjustment should have been included in the previous version.

Solo Play

Dungeon Counters

-It is now expressly indicated in the Dungeon Counters Table for Solo Play (second Situation

of the Exploration Phase) that the player must roll for Character Monsters when available. This

is just a clarification that should have been included in the previous version.

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Quest Generator

Random Quests

-It is now indicated that random dungeons are inhabited by at least one (random) Character

Monster. As you may see, there is no longer a contradiction with the rules for the Character

Dungeon Counter in Appendix IX-Play Sheets. Random dungeons may now have more than

one Character Monster as allowed by those rules.

-It is also indicated that the GameMaster (or Solo Player) may now use additional Character

Monsters without exceeding the Points Value limit indicated in the rules for the Character

Dungeon Counter (Appendix IX-Play Sheets).

March 1, 2019

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Updates V1.65

(For Advanced HeroQuest: Reforged V6.2)

-Minor corrections and wording changes have been made throughout the document.

Core Rules

Game Concepts

Death Zones

-It is now expressly indicated that when a Death Zone is focused on a square, the other

squares (around the focusing model) are free and unaffected for all the purposes of this

variant. Although it is already indicated in some of our rules that only focused Death Zones

may interfere with other Actions, I decided to clear up any confusion that may exist by adding

a general rule instead of dealing with the specific rules of each Action. I believe this

adjustment (along with movement through friendly models) allows for more flexibility and

tactical variety.

Separation

-The concept and rules of separation (of adventurers) are now in the Core Rules, as it is a

more appropriate section for easier reference.

Game Turns

-A Game Master Phase has been added to Exploration Turns. It is used only when Enemies

are present in Exploration Turns.

Actions

Free Actions

-Healing Potions may no longer be used if the adventurer is in a focused Death Zone.

Adventurers may become invincible if they are allowed unrestricted access to their potions

when in a focused Death Zone.

Moving

-Movement through friendly models is now allowed unless the friendly model is in a focused

Death Zone. Unrestricted movement through friendly models in focused Death Zones turned

out to be exploitable.

Movement of Enemies in Exploration Turns

-The rules for dealing with Enemies in Exploration Turns have been reworded for clarity. The

rules now have their own section in the Core Rules (not the Bestiary) for easier reference.

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-Optional rules (for more difficulty) have been added: Enemies in Exploration Turns may now

take Advance Actions to move to the adventurers if these are not in line of sight. Sentries may

also take Advance Actions to move away from the adventurers if these are not in line of sight.

In Combat Turns, Enemies may run to the adventurers (as in pursue) if these are not in line of

sight.

Opening Treasure Chests

-The rule that did not allow Treasure Chests to be opened during combat has been excluded.

Treasure Chests may now be opened during combat as indicated in Reforged. It may be

challenging to steal treasures in combat.

Push

-Enemies may now push party members (instead of moving) regardless of their position. The

rule indicating that (only) Enemies adjacent to doorways may push party members has been

excluded.

-It is now expressly indicated that a model may take a Push Action even if it is in a focused

Death Zone. This is just a clarification that should have been included in the previous release.

Pursuit

-Pursuit has been added with (mostly) the same rules form Advanced HeroQuest, as they are

not expressly included in Reforged.

Exploration (Placing Enemies)

Enemy Placement Table

-It is now expressly indicated that only Enemies encountered by Sentries in rooms are placed

according to the rule in the Enemy Placement Table. Enemies encountered in passages are

now always placed as indicated in Reforged.

Generating the Dungeon

Wandering Monsters

-It is now expressly indicated that a group of Wandering Monsters encountered as a Passage

Feature does not require a Dungeon Counter, and it is not counted as a Dungeon Counter

Effect for the turn. I believe it is the original rule, and it was not clear enough previously.

Quest Rooms

-By default, a Quest Room may now have only one Treasure Chest.

-Slev’s Quest Room Contents Table is now optional. The rule to ignore some parts of the

Quest Room Contents Table has been excluded as a consequence.

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Furniture

-The Random Furnishing Tables do not have modifiers anymore; they (the modifiers) are now,

with some adjustments, in the Room Furnishings Table. I believe this is more appropriate, as

the modifiers in the Random Furnishing Tables may prevent the discovery of some specific

pieces of furniture.

Hazards

Dealing with Hazards

-It is now expressly indicated that Enemies are not affected by Hazards. Enemies may move

into a Hazard Room without triggering or suffering any effect.

Revolving Room

-It is now indicated that Revolving Rooms rotate in the Exploration Phase of the turn, not in the

GameMaster Phase. This is just a correction that should have been included in the previous

release.

Quests & Campaigns

Trade Starting Fate Points for Heroic Tokens and purchase Heroic Feats

-Basic Training Cost is now (Experience x15) Gold Coins for each Heroic Token intended for

Heroic Feats of the Basic Set.

-Advanced Training Cost is now (Experience x20) Gold Coins for each Heroic Token intended

for Heroic Feats of the Advanced Set. I believe the increases were necessary considering the

cost of training Core Characteristics; acquiring Heroic Feats should not be cheaper.

Bestiary-Rules & Matrices

Sentries

-The rules for dealing with Enemies in Exploration Turns have been moved to their own

section in the Core Rules. As far as I know, this is the only AHQ variant with rules for dealing

with monsters in Exploration Turns.

-The rule indicating that locked doors opened by Sentries remain closed and locked for the

adventurers has been excluded, as it was problematic to implement in combat situations.

-The optional rule for restraining Sentries has been adjusted and simplified: Sentries may now

open doors or generate new passages only if a Hero or Henchman is in the same or an

adjacent dungeon section (room or passage). The rule is now simpler and less retraining; it

also prevents the exploitation of Sentries in certain situations. I believe extending the reach to

adjacent sections covers every situation, and it also makes Sentries reasonably dangerous

without being annoying or exploitable. It is now the default rule for Sentries in Solo Play.

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-An optional rule (for more difficulty and to discourage the exploitation of Sentries) has been

added: Enemies encountered by Sentries do not provide loot.

Number of Enemies Table

-An optional rule (for more difficulty) has been added: If only one Enemy is encountered, then

one Elite with the nearest Points Value (to the Value of Enemies) must be selected instead of

halving the Value of Enemies. Encountering one single enemy is a rare occurrence anyway.

Bestiary-Hordes of Chaos

-Chaos Forsaken has been corrected: Weapon Skill has been increased by one point. This is

just a correction that should have been included in the previous release.

-It is now also indicated that Greenskinz (except Characters) may be used if lower-value

Enemies or Sentries are required.

Hero Creation

Racial Paths

-Elves do not start with one instance of Swift anymore.

Play Sheets

Dungeon Counter Effects

Escape

-Escaped Characters now also return with their inventories restocked (and fully healed) if

another Character counter is used.

Fate

-The rule indicating that Fate Dungeon Counters may be used to negate the effects of Fate

Points used by the Heroes is now optional.

Wandering Monsters

-By default, all Wandering Monsters are now placed as indicated in Slev’s Option 2 (as far as

possible without Surprise roll).

-The rule requiring Surprise roll for Wandering Monsters (Option 2) is now optional, for more

difficulty.

-Our rule for Wandering Monsters in Passages (Option 3) is now optional, for more difficulty

and variety.

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-The optional rule for placing all Wandering Monsters as indicated in Option 2 (as far as

possible without Surprise roll) has been excluded, as it is now the default rule as mentioned

above.

Example Heroes & Henchmen

Example Heroes

-Several errors and inconsistencies have been corrected. Some of the Core Characteristics

have been adjusted as a result, amongst other changes.

Abilities

Fearsome

-It is now expressly indicated that any opponent in the Fearsome model’s Death Zone is

affected, focused or not. This is just a clarification to prevent any conflict with the Death Zone

rules.

Mountainous

-Mountainous has been added (taken from Borag’s Example Play Sheet). A model with this

Ability may not wear armor found in the dungeons (except Armor of Enchantment). Purchased

armor must be of proper size, and it costs double the normal amount. I assume this is the

Ability mentioned in Borag’s Play Sheet.

Solo Play

Dungeon Counters

-As indicated in Appendix IX-Play Sheets, the rules in the Dungeon Counters Table for Solo

Play that allow Fate Dungeon Counters to negate the effects of Fate Points used by the

Heroes (in Exploration and Combat Turns) are now optional.

Enemy Tactics in Solo Play

-Enemies must now take a Push Action (instead of moving) when they are adjacent

(horizontally or vertically) to a doorway. This adjustment reduces the effects of the bottleneck

issue even more in Solo Play.

-It is now indicated that Enemies in rooms must be preferably placed behind other monsters

that may push adventurers.

-Sentries may now generate new sections only if a Hero or Henchman is located in the same

or an adjacent dungeon section (room or passage). The optional rule for Sentries in

Multiplayer is observed by default in Solo Play.

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-Enemies must now pursue fleeing adventurers until these have escaped according to the

rules of pursue in the Core Rules. The rule indicating that Enemies must pursue for three turns

has been excluded.

-A new optional rule (to discourage the exploitation of Sentries in Solo Mode) has been added:

Sentries must preferably move to an unexplored junction instead of opening a door if both are

accessible.

-Optional Rules (for more difficulty) have been added: Enemies in Exploration Turns must take

Advance Actions to move to the adventurers if these are not in line of sight. Sentries must also

take Advance Actions to move away from the adventurers if these are not in line of sight. In

combat, Enemies (except Sentries) must run to the adventurers if these are not in line of sight.

Introductory Quest

Quest Rules

Heroes

-Heinrich Lowen is now part of the squad instead of Rogar. I believe the original party of

adventurers from Advanced HeroQuest is more appropriate for the purposes of the

Introductory Quest.

Quest Generator

Random Quests

-By default, the Objective of a Random Quest is now to kill the Character monster and also to

clear the last Quest Room. I believe the dungeon needs to be cleared in order to receive the

Quest bonuses and rewards.

Tips & Tactics

-Two more tips have been added.

June 1, 2019

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Updates V1.7

(For Advanced HeroQuest: Reforged V6.2)

-The whole document has been thoroughly revised and corrected.

Core Rules

Actions

Push

-In order to avoid any confusion, it is now expressly indicated that if a model is pushed over a

trapped square, the Trap is set off. It was previously unclear whether a model could be pushed

over any type of trapped square or only revealed Pit Traps.

Switch Places

-Now only Heroes may switch places with other Heroes and Henchmen. Playtesting showed

that allowing Henchmen to pull other Henchmen out of danger may be exploited.

Death, Wounds & Injury

-Severely Wounded status is now optional. By default, the variant now plays more like the

original game.

Exploration (Placing Enemies)

Enemy Placement Table

-As a general rule, Enemies may now be adjacent to each other and one square away from

the door (even in Large Rooms) when necessary.

Generating the Dungeon

Passages

Junctions

-It is now optional to resolve Surprise and Enemy Treasure (Loot) only once if Wandering

Monsters are encountered as Dungeon Features on both passages of a T-Junction. As

mentioned above, the game now plays more like the original AHQ by default.

Furniture

-The modifiers in the Room Furnishings Table have been tweaked. It is now more likely to find

furniture in Quest Rooms, and it is also less likely to find it in Hazard Rooms.

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Hazards

Chasm

-Default rules are now observed: It is now indicated (as in the Core Rules) that a new

Exploration Turn starts after the first Combat Turn if no Enemy is in line of sight. The previous

version of this rule indicated that a new Exploration Turn started if all the party members were

outside the room, but I believe the default turn sequence should be observed.

Play Sheets

Dungeon Counters

Wandering Monsters

-It is now indicated for Option 2 that, if the first Enemy cannot be placed in line of sight of at

least one Hero, it is placed closest to the weakest Hero.

Example Heroes & Henchmen

-Some minor errors spotted in the Example Play Sheets of Henchmen have been corrected.

Combined Tables

-A GM Play Sheet has been added. It saves considerable time and makes the administration

of the game much easier and agile.

Abilities

Heroic Feats

Aptitude

-Chop Down now allows the Hero to take a Speed Test to Withdraw from a Large Enemy as a

Bonus Action if it fails to hit the Hero in a Skirmish Action.

-Defiance now expressly requires the target Enemy to be in line of sight. Although it was

implied in the previous version, it is now expressly indicated.

-Cat Burglar now indicates that the Hero may Advance, Maneuver, or Run through (spotted)

trapped squares and their areas of effect without setting off the traps. The description is now in

tune with the terminology used in Reforged.

-Disarm and Stun now indicates that the Hero may disarm and stun an adjacent Enemy (even

diagonally) as a Minor Action upon passing a Speed Test. If the Action is successful, the

Enemy may not attack or move in the same turn. This Feat may now act diagonally, and its

effect now leaves the target unable to move or attack (it was able to attack in the previous

version).

December 1, 2019

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RULES

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Book 01-AHQR Rules-Core Rules

Game Concepts

Death Zones

Each model exerts a Death Zone onto any adjacent square it may attack unarmed or with a

melee weapon, not blocked by an impassable object such as a wall or closed door. Models

that are unarmed or armed with Range M (Skirmish) weapons may attack adjacent models

horizontally or vertically, not diagonally.

Models armed with Range R Weapons (Spears, Halberds, or Greatswords) may attack other

adjacent models either horizontally, vertically, or diagonally. In such situations (Range R

Weapons) allow a larger Death Zone due to the diagonal reach; this is every square around

the model.

A model’s Death Zone is immediately focused when an opponent first enters it. When a Death

Zone is focused on a square, the other squares (around the focusing model) are free and

unaffected for all the purposes of this variant. A model does not have to attack an opponent in

the focused square. If other opponents also move into adjacent squares, the model may

choose which one it attacks. In order to keep track of the focused Death Zones, models must

be turned towards the square they are focused on.

When a model starts its Activation in an opponent’s Death Zone, this is considered focused on

the (active) model if it is the only one affected. If more models are in the same opponent’s

Death Zone, this is considered focused on the last square attacked by that opponent in the

previous turn, otherwise the Death Zone is considered focused on the first model that entered

it. If more models are in the same opponent’s Death Zone when it starts its Activation but none

of them moved first or was attacked during the last turn, the Death Zone is then considered

focused on the model with the lowest Weapon Skill. If the models’ Weapon Skills are tied, the

Death Zone is considered focused on the model with the lowest Toughness. If the models’

Toughness values are also tied, the Death Zone is then focused on the model with less Life

Points left. If the models have the same Weapon Skills, Toughness values, and number of Life

Points left, the Death Zone is then focused randomly.

Danger

The Danger rating of a Random Quest is determined as indicated in Book 03J-Quest

Generator.

Party Experience

Party Experience is determined by adding the Experience values of Heroes and Henchmen in

the Party and dividing the total by the number of Heroes, rounding up fractions greater than

0.5.

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Separation

A Hero (or group of Heroes) located more than eleven squares away from the Leader or cut off

(from the Leader) by a Portcullis, is considered separated. For all the purposes of this variant,

if Enemies are encountered while the party is separated, the monsters must preferably engage

the weakest Hero or the group of separated adventurers with the weakest Hero.

The weakest Hero is considered to be the one with the lowest Weapon Skill. If the Heroes’

Weapon Skills are tied, the weakest Hero is considered to be the one with the lowest

Toughness. If the Heroes’ Toughness values are also tied, the weakest Hero is the one with

less Life Points left. If the Heroes have the same Weapon Skills, Toughness values, and

number of Life Points left, then the weakest Hero is determined randomly.

Setting Up the Game

4. The number of Dungeon Counters is determined by calculating one-quarter of the Party

Experience, rounding up fractions greater than 0.5.

Game Turns

The original turn sequence from Advanced HeroQuest is observed as indicated in the following

two tables. Slev’s Optional Rule for Simplified Exploration is ignored.

In Exploration Turns the Heroes move and explore the dungeon. A Combat Turn starts when a

previous Exploration Turn reveals Enemies; more Combat Turns will follow until all Enemies

have been killed or the Heroes have escaped. Heroes and Henchmen may also escape

through stairways.

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Game Turns Table

EXPLORATION TURN

(No Enemy contact at the start of the turn)

Hero Phase

Heroes may move, open doors, examine chests, ransack rooms, search for secret doors, disarm traps, heal, etc.

Game Master Phase

If Enemies are present in the same Dungeon Level (not in line of sight at the start of the turn), they are activated in this Phase.

Exploration Phase

If during the previous Hero Phase or GM Phase any of the Heroes (or an Enemy) opened a door or moved to a junction that leads to an unexplored section, the new parts of the dungeon are generated in this Phase. *Any Hero or Henchman that stepped up or down through a stairway during the previous Hero Phase is considered out of the game until all the Heroes and Henchmen have gone through the same stairway or the remaining have died.

Game Master Phase

The GameMaster draws one Dungeon Counter on a roll of 1 or 12. In Solo Play, the GameMaster plays a Trap or Wandering Monster counter on a roll equal or lower than Dungeon Level. Roll for Traps first. If no trap is found, then roll for WMs. *This Phase is omitted if during any of the previous phases of the same turn the adventurers moved out of the dungeon or Enemies were encountered.

COMBAT TURN

(Enemy contact at the

start of the turn)

Hero Phase

After rolling for Surprise and placing the Enemies, Heroes and Henchmen move and/or attack according to Reforged and this variant. *Remaining Hero Activations (if any) and the next Phases are omitted if all the Enemies are slain during this Phase or the next.

Game Master Phase

Enemies may receive Reinforcements and attack or move.

Exploration Phase

If during any of the previous Phases of the same Combat Turn, a Hero or Sentry opened a door or moved to a junction leading to an unexplored section, then the new parts of the dungeon are generated in this Phase.

End Phase

If all the Enemies are slain, the remaining Activations and Phases are omitted up to the End Phase. Check for Pursuit, collect loot, recover missiles, elect Leader.

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Actions

Action Exploration Combat

Heal Friend Minor Major

Leap

Minor Minor (Vigorous)

Push N/A Minor

Switch Places (Vigorous)

N/A Minor

Tiptoe (Movement)

Minor Minor

Withdraw (Vigorous)

N/A Minor

Any Action that requires to pass a test is considered exhausted if such test is failed.

Free Actions

Healing Potions may not be used if the adventurer is in a focused Death Zone.

Heroes and Henchmen (not in a focused Death Zone) may pass equipment and items to an

adjacent Hero or Henchman in any direction (including diagonally) as a Free Action.

Moving

A model taking an Action that allows movement may move horizontally or vertically at Normal

Movement Cost (1 Movement Point = 1 Square) and diagonally for one additional Movement

Point. Movement through friendly models is allowed unless the friendly model is in a focused

Death Zone, and it costs one additional Movement Point for each square. Example: Diagonal

movement through friendly models requires three Movement Points for one Square.

Heroes and their Henchmen may move in any order during the corresponding Hero’s

Activation.

Death Zone restrictions and Movement rules are always observed in any Action that involves

movement (including movement allowed by an Ability, Action, Heroic Feat, or Skill) unless

otherwise indicated.

Movement and Death Zones

Models may not move out of a focused Death Zone even if friendly Death Zones overlap. In

order to move out of a focused Death Zone, the model must take a successful Withdraw

Action (See below).

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Movement of Enemies in Exploration Turns

In Exploration Turns, Enemies present in the same Dungeon Level (not in line of sight at the

start of the turn) are activated in the additional GameMaster Phase that comes after the Hero

Phase of the turn (See Game Turns Table on page 84).

When all the Enemies of an Encounter have been killed but there are still Enemies in the

dungeon, the last Combat Turn ends normally if no Enemy is in line of sight of the adventurers.

If the Heroes encounter an Enemy during the Hero Phase of an Exploration Turn, the

remaining Activations and Phases are resolved as normal. The second GameMaster Phase of

the turn is omitted (as normal) if Enemies are in line of sight after the Exploration Phase has

been resolved. A Combat Turn must then start immediately afterward (as normal), rolling for

Surprise only if it is required by new groups of Enemies encountered in the Exploration Phase.

Optional Rules (for more difficulty): Enemies in Exploration Turns may take Advance

Actions to move to the adventurers if these are not in line of sight. Sentries may also take

Advance Actions to move away from the adventurers if these are not in line of sight. In Combat

Turns, Enemies may run to the adventurers (as in pursue) if these are not in line of sight.

Opening Treasure Chests

The contents of chests opened during Exploration Turns are revealed in the examining Hero’s

Activation. Any Treasure found in a chest may be distributed freely amongst the Heroes and

Henchmen located in the same room (or passage section) as the looting Hero decides.

Using Healing Herbs

Healing Herbs may be used in Exploration and Combat Turns by taking a Heal Friend and/or

Heal Self Action. Heal Friend is a Major Action in Combat Turns.

Heal Friend may be used in Exploration Turns to heal any adjacent model, even diagonally.

Heal Friend may also be used in Combat Turns to heal an adjacent model (not diagonally) that

has not been activated in that turn, exhausting the healed model’s Activation. Heal Friend may

be used in combat only if both models are not in a focused Death Zone.

Leap

Heroes and Henchmen may leap over Pits and (spotted) Traps as a Minor Action (Vigorous in

combat) by passing a Speed Test.

A model may leap and move up to four squares in a straight line (horizontal or vertical) and

land in a spotted trap’s area of effect without risk, but the model must pass another Speed

Test upon landing in a trapped square. Models may jump into a Pit or Chasm, suffering the

corresponding damage. Models may not leap out of a focused Death Zone or through other

models.

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If the leaping model fails the Speed Test, it is then placed in the closest square with a spotted

trap in the direction of the attempted leap, setting it off, otherwise the model falls into the

closest Pit or Chasm (in the same direction of the attempted leap).

Push

Heroes and Henchmen may push adjacent Enemies (horizontally or vertically) as a Minor

Action. Enemies may push party members instead of moving. A model may push even if it is in

a focused Death Zone. No test is required when a model is pushed out of a focused Death

Zone.

The pushing model and the target each roll a die and add their Strength values to the result,

they also (correspondingly) add +1 for each friendly model adjacently behind them in a straight

and continuous line. Only the friendly models (in a continuous line) that have not moved during

the same turn are considered for the bonus.

The model with the highest result then pushes the opponent(s) one square back, along with

each model behind. The successful model may then move to the vacated square as a Bonus

Action. If the active model fails the Push Action, the opponent is granted one Free Attack

against it.

A model may be pushed over into Chasms, Pits, or Spotted Traps. If a model is pushed over a

trapped square, the Trap is set off. If one of the pushed models stands with its back to a wall

or another model, then it is pushed aside instead. A model with its back pushed to a wall must

move to a side, preferably towards an unexplored part of the dungeon. If a model cannot be

moved, then it cannot be pushed.

Switch Places

Heroes may switch places (during combat) with an adjacent friendly model in any direction

(including diagonally) upon passing a Speed Test. This Action may be performed even if both

models are in a focused Death Zone; in such event, only the focused model(s) must pass the

Test. If any of the tests fail, the Action is considered exhausted.

The second model (the one switching places with the active Hero) may participate in the

switch only if it has not moved or switched places in the same turn in which the Action is

attempted. If the maneuver is successful, then the switch is considered as a Bonus Action for

the second model.

Tiptoe

Heroes and Henchmen may move past spotted traps and their areas of effect by tiptoeing at

half their speed. Each Tiptoe Action allows the model to move three squares in Exploration

Turns and half its Speed in Combat Turns, rounding down fractions.

Tiptoe is considered an Action that allows Movement, and therefore Movement rules and

restrictions are observed when taking a Tiptoe Action. Additional Movement Costs (for moving

diagonally or through friendly models) are also observed when taking a Tiptoe Action.

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The Hero or Henchman must pass a Speed Test upon stepping onto a trapped square (while

tiptoeing); if the test is failed, the trap is set off.

Withdraw

Heroes and Henchmen must pass a Speed Test in order to leave an Enemy’s focused Death

Zone in combat.

Withdraw allows Heroes and Henchmen to leave the focused Death Zone of an Enemy by

passing a Speed Test (as a Vigorous Minor Action in Combat Turns). It also allows bonus

movement (up to three squares) when successful, observing Movement and Death Zone rules.

If the withdrawing model has two or more Death Zones focused on itself, add +1 to the result

of the corresponding Speed Test for each additional Death Zone focused on the model.

Attacks & Combat

To-Hit Rolls

When a model makes a Skirmish attack, the player must roll 1D12 and add the attacker’s

Weapon Skill to the result, then subtract seven and apply (add or subtract) any Weapon Skill

bonuses or penalties resulting from Abilities, Feats and/or Magic. If the result is equal or higher

than the target’s Weapon Skill, then the blow hits, roll for Wounds.

Without any modifiers, a 7 is needed to hit a model with the same Weapon Skill, add or

subtract accordingly in the situation of different Weapon Skill values, bonuses and/or

penalties. An unmodified 10 or higher automatically hits; an unmodified 1 always fumbles.

Critical Hits

Free Attacks (caused by Critical Hits) may be used at any point during the attacker's Activation

(as if they were normal Skirmish Actions), even against different targets.

A model may keep moving and attacking as long as it keeps rolling Critical Hits and killing

opponents in the same Activation.

Flanking

A model is considered flanked if it has two or more Death Zones focused on itself at the same

time. Flanked models suffer a penalty of -1 Weapon Skill when attacked (Skirmish) by a third

Enemy, to a maximum of -2 Weapon Skill when attacked by a fourth or more.

Pursuit

If the adventurers attempt to escape from an Encounter, the Enemies may pursue them. An

Enemy that pursues must run, unless it can end its normal movement next to an opponent and

attack. An Enemy in pursuit may open a door instead of attacking.

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Pursuit ends if all the Enemies are able to make a normal move and attack, in which case the

next turn is a normal Combat Turn, or if the Heroes escape (even through a stairway), in which

case the next turn is an Exploration Turn. See Check for Pursuit (Core Rules-Page 7) in

Reforged.

Death, Wounds & Injury

Death

When a model is killed, it is removed from the game as normal; its slayer may then be moved

to the vacated square or backwards (if the player so decides) unless it is located in a focused

Death Zone.

Optional Rule: Severely Wounded

Enemies with only one Life Point left are considered Severely Wounded; they suffer a penalty

of -2 Weapon Skill until recovery.

Severely Wounded Enemies exert a weaker Death Zone. When a Hero or Henchman attempts

to withdraw from the focused Death Zone of a Severely Wounded Enemy, the active player

must subtract -2 from the result of the Speed Test. (See Withdraw Action in the Core Rules).

Fearsome is less effective while the Enemy is Severely Wounded. When a Hero or Henchman

starts its Activation adjacent to a Fearsome Enemy that has been Severely Wounded, the

active player must subtract -2 from the result of the corresponding Bravery Test. (See

Fearsome Ability in Appendix X-Abilities).

Severely Wounded Enemies must subtract -2 from the result of their Strength roll when taking

a Push Action. (See Push Action in the Core Rules.)

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Fate Points

As indicated in Reforged, a Hero may spend any number of Fate Points in the same turn, even

after suffering the effect of a Fate Point used by the GameMaster.

Fate Points may be used by the Leader to influence Surprise rolls, but only the Leader’s Fate

Points may be used for that purpose. In order to use a Fate Point to influence Surprise rolls,

the Hero must announce it before rolling the dice, and the Fate Point is spent regardless of the

result. In this situation, the Fate Point will have the effect of making the Leader’s roll equal to

the GameMaster’s roll.

Fate Points may also be used to unlock and/or open Portcullises when the Hero is adjacent to

one, in the latter event (open), the result of the corresponding Strength roll is considered as a

12.

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Exploration (Placing Enemies)

Enemy Placement Table

Before placing the monsters encountered in a room, the Leader and the GM must each roll 1D12.

*If the Heroes win the Surprise: Enemies are placed two squares away from the doorway unless otherwise

indicated below for small rooms. All Enemies (including WMs) must be placed in the following order: Enemies

equipped with Skirmish (melee) weapons are placed first and closest to the Heroes, followed by Enemies

equipped with Shoot (ranged) weapons, Spellcasters, and Characters. Weaker Enemies (in each group) are

placed first. Sentries are placed last and behind all the other Enemies. Enemies may be placed one square away

from the doorway and adjacent to each other when necessary.

**If the Heroes are Surprised: Each Hero and Henchman in the adjacent section (room or passage) is moved

into the room (as far from the entrance as possible and moving diagonally when suitable) a number of squares

equal to the difference in scores (minimum 2 and maximum 3 squares in small rooms and 7 squares in large

rooms) in the same order the Heroes were activated in the previous turn, but the Leader and its Henchmen

always go first. The Heroes may move one space afterward, and then the GM or the Solo Player may place the

Enemies in any available space in the room using WHQ’s 1-on-1 rule. If there is not enough space in the room,

the remaining Enemies are placed in adjacent sections. Play then proceeds to the GM Phase of the first Combat

Turn (Enemies attack first).

Wandering Monsters in Passages: Wandering Monsters in Passages are placed as indicated for the

Wandering Monsters Dungeon Counter in this variant (see Appendix IX-Play Sheets below). Enemies

encountered by Sentries in Rooms: The first Enemy must be placed as close to the Sentry as possible. Any

remaining Enemies must be placed in squares adjacent to ones which already contain an Enemy and that are no

closer to the Sentry than the square where the first Enemy was placed. Enemies encountered by Sentries

always move and attack in their first Activation.

Multiplayer

Leader rolls equal or higher than the GameMaster

Leader rolls a 12, with a difference in scores of 3 or more.

Heroes automatically win the Surprise! Leader places the Enemies anywhere within the room, and the GameMaster may not move them.

Leader rolls equal or higher (not a 12) than the GameMaster, with a difference in scores of 6 or more.

Heroes win the Surprise! Leader places the Enemies next to each other (not diagonally) in the manner indicated above (*), and the GM may not move them afterward.

Leader rolls equal or higher (not a 12) than the GameMaster, with a difference in scores of 5 or less.

Heroes win the Surprise! Leader places the Enemies next to each other (not diagonally) in the manner indicated above (*), and the GameMaster may move them one square horizontally or vertically.

Leader rolls a 1.

Heroes are automatically Surprised regardless of the GameMaster’s roll. If the difference in scores is 4 or less, then consider it as a 5 and proceed according to the rule above (**). Heroes may not be moved afterward.

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GameMaster rolls higher than the Leader

GameMaster rolls higher than the Heroes

Heroes are Surprised. Proceed according to the rule above**

Solo Play

Leader rolls equal or higher than the GameMaster

Leader rolls a 12, with a difference in scores of 3 or more

Heroes automatically win the Surprise! The player may place the Enemies anywhere within the room, and they may not be moved afterward.

Leader rolls equal or higher (not a 12) than the GameMaster, with a difference in scores of 6 or more

Heroes win the Surprise! The player places the Enemies next to each other (not diagonally) in the manner indicated above (*), and they may not be moved afterward.

Leader rolls equal or higher (not a 12) than the GameMaster, with a difference in scores of 5 or less

Heroes win the Surprise! The player places the Enemies separated one square from each other (not diagonally) in the manner indicated above (*), and they may not be moved afterward.

Leader rolls a 1

Heroes are automatically Surprised regardless of GameMaster’s roll. If the difference in scores is 4 or less, then consider it as a 5 and proceed according to the rule above (**). Heroes may not be moved afterward.

GameMaster rolls higher than the Heroes

GameMaster rolls higher than the Heroes

Heroes are Surprised. Proceed

according to the rule above (**).

Optional Rule (for more simplicity): In any mode, whenever the Leader rolls equal or higher than the GM, use only the shaded squares, ignoring the rules in the first and fourth squares for rolling 12 and 1 respectively.

Optional Rule (for less difficulty): The Surprise roll is omitted when the Heroes enter a room that has been explored during the same Expedition but not cleared; therefore, the Hero Phase of a new Combat Turn starts after opening the door.

Optional Rule (for less difficulty): When the Heroes are surprised, the Enemies must

preferably attack Henchmen.

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Book 02A-AHQR Rules-Appendix I-Generating the Dungeon Passages

Junctions: The two passages leading off a T-Junction must be completely generated before

starting combat with Wandering Monsters encountered in any of the same passages.

Optional Rule (for more difficulty): Surprise and Enemy Treasure (Loot) are resolved only

once if Wandering Monsters are encountered as Dungeon Features on both passages of a T-

Junction.

Passage Tables: Whenever the Heroes explore a new passage (whether it starts from a

junction or a door), the Leader must roll on the three corresponding tables: Passage Length

Table, Passage Features Table, and Passage End Table. The Leader must roll on the Special

Features Table when indicated. For obvious reasons, the Leader must roll twice on the

Passage End Table when a passage is discovered behind a door.

Passage Features Table

2D12 Feature

2-6 Nothing

7-11 1 Door

12-14 Wandering Monsters

15-16 Special Feature

17-21 2 Doors

22-24 Roll twice more

Special Features Table

2D12 Special Feature

2-3 Locked Portcullis

4-7 Spotted Trap(s)

8-11 Revealed Pit Trap/Portcullis

12-20 Environment

21 Skeleton with Minor Treasure

22-24 Roll twice more

Special Features: Special Features must be placed (preferably) in the middle of the

corresponding passage. If a previous feature is already there, then the second feature must be

placed at the end of the same passage. Revealed Pit Traps and Portcullises may not be

placed in junctions. The Skeleton with Minor Treasure is placed on one square of the junction

or passage.

Locked Portcullises may only be unlocked by a lever found in the next revealed Lair or by

spending a Fate Point as a Bonus Action while the Hero is adjacent to the Portcullis. The lever

may be activated as a Major Exploration Action after clearing the corresponding Lair.

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When Spotted Traps are encountered, the Leader must additionally roll 1D4 to determine their

number. The type of trap is determined by rolling on the Traps Table in Appendix III-Traps. If

more than one Spotted Trap is encountered, they are all considered as one trap of the same

type and may be set off by any of the trapped squares.

Spotted Traps must be placed leaving one square (horizontally or vertically) between them

when possible, starting from the first one placed in the middle or end of the passage. If there is

not enough space, the Spotted Traps are then placed diagonally adjacent to each other. If a

Spotted Trap is set off, it affects the Heroes and Henchmen in its corresponding area of effect,

and the remaining trapped squares (if any) are removed. If any of the Spotted Traps is

disarmed, the remaining ones are not affected.

Revealed Pit Traps and Portcullises are determined randomly by rolling 1D12: Evens=Pit

Trap/Odds=Portcullis.

Environments are determined randomly by rolling on the Environment Table in Appendix I-

Generating the Dungeon (Reforged). There may be only one Environment in any given

passage. Roll again if the result is a second Environment.

Wandering Monsters: Wandering Monsters are placed as indicated for the Wandering

Monsters Dungeon Counter in Appendix IX-Play Sheets of this document.

A group of Wandering Monsters encountered as a Passage Feature does not require a

Dungeon Counter, and it is not counted as a Dungeon Counter Effect for the turn.

Optional Rule (for less difficulty): A group of Wandering Monsters encountered as a

Passage Feature also requires a Dungeon Counter.

Stairs: Unless otherwise indicated in the Quest rules, only the first set of stairs discovered at

the end of a passage on Level 1 of the dungeon is considered Stairs Down. If the Heroes

discover another stairway at the end of a passage on any Level, the Leader must then roll

1D12, and the stairway is considered a Dead End on a result of 1-8 or Stairs Out on a result of

9-12. As indicated in the section titled “Quest Rooms” below, Stairs Down to Level 3 are found

in the first (and only) Quest Room discovered on Level 2 of the dungeon, or below if more

levels are added.

Doors

Doors may be either single doors or double doors. Doors must (preferably) not be placed on

Dead Ends unless there is no other option available in the same passage. Upon finding a

door, the GameMaster or Solo Player must immediately roll 2D12 (for every door) on the

following table:

Doors Table

Roll 1 (1D12) 1-4 Single Door

5-12 Double Door

Roll 2 (1D12) ≤ DL+1 Locked

> DL+1 Unlocked

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Double doors may be opened from any of their adjacent squares. Doors are unlocked by

default, but they are considered Locked if the GameMaster (or Solo Player) rolls equal or

lower than Dungeon Level +1. Doors may be either lockpicked or broken down, as indicated

for the “Locked Room” Hazard in Appendix II-Hazards (Reforged).

Lockpick is a (Vigorous) Minor Action in Exploration Turns and a Major Action in Combat

Turns. Heroes must have a Lock Pick in order to attempt to pick a locked door. When a door is

successfully lockpicked, it remains closed until opened by an additional Open Door Action.

Lockpick (Action) is exhausted if it fails. As indicated for the Locked Room (Hazard), a Hero

must be in possession of at least one Lock Pick (Equipment) in order to attempt Lockpick

(Action) on any locked door, and the +3 bonus is ignored.

A locked door is considered damaged after two unsuccessful Lockpick Actions or if it suffers at

least one “wound” while trying to break it down. Damaged doors may not be lockpicked; they

may only be broken down. Breaking down a locked door is considered as an Open Door

Action, so the player(s) must roll for traps as normal.

If a trap is encountered in a broken door, it cannot be spotted; the trap is automatically (and

inevitably) set off and its effects resolved immediately, before generating the new section of

the dungeon. As indicated in Reforged, the adventurers are always surprised when Enemies

are encountered after breaking down a door.

Optional Rule (for less difficulty): By default, all doors in the game are unlocked double

doors.

Quest Rooms

Unless otherwise indicated in the Quest rules, a three-level dungeon may only have two Quest

Rooms, one on Level 2 and the other one on Level 3. The Quest Room on Level 2 contains

the only set of Stairs Down to Level 3. By default, a Quest Room may have only one treasure

chest.

Monster Loot may be found in a Quest Room only once per dungeon. Slev’s Quest Room

Contents Table is optional.

Dead End Dungeons

In dungeons with no new areas to explore, the Heroes are allowed to search for secret doors

in locations that have already been searched, and may keep doing so (once per location) until

they find a secret door that allows them to carry on exploring the dungeon.

Optional Rule: Terrain

As indicated above, there may be only one Environment in any given passage. Roll again if

the result is a second Environment.

Optional Rule for Environments: Environments are added to passages and rooms upon a

result of 9-12 when generating each dungeon section.

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Optional Rule: Furniture

HeroQuest furniture may be used in any room, except Small Hazard Rooms. Furnishings are

generated immediately after the room doors are placed (before the Enemies).

The type, quantity, position and content of furniture are determined by the GameMaster or the

Solo Player according to the following tables and rules:

Type & Quantity

The type and quantity of furniture are determined by rolling 2D12 on the following tables. Dice

1 determines the Random Furnishings Table for Dice 2. Large Rooms may have more than

one piece of furniture if the result on Dice 2 is 8-12; an additional 1D3 roll is required in such

situation.

1D12

Dice 1 Room Furnishings Table

Empty Rooms +5/Hazard Rooms -3 Lairs +4/Quest Rooms +6

1-3 Nothing (Dice 2 is ignored)

4-9 Random Furnishings Table 1

10-12 Random Furnishings Table 2

Random Furnishings Table 1 *1D3 required (Large Rooms)

1 Empty Bookcase 7 Fireplace + Throne

2 Table 8 Rack + (T/Th/FP)*

3 Fireplace 9 Table + (FP/EB/ECB)*

4 Rack 10 Fireplace + (T/EB/Th)*

5 Table + Throne 11 Rack + (EBC/FP/Th)*

6 Empty Bookcase + Throne 12 E. Cupboard + (FP/T/EBC)*

Random Furnishings Table 2

*1D3 required (Large Rooms)

1 Tomb 7 Weapons Rack + Throne

2 Weapons Rack 8 Bookcase + (T/Th/FP)*

3 Bookcase 9 Cupboard + (FP/Th/T)*

4 Cupboard 10 AlcB + (CB/Th/FP)*

5 Weapons Rack + Throne 11 AlcB + (BC/Th/FP)*

6 Tomb + Fireplace 12 SorTbl + (FP/Th/EB)*

*T=Table, AlcB=Alchemist Bench, SorTbl=Sorcerer’s Table

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Position

Once the type and quantity of furniture have been determined, the exact Position within the

room is determined by the GameMaster. All furniture (except Tables and Thrones) must be

placed by the GameMaster against one of the walls of the room, preferably not blocking an

entrance. Tables and Thrones may be placed in any square inside the room. Models may not

enter a square containing a piece of furniture unless they push it (Tables and Thrones only)

according to the optional rules below. Furniture obscures line of sight for any missile weapon.

line of sight is partially obscured by Tables and Thrones.

In Solo Play, furniture (except Tables and Thrones) may be positioned randomly on 1D12 roll

after the type and quantity of furniture have been determined. For the sole purpose of placing

furniture, each of the four walls of a room (North, South, East, and West) may be divided into

three parts (Left/Center/Right) for a total of twelve per room. Starting from the North wall and

going clockwise, each part of the walls may be assigned one consecutive number from 1 to

12. For example: if a 2 is rolled, it means the piece of furniture is centered against the North

wall, sliding accordingly (within the same wall) if doors or other pieces of furniture are present.

Roll again for each additional piece of furniture. If the three parts or positions of the wall are

already occupied by doors or other furnishings, then the die is rolled again.

Tables and Thrones may also be placed randomly on 1D12 roll: If the result is even, the Table

or Throne is placed against the corresponding wall, determining the exact position according

to the rule in the paragraph above. If the result is odd, the Table or Throne is placed in the

center of the room, facing the entrance door.

Contents

Furniture may be examined by Heroes (sometimes also by Henchmen) taking an Examine

Chest Action while the model is in the same room. Furniture may be examined only once,

except for the Fireplace and Weapons Rack.

Empty Bookcase and Empty Cupboard

These contain nothing of interest, except for some dead rats, and useless books.

Table

Tables may have throwing knives or food on them. Tables may be pushed or pulled (as a

Minor Combat Action) a maximum of two squares horizontally or vertically, provided there is

no model or object in the way and the pushing model is not in a focused Death Zone.

1D12

Table Content

1-8 Nothing

9-11 Throwing Knife

12 Food (Regenerates 1 Wound)

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Fireplace

Heroes and Henchmen may grab burning logs from a Fireplace as a Minor Action in combat.

Burning logs may be used in combat with the same effect as daggers. If a burning log is used

against a mummy, any hit causes its bandages to burst in flames, killing the monster

automatically. Burning logs in possession of party members disintegrate when an Exploration

Turn starts.

Rack

Racks may be examined by Heroes during the Hero Phase of Exploration Turns. Roll on the

following table to determine its content. Grates and Trapdoors are generated in the center of

the room, and they are treated as indicated in Reforged. Bats and Rats are treated as the

corresponding Hazards, considering the number of Heroes inside the room.

1D12

Rack Content

1-4 Nothing

5-9 Bats/Rats (even/odd)

10-11 Grate

12 Trapdoor

Throne

Thrones have no special use other than blocking the square in which they are located.

Thrones may be pushed or pulled by Heroes and Henchmen (not in a focused Death Zone) a

maximum of two squares horizontally or vertically as a Minor Action, provided that there is no

model or object in the way.

Weapons Rack

Heroes and Henchmen may examine Weapon Racks. Roll on the following tables to discover

its content.

1D12

Weapons Rack Contents

1-3 Nothing

4-8 Random Weapons Table 1

9-12 Random Weapons Table 2

1D12

Random Weapons Table 1

(Requires 1D3 roll)

1-8 Dagger/Spear/6 Arrows

9-11 6 Cbow Bolts/ShBow/6 Arrows

12 Cbow+6bolts/Bow+6Arrws/Lbow

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1D12

Random Weapons Table 2

(Requires 1D3 roll)

1-8 Spear/Sword/6 Arrows

9-11 Sword/Axe/Warhammer

12 Two Handed (Sword/Axe/Halberd)

Bookcase

Bookcases may be examined by Heroes during the Hero Phase of Exploration Turns. Roll on

the following table to discover its content.

Optional Rule: Bookcases may be trapped when examined for the first time.

1D12

Bookcase Contents

*Even/Odd

1 Vicious Rat (-1 Wound)

2-7 Nothing of interest.

8-11 Random Treasure

12 Magic Scroll/Spell Book (1D4 Spells)*

1D12

BC Random Treasure

1 1D6 GC(s)

2-9 3D12 GCs

10-12 4D12 GCs

Cupboard

Cupboards may be examined by Heroes during the Hero Phase of Exploration Turns. Roll on

the table below to discover its content.

Optional Rule: Cupboards may be trapped when examined for the first time.

1D12

Cupboard Contents

*Even/Odd

1 Vicious Rat (-1 Wound)

2-9 Nothing of interest.

10-11 Random Treasure

12 1 Potion/1D3 Healing Potion(s)*

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1D12

CB Random Treasure

*Requires 1D3 roll

1 Rat Poison /10 iron spikes/10’ rope*

2-8 2 GreekFireFlasks/Food/S. Bug*

9 3D12 GCs

10 4D12 GCs

11 5D12 GCs

12 6D12 GCs +1 Jewel

Alchemist Bench

Any Hero may examine an Alchemist Bench during the Hero Phase of Exploration Turns. Roll

on the table below to discover its content.

The Alchemist Bench may be found only once per Expedition; it is considered a Cupboard

after that. Spell Components are considered as Magic Scrolls to determine which Spell they

are associated with.

If a Hero finds poisonous fumes exhaling from the open flasks, the party members in the room

suffer -1 Wound and (1D4) additional Wounds unless they pass a 1D12+2 Toughness Test.

Mystic-Type Heroes are not affected by fumes. If an Alchemist Bench turns poisonous, it may

not be examined twice in the same Expedition.

1D12

Alchemist Bench Contents

*Requires 1D3 roll

1 Poisonous fumes (-1 Wound)

2-5 Spell Component

6-8 Magic Potion (Strength/Prowess/Healing)*

9-11 (1D3) Healing Potion(s)

12 (1D3) Magic Potion(s)

Sorcerer’s Table

Only Wizards may examine a Sorcerer’s Table during the Hero Phase of Exploration Turns.

Roll on the table below to discover what it contains. The Sorcerers Table may be found only

once per Expedition; it is considered a Bookcase after that.

The Magic Trap and Magic Circle are treated as indicated in Reforged, placed in the center of

the room when possible. Magic Scrolls and Magic Wands are also treated according to

Reforged.

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1D12

Sorcerer’s Table Contents

1-3 Magic Trap

4-8 Magic Circle

9-11 1 Magic Scroll

12 Magic Wand

Tomb

Any Hero may examine a Tomb during the Hero Phase of Exploration Turns. Roll on the table

below to discover its content.

The undead monster is generated next to the examining Hero and wins the Surprise;

therefore, it attacks first. Bats and Rats are treated as the corresponding Hazards as indicated

in Reforged, considering the number of heroes inside the room. The Crypt entrance is

generated as a trapdoor in the center of the room and treated according to Reforged.

1D12

Tomb Contents

*Even/Odd

1 Grave Guard Champion

2-3 Mummy

4-6 Bats/Rats*

7-11 Crypt

12 Skeleton w/Magic Ring

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Book 02B-AHQR Rules-Appendix II-Hazards

Dealing with Hazards

Enemies are not affected by Hazards. Enemies may move into a Hazard room without

triggering or suffering any effect.

Bats

The room will have only one door and one Minor Treasure Chest.

Cess Pit

Heroes and Henchmen may be pushed into a Cess Pit. In such event, the Cess Pit is

considered as a Pit Trap for all the purposes of this variant.

Chasm

Chasms may be encountered in Large and Small Rooms, leaving only five squares on the side

of the Heroes in any event.

A Combat Turn must start after finding a Chasm Room but omitting the Surprise roll. As

indicated in the Core Rules, a new Exploration Turn starts after the first Combat Turn if no

Enemy is in line of sight. From all the Enemies, only Sentries may leap across Chasms.

Haunting The player(s) do not roll for Surprise upon finding a Haunting Room. The undead Enemies are

generated in the following Exploration Phase of the turn only if a party member is inside the

room by then. Enemies are placed according to WHQ’s 1-on-1 rule, against the party

members inside the room. Undead Enemies disappear in the following Exploration Phase of

the turn only if none of the party members is inside the room by then. The Haunting Room is

considered empty only after being cleared by the Heroes.

Locked Room

Locked Rooms must have at least one locked door leading away from the room. One door

must be placed if none is initially found.

A Hero must be in possession of at least one Lock Pick (Equipment) in order to attempt a

Lockpick (Action) on any locked door. The bonus (+3) for using Lock Picks is ignored.

Lockpick (Action) is successful on a roll of 9-12, and the Lock Pick is destroyed on a roll of 1-2.

Rats As indicated for the Bats (Hazard) above, the room will have only one door and one Minor

Treasure Chest.

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Revolving Room

The Revolving Room is initially generated with only one entrance door. Players do not roll on

the Room Doors Table upon discovering a Revolving Room.

The entrance door to a Revolving Room is always a single door. If a double door was originally

generated, then only the actual entrance marked in the corresponding dungeon tile is

considered accessible.

If in the Exploration Phase of a turn there is at least one Hero or Henchman inside a Revolving

Room, the room will rotate according to the Revolving Room Table in Slev’s Appendix II-

Hazards (page 8). Revolving Rooms rotate in the corresponding Exploration Phase of the turn

as long as there are party members inside.

If (after rotation) the exit door points to a previously explored section of the dungeon, there is

no exit there, only solid stone wall. If, however, it points to an empty area, a single door is

generated, which may be locked and/or trapped as normal.

Revolving Rooms do not rotate if a door is opened from inside during the Hero Phase of the

same turn; therefore, a room is generated during the following Exploration Phase.

Heroes inside a Revolving Room are considered Separated if Wandering Monsters are

encountered by adventurers located outside the room.

Optional Rule (for more difficulty): Any model (including Enemies) may activate the rotation

of Revolving Rooms.

Rockfall

A Hero must be adjacent (horizontally or vertically) to the Treasure Chest inside the Rockfall

Hazard Room in order to examine it.

Stranger

After defeating the Enemies encountered in the room, the player(s) must decide which Hero

will take the Stranger as a follower for the rest of the Expedition. In case of disagreement, the

Leader decides.

The Maiden is a very beautiful and voluptuous girl (in a provocative slave outfit) held captive

in this room and guarded by a group of Wandering Monsters. She may be escorted back to

her penniless father for a reward of +1 Charisma for each Hero or sold as a pleasure slave for

$250 Gold Coins and a penalty of -2 Charisma for each Hero. The bonus or penalty is

resolved immediately after the Quest Effects are applied (once the corresponding Quest

Objective has been completed).

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Book 02C-AHQR Rules-Appendix III-Traps

Dealing with Spotted Traps

Upon spotting a trap, any movement out of its area of effect must be done as a retreat towards

the starting position (in the same turn) of the Hero or Henchman that spotted the trap.

If a Hero or Henchman is unable to move out of the spotted trap’s square or its area of effect

due to obstacles (like Portcullises, Enemies, or any other of the same sort) or if they simply do

not want to move, they must pass a Speed Test to remain in their square, otherwise the trap is

set off, affecting any model in the area of effect.

The Hazard Action indicated in Reforged for safely moving past a trapped area is ignored, as

Heroes and Henchmen may now Leap or Tiptoe over trapped areas in Exploration and

Combat Turns, as indicated in the Core Rules above.

Spotted traps in the passage of an entry stairway may be ignored when placing Heroes and

Henchmen at the start of an Expedition.

Enemies are not affected by spotted traps or their effects. Enemies do not set off traps.

Enemies may move through trapped squares as normal.

Alarm

The second paragraph of this section is incorrect: the Ambush Dungeon Counter may be used

in Combat Turns, not Exploration Turns.

The Wandering Monsters (generated by the alarm) must be placed as provided for Option 2 of

the Wandering Monsters Dungeon Counter and preferably as coming from the closest

unexplored part of the dungeon.

Pit Trap

If a Pit Trap is spotted, the corresponding board overlay must be placed in front of the spotting

Hero (considering the square it was moving to) as indicated in Reforged. If such placement

affects an adjacent model, the Pit Trap overlay must then be placed in a way that affects the

spotting Hero only. If this is not possible, the overlay is then placed one square away in front

(as indicated) of the Party.

If a Pit Trap is set off, it also affects any adjacent Hero or Henchman within the board overlay

area. If two or more Pit Traps are adjacent to each other, they are considered as one.

The Hazard Action included in Reforged for leaping over a Pit Trap is ignored, as traps may

now be passed over by using either the Leap or Tiptoe Actions, as indicated in this variant.

Only Heroes and Henchmen may fall into a Pit. The fallen models may be leaped over as

normal; they may not be attacked while in the Pit.

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Climb Out of a Pit Trap is a Major Action that may be taken in Exploration and Combat Turns.

In order to climb out of a Pit Trap, the Hero or Henchman must pass a Speed Test and also

there must be at least one empty square adjacent to the Pit.

If the test is successful, the model is allowed to climb out to the adjacent empty square and

move one additional square in any direction, even diagonally, observing Movement and Death

Zone rules.

Enemies are not affected by Pit Traps. Enemies may be placed over Pit Traps without falling

down, but the Enemies must end their Activation upon moving onto one. If an Enemy is

pushed over a Pit Trap, it may not be activated during the same turn. In order to move past a

Pit Trap, Enemies must start their Activation on one.

Portcullis

Portcullises may be lifted in Exploration and Combat Turns. At least one of the lifting models

must be a Hero; the other one may be a Henchman.

The two spaces of the Portcullis overlay are inaccessible to Heroes and Henchmen unless it is

lifted. If the Portcullis is not lifted, only Enemies may be placed in the spaces of the overlay

while moving through it (see below). Portcullises may not be lifted if an Enemy is in a space of

the overlay (while moving through it).

When passing a lifted Portcullis, the Hero or Henchman must consider one additional square

of Movement Cost for going through friendly figures.

Any Hero or Henchman lifting a Portcullis may be attacked normally; in such event, consider

the model as having a Weapon Skill of 1.

Portcullises may be dropped by any of the lifting models as a Free Action, but the Portcullis is

instantly dropped if any of the lifting models is killed.

Models may freely move out of a focused Death Zone if the opponents are on the other side of

a Portcullis.

Portcullises encountered as Traps in rooms are always placed blocking the entrance door.

Enemies may move freely through Portcullises if they begin their Activation on the overlay or

adjacent to it (the GameMaster is able to lift the Portcullis for its minions).

Optional Rule: Skirmish combat through a closed Portcullis is possible with a penalty of -2

Weapon Skill on the attacker, for ranged attacks the target is considered as being four squares

farther.

Spiked Log

The Spiked Log (Trap) may be encountered only in passages. It is treated as a Guillotine

when encountered in a room.

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Book 02D-AHQR Rules-Appendix IV-Treasure

Looting Enemies After Combat

Optional Rule (for more difficulty): Reinforcements (any Enemy generated by the

GameMaster using an Ambush Dungeon Counter) and restocked Enemies do not provide loot;

therefore, such groups of Enemies are not considered when rolling on the Monster Loot Table

during the End Phase of a Combat Turn.

Optional Rule (for less difficulty): The following (more indulgent) Enemy Treasure Loot

Table increases the flow of Gold Coins.

Enemy Treasure (Loot)

2D12+DL

Lairs

Quest Rooms

Wandering Monsters

Character or Elites Counter

5 98 GCs 122 GCs 82 GCs 86 GCs

6-9 122 GCs 158 GCs 98 GCs 98 GCs

10-16 134 GCs 176 GCs 106 GCs 92 GCs +SI

17-22 146 GCs 242 GCs 114 GCs 104 GCs

23-27 158 GCs 266 GCs 122 GCs 98 GCs +SI

28+ 182 GCs 314 GCs 138 GCs 104 GCs +SI

Treasure Maps

Treasure Maps may be used at any point of the Expedition, discarding them upon exiting the

dungeon.

Magic Treasure

When a Magic Treasure is found, it must first be identified it by using Obscure Lore (Heroic

Feat) or by taking it to a Sage in the nearest town between Expeditions.

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Book 02E-AHQR Rules-Appendix V-Quests & Campaigns

Campaigns

Optional Rule (for more difficulty): The Campaign must not last more than twelve Quests, and the Heroes are discarded afterward. Optional Rule (for less difficulty): The player(s) may add +1 to the Points Value of Common Enemies with a Points Value of 2 or more. Also add +2 to the Points Value of Elites and +3 to Characters. After the Expedition

1.- Discard unused Dungeon Counters.

2.- Recover Characteristic Pools.

3.- Divide up Treasure.

4.- If a Quest Objective was completed during the last Expedition, the Heroes gain Fate

Points, Fame Points and Experience according to the Quest Effects Table on Slev’s Appendix

V-Quests & Campaigns (page 3). Divide up any other Treasure gained as Quest Reward

during this step.

5. Pay Henchmen and Cost of Living expenses.

6. Roll for Random Events.

7. Trade Starting Fate Points (gained for completing the last Quest) for Heroic Tokens and

purchase Heroic Feats.

8. Spend Gold Coins on Training, Equipment, Healing and Henchmen.

9. Embark on next Expedition.

7. Trade Starting Fate Points for Heroic Tokens and purchase Heroic Feats.

After completing a Quest, each Hero may trade Starting Fate Points and Gold Coins (as

Training Cost) in exchange for Heroic Tokens. Heroic Tokens serve as currency to purchase

Heroic Feats between Expeditions (see Appendix X-Abilities).

Only the Starting Fate Point(s) gained for completing the last Quest may be traded. A

maximum of two Starting Fate Points may be traded for Heroic Tokens after completing a

Quest. A maximum of two Heroic Tokens may be spent between Quests, unused tokens are

discarded.

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A Hero may acquire only one Heroic Feat between Expeditions, immediately after completing

a Quest. In order to acquire Heroic Feats that cost two, three, or more Heroic Tokens, the

Hero may disburse one or two of them and complete the purchase on a subsequent visit, after

completing future Quests.

The Heroic Feats can be sorted into three groups according to their Base Cost: Low Cost (1

Heroic Token) Medium Cost (2 Heroic Tokens) or High Cost (3+ Heroic Tokens).

Each Hero (except Mystic Type) is allowed to acquire a Basic Set of four Heroic Feats, from

which only one may be of High Cost. Heroes must pay (Experience x15) Gold Coins as

Basic Training Cost for each Heroic Token intended for Heroic Feats of the Basic Set.

After acquiring four Heroic Feats, more may be purchased (except Mystic-Type Heroes) by

paying one additional Heroic Token per Heroic Feat, and an Advanced Training Cost of

(Experience x20) Gold Coins for each Heroic Token intended for Heroic Feats of the

Advanced Set, additional to any cross-classing cost that may apply. (See Appendix X-

Abilities).

Mystic-Type Heroes are allowed to acquire a maximum of four Heroic Feats in total, from

which only two may be Wizardry Feats. Mystic-Type Heroes must pay (Experience x25) Gold

Coins for each Heroic Token for Wizardry Feats, as Special Training Cost.

A Hero may not purchase High-Cost Feats until it has acquired at least one Heroic Feat of Low

Cost and one of Medium Cost. Mystic-Type Heroes may not acquire High-Cost Feats until they

have acquired at least one Heroic Feat of Medium Cost.

A Hero may not start cross-classing until it has acquired the four Heroic Feats of its Basic Set.

Summary

In order to acquire a Heroic Feat, the first information to look for is its cost in Heroic Tokens.

Base Cost is on the left column of the tables on pages 166-181 of this document, and it is

used only if the Heroic Feat is for a Basic Set of Heroic Feats.

Base Cost is increased by 1 Heroic Token if the Heroic Feat is for an Advanced Set. Advanced

Cost is also increased by 1 additional Heroic Token (along with an amount of Gold Coins for

each Heroic Token) if the Heroic Feat is for cross-classing. Mystic-Type Characters have their

own rules (see above).

Once the cost (in Heroic Tokens) of a specific Heroic Feat has been determined, the cost (in

Fate Points and Gold Coins) of each Heroic Token for the intended Heroic Feat is then

determined as follows: 1 Heroic Token = 1 Starting Fate Point + Training Cost (Basic or

Advanced) + Cross-Classing Cost if it applies (see Appendix X-Abilities).

The cost of Heroic Feats and Heroic Tokens is determined between Quests, only when the Heroes gain Starting Fate Points.

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Optional Rule (for faster development): One Heroic Token is awarded to each Hero after

completing a Quest regardless of their performance. If this rule is used, then a maximum of

one Starting Fate Point may be traded for an additional Heroic Token after each Quest.

8. Spend Gold Coins on Training, Equipment, Healing and Henchmen.

Training

The acquisition of Heroic Feats is considered as Training; therefore, a Hero may not purchase

one Heroic Feat and also take Training after the same Expedition.

Heroes gain Experience for each Heroic Feat they purchase. Low-Cost and Medium-Cost

Feats increase +1 Experience each. High-Cost Feats increase +2 Experience each.

Optional Rule (for faster character development): A Hero may purchase one Heroic Feat

and also take Training after the same Expedition.

New Equipment

Equipment (except Weapons and Armor) may be traded in for half its cost.

Identify Magic Items

A Sage identifies the properties of a Magic Treasure. Cost: 60 Gold Coins.

9. Embark on next Expedition.

Previously explored and cleared rooms are not restocked in subsequent Expeditions.

Once a dungeon has been exited after completing the Quest Objective, it may not be entered

ever again.

*Slev’s Optional Rule that adds Heroic Feats to the game is ignored, as this variant

implements the new Heroic Feats on Appendix X-Abilities below.

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Book 02F-AHQR Rules-Appendix VI-Bestiary- Part 01-Rules & Matrices

Sentries

Sentries are simply added the group of Enemies encountered. The Points Value of Sentries is

not considered in the Value of Enemies.

A door must be placed immediately accessible for Sentries when they are encountered in

rooms or in dead end passages if there is no other closed door or unexplored junction already

accessible.

Sentries are not affected by locked doors; they may open any door as normal. Sentries may

not move through stairways. Sentries remain in their positions if all the adventurers exit the

level through a stairway or if they exit the dungeon.

Optional Rule (for restraining Sentries): Sentries may open doors or generate new

passages only if a Hero or Henchman is located in the same or an adjacent dungeon section

(room or passage).

Optional Rule (for more difficulty and to discourage the exploitation of Sentries):

Enemies encountered by Sentries do not provide loot.

Number of Enemies

The number of Enemies is determined by the GameMaster or Solo Player according to the

Number of Enemies Table on the next page.

Value of Enemies

1. Party Experience

Multiply the Party Experience by the number on the following table to determine the Basic

Points Value of Enemies to turn up, rounding up fractions.

The Random Factor is ignored. The Value of Enemies (for each type of Encounter) remains

the same for the entire Expedition/Dungeon Level.

5. Number of Sentries

Whether Sentries turn-up depends on the following table:

Sentries Table Quest Rooms -4/Lairs -2 Wandering Monsters +4

2D12+DL Sentries

3-23 None

24-28 One

29+ Two

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Number of Enemies Table

As indicated in Reforged, the Value of Enemies (for each type of Encounter) remains the same for the entire Expedition/ Dungeon Level. The GM or Solitary Player must roll 4D12 to determine the number of Enemies encountered (2D2=Base Number + 2D12=Modifier). Enemies are chosen randomly when more than one option is available. This table is optional in multiplayer games. If one or two Enemies are encountered (Common or Elites), each one is allotted a half (rounding down) of the total Value of Enemies (VE). If the resultant PV allotted to each Enemy is higher than the value of the Enemies available (Common or Elites) select from the Enemies (Common or Elites) with the nearest Points Value downward, trading any remaining point for Enemies with PV=2 (preferably) and PV=1. Optional Rule: If only one Enemy is encountered, then one Elite with the nearest Points Value (to VE) must be selected instead of halving the Value of Enemies. If more than two Enemies are encountered, VE is divided equally amongst the number of Enemies (NE), rounding up when suitable but without adding any more points to VE. Any remaining point(s) must be traded for additional Enemies with a value of 2 Points Value (PV) each (preferably) or less when possible. Example: If VE is 19 and there are 3 Enemies, the result would be 3 Enemies w/ PV=6 each plus 1 Enemy w/ PV=1. If the resultant PV allotted to each Enemy is higher than the value of the Common Enemies available, select from Elites if a slightly improved version of the same type of Enemy is available. If the resultant PV is still higher than the value of the Common and Elites available, add +1 to the Base Number and start again until the issue dissipates. Optional Rule: Instead of adding +1 to the Base Number, select from the Enemies (Common or Elites) with the nearest Points Value downward, trading any remaining point for Enemies w/ PV=2 (preferably) and PV=1. If NE is higher than VE, select from Enemies with PV=2 (preferably) and PV=1, also from Enemies with PV=1/2 as necessary to meet the NE encountered, trading any remaining points for additional Enemies in the same fashion. Example: If VE is 11 and there are 18 Enemies, the result would be 1 Enemy w/ PV=2, 1 Enemy w/ PV=1, and 16 Enemies w/ PV=1/2, and so on. If NE is so high that it cannot be assembled with VE, not even with Enemies of the lowest PV, then use as many of those as possible. Example: if VE is 11 and there are 24 Enemies, the result would be 22 Enemies w/ PV=1/2, and so on. The Base Number of Wandering Monsters is modified only if a 1 results on any dice of Roll 1.

Roll 1 Wandering Monsters

Add or Subtract (left column): Quest Room +6/Lair +5/Elites -7

Roll 2 Quest Rooms and Lairs

Wandering Monsters only if a 1 results on any dice of Roll 1

*1D4 roll is required (using 1D12)

2D12 Base Number 1D12 Modifier*

2 1 1 Base Number x 1D4

3-4 2 2-3 +1D4 Enemies w/ PV=1 each

5-12 3 4-6 Base Number + 1D4

13-20 4 7-9 Base Number + 1D4

21-22 5 10-11 +1D4 Enemies w/ PV=1 each

23-30 6 12 Base Number x 1D4

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Book 02F-AHQR Rules-Appendix VI-Bestiary-Skaven

Skaven

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C Giant Rat 4 1 3 3 12 5 3 2 2 ½

Claws and Fangs (F:1/C:--)

C Skaven Slave 5 3 4 5 10 4 3 2 2 ½

Morning Star, Shield

C

Clanrat Warden

6 6 5 5 10 6 6 3 2 1

Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C

Clanrat Warden*

6 4 5 7 9 6 6 3 2 1

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) *Optional (for added difficulty)

C

Clanrat Warrior

6 6 5 5 10 6 6 3 3 1

Sword

C

Clanrat Warrior*

6 4 5 7 9 6 6 3 3 1

Leather Armor, Shield Sword *Optional (for added difficulty)

C

Slave Champion

6 5 5 6 10 4 4 3 3 1

Morning Star, Shield

C

Clanrat Sentry

6 4 5 7 11 6 6 3 1 2

Leather Armor, Shield 2x Dagger (Throw, Swift Shot (MR4/DD1/EXH6) Sentry

C

Clanrat Warden (Armor & Shield)

6 4 5 7 9 6 6 3 2 2

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) *Optional (for added difficulty)

C

Clanrat Warrior

(Armor & Shield)

6 4 5 7 9 6 6 3 3 2

Leather Armor, Shield Sword *Optional (for added difficulty)

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C Nightrunner 6 5 4 5 12 7 8 3 2 2

Sword Sling (Swift Shot, Unreliable) (MR12/DD1) Alert

C Clanrat Warden

Champion 7 4 6 7 9 6 6 4 3 3

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Clanrat Warrior

Champion 7 4 6 7 9 6 6 4 4 3

Leather Armor, Shield Sword

C Nightrunner Champion

7 6 5 4 12 6 8 4 3 3

Sword (Blade Fury) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert

C

Storm Vermin

7 3 4 7 8 8 5 4 2 3

Chainmail, Shield Halberd (R) (Great) (F:1-2/C:11+)

C Storm Vermin

Claw Champion 8 4 5 7 8 8 5 5 3 4

Chainmail, Shield Sword

C Storm Vermin

Fang Champion 8 4 5 7 8 8 5 5 3 4

Chainmail, Shield Halberd (R) (Great) (F:1-2/C:11+)

C Storm Vermin

Paw Champion 8 5 5 6 8 8 5 5 3 4

Chainmail Sword Pistol (Slow Fire, Unreliable Swift Shot) (MR12/DD4) F:1-2/C:--

C Rat Swarm 6 0 3 3 12 12 2 15 2 5

Claws and Fangs (Blade Fury) (F:1/C:--)

E

Pack Master

6 5 4 6 9 8 5 3 2 2

Leather Armor Whip (R) (Unreliable) (F:1-2/C:12)

E

Plague Monk

6 6 4 5 11 8 5 4 2 2

Sword Berserker

E Poisoned Wind

Globadier 6 5 4 7 8 6 7 3 2 2

Chainmail Sword Poisoned Wind Globe (Blast, Armor Piercing, Cleaving) (MR12/DD6) (F:1/C:--)

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E Gutter Runner 7 7 4 4 13 10 7 3 2 3

Sword (Blade Fury) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert

E Jezzail 6 6 4 6 10 5 4 4 2 3

Sword Jezzail (Clumsy, Armor Piercing) (MR48/DD6) F:1-2/C:-- *Double Base

E Plague Censer

Bearer 6 6 4 6 11 5 4 4 2 3

Plague Censer (R)(Blast, Armor Piercing) (F:1-2/C:12) Berserker

E Plague Monk

Champion 7 7 4 5 10 8 5 5 2 3

Sword, Berserker

E Gutter Runner

Champion 8 8 4 4 13 10 7 4 2 4

Sword (Blade Fury) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert

E Jezzail

Champion 6 7 4 6 10 5 4 5 2 4

Sword Jezzail (Clumsy, Armor Piercing) (MR48/DD6) F:1-2/C:-- *Double Base

E

Deathrunner

7 7 4 4 13 8 7 3 3 4

Sword (Blade Fury-Blade Venom +1 DD) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert

E Plague Censer

Bearer Champion 7 6 4 6 11 5 4 5 2 4

Plague Censer (R) (Blast, Armor Piercing) (F:1-2/C:12) Berserker

E Deathrunner Champion

8 8 4 4 13 8 7 4 3 5

Sword (Blade Fury, Blade Venom +1 DD) Sling (Swift Shot, Unreliable) (MR12/DD1) Alert

E Rat Ogre 6 3 6 5 9 8 4 9 4 9

Claws and Fangs (Blade Fury) (F:1/C:--) Fearsome Large

E Doom Flyer 7 0 5 9 10 6 7 5 3 11

Chainmail Sword Doom Flayer (Blade Fury) To-Hit Vs Speed *Double Base

E Warp Grinder 7 0 5 7 8 6 7 5 3 11

Chainmail Sword WarpGrinder (Bolt, Armor Piercer) (MR12/DD4) (F:--/C:--) *Double Base

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E Poisoned Wind

Mortar 4 5 4 8 8 6 7 5 2 12

Chainmail Sword Poisoned Wind Mortar (Blast, Armor Piercer, Cleaving) (MR24/DD8) F:1-2/C:-- *Double Base

E Rattling Gun 4 6 4 7 8 6 7 5 2 14

Chainmail Sword Rattling Gun (Clumsy, Swift Shot, Blade Fury-Ranged) (MR24/DD4) F:1-2/C:-- *Double Base

E Warpfire Thrower 4 5 4 7 8 6 7 5 2 14

Chainmail Sword Warpfire Thrower (Clumsy, Blast, Flaming) (MR12/DD5) F:1-2/C:-- *Double Base

CH Warlock

Apprentice 6 6 4 5 9 6 7 6 2 4

Sword Pistol (Slow Fire, Unreliable Swift Shot) (MR12/DD4) F:1-2/C:--

CH Master Moulder 7 4 4 6 10 8 6 7 2 6

Leather Armor Things Catcher (R) (Shield Bash)

CH Warlock

Warpweaver 6 6 5 5 9 6 7 6 3 6

Sword Spellcaster (Dark Magic) Pinch of Warpstone, Miniature Silver Dagger

CH Warlock Engineer

6 6 5 5 9 6 6 6 3 7

Sword Warplock Jezzail (Clumsy, Armor Piercing) (MR48/DD6) F:1-2/C:--

CH Claw Chieftain 8 4 5 10 8 8 6 6 3 10

Plate Mail, Shield Sword (Blade Fury)

CH Fang Chieftain 8 4 5 10 8 8 6 6 3 10

Plate Mail, Shield Halberd (R) (Great, Blade Fury) (F:1-2/C:11+)

CH Plague Priest 8 6 5 7 11 8 7 6 3 10

Sword Berserker Spellcaster (Dark Magic) Vial of Swamp Gas, Pinch of Warpstone

CH Paw Chieftain 8 5 5 9 8 8 6 6 3 11

Plate Mail Sword (Blade Fury) Pistol (Slow Fire, Unreliable Swift Shot) (MR12/DD4) F:1-2/C:--

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CH Plague Deacon 8 6 5 7 11 7 8 6 3 11

Sword Berserker Spellcaster (Dark Magic) 2x Vial of Swamp Gas, Pinch of Warpstone, Golden Statue of a Daemon.

CH Plague Dervish 8 6 5 7 11 7 7 6 3 11

Sword Berserker, Spellcaster (Dark Magic) 2x Vial of Swamp Gas, Pinch of Warpstone

CH Assassin 9 8 5 6 12 9 7 6 4* 12

2x Sword (Blade Fury-Blade Venom +1 DD) 2x Throwing Daggers (Cleaving, Blade Venom +1 DD) (MR4/DD2/EXH6) Alert

CH Plague Chanter 8 6 5 7 11 7 7 6 1 13

Plague Censer (Staff) (R) (Blast, Armor Piercing) Berserker, Spellcaster (Dark Magic)-Vial of Swamp Gas, Pinch of Warpstone

CH Claw Warlord 9 4 5 9 8 9 7 9 3 17

Plate Mail, Shield Sword (Blade Fury)

CH Fang Warlord 9 4 5 10 8 9 7 9 3 17

Plate Mail, Shield Halberd (R) (Great, Blade Fury) (F:1-2/C:11+)

CH Paw Warlord 9 5 5 9 8 9 7 9 3 17

Plate Mail, Sword (Blade Fury) Pistol (Slow Fire, Unreliable, Swift Shot), (MR12/DD4) F:1-2/C:--

CH Grey Seer 6 6 4 6 10 8 8 9 2 25

Sword Spellcaster (Dark Magic), Channeling, Focusing, Enhancing 2x Pinch of Warp Stone, Golden Statue of a Daemon, Miniature Sever Dagger, Vial of Swamp Gas, Heart of a Hero

CH Hell Pit

Abomination 7 2 7 7 10 11 7 18 4 50

Claws and Fangs (Blade Fury) (F:1/C:--) Large, Regeneration, Berserker, Fearsome

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

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Book 02F-AHQR Rules-Appendix VI-Bestiary-Undead

Undead

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C

Animated Skeleton

5 3 4 4 6 10 1 2 2 ½

Halberd (R) (Great) (F:1-2/C:11-12) Fearsome

C

Zombie

3 1 3 3 6 10 1 3 2 ½

Morning Star Fearsome

C

Skeleton Archer

6 5 5 5 7 10 2 3 3 1

Short Bow (Great, Swift Shot) (MR24/DD3/EXH9) Morning Star Fearsome

C Skeleton

Spearman 6 4 5 5 7 10 2 3 2 1

Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome

C Skeleton

Swordsman 6 4 5 5 7 10 2 3 3 1

Sword Fearsome

C Skeleton Warrior

Spearman* 6 2 5 7 5 10 2 3 2 1

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome *Optional for added difficulty.

C Skeleton Warrior

Swordsman* 6 2 5 7 5 10 2 3 3 1

Leather Armor, Shield Sword Fearsome *Optional for added difficulty.

C Dire Wolf 6 0 5 4 18 7 1 3 3 2

Claws and Fangs (F:1/C:--) Fearsome

C Ghoul 6 2 5 6 7 8 2 4 3 2

Morning Star Fearsome

C Skeleton Sentry

6 3 4 6 9 10 2 3 2 2

Leather Armor Sword Fearsome Sentry

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C Skeleton Warrior

Spearman 6 2 5 7 5 10 2 3 2 2

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome

C Skeleton Warrior

Swordsman 6 2 5 7 5 10 2 3 3 2

Leather Armor, Shield Sword Fearsome

C

Altered Ghoul

7 2 6 6 7 8 4 4 4 3

Morning Star Fearsome

C Dead Runner 5 1 6 6 10 10 1 4 4 3

Claws and Fangs (F:1/C:--) (Blade Fury) Fearsome

C Doom Wolf 6 0 5 5 18 7 1 4 3 3

Claws and Fangs (F:1/C:--) (Blade Fury) Fearsome

C Skeleton

Champion Spearman

7 2 5 7 6 10 1 4 2 3

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome

C Skeleton

Champion Swordsman

7 2 5 7 6 10 1 4 3 3

Leather Armor, Shield Sword (F:1/C:11-12) Fearsome

C

Skeleton Warrior

Swordsman (Chainmail)

6 1 5 8 5 10 2 3 3 3

Chain Mail, Shield Sword (F:1/C:11-12) Fearsome

C

Skeleton Champion Spearman (Chainmail)

7 2 5 8 5 10 1 4 2 4

Chain Mail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome

C

Skeleton Champion

Swordsman (Chainmail)

7 2 5 8 5 10 1 4 3 4

Chain Mail, Shield Sword (F:1/C:11-12) Fearsome

C Bat Swarm 6 0 3 4 10 8 1 12 2 7

Claws and Fangs (F:1/C:--) Fearsome, Fly

E Grave Guard 7 3 5 9 6 10 2 4 3 3

Plate Mail Sword (Cleaving) Fearsome

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E Tomb Guard

7 3 5 7 7 10 2 4 3 3

Chainmail Halberd (F:1-2/C:11-12) (Cleaving) Fearsome

E Fell Bat 6 0 4 4 10 7 2 6 2 4

Claws and Fangs (F:1/C:--) Fearsome, Fly

E Grave Guard

Champion 7 2 5 9 6 10 2 5 3 4

Plate Mail, Shield Sword (F:1/C:11-12) (Cleaving) Fearsome

E Tomb Guard

Champion 7 3 5 9 6 10 2 5 3 4

Chainmail, Shield Halberd (F:1-2/C:11-12) (Cleaving) Fearsome

E Carrion 6 0 5 5 10 8 2 6 3 5

Claws and Fangs (F:1/C:--) Fearsome, Fly

E Cairn Wraith 6 0 4 4 12 10 2 6 3 8

Halberd (F:1-2/C:11-12) (Blade Fury) Fearsome Invulnerable

E Tomb Swarm 6 0 3 4 6 10 10 15 2 8

Claws and Fangs (F:1/C:--) (Cleaving) Fearsome

E Mummy 7 1 6 8 6 10 5 4 4 10

Claws and Fangs (F:1/C:--) Cause Disease Fearsome

E

Tomb Banshee 6 6 4 4 12 10 2 6 4 10

Scream (Armor Piercing) (MR8/DD4) (F:--/C:--) Fearsome, Invulnerable Use BR instead of TH for resolving Damage

E

Spirit Host 6 0 4 4 12 9 2 12 3 13

Spectral Blades (Cleaving, Blade Fury) Invulnerable Fearsome

E Varghulf 9 0 6 6 12 9 2 13 4 35

Claws and Fangs (F:1/C:--) Large, Fly, Regeneration Berserker, Fearsome

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CH Apprentice

Necromancer 6 6 4 4 8 6 10 4 1 4

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromancy) Fearsome Miniature Silver Sarcophagus and Grave Dust

CH Acolyte Liche

Priest 6 6 4 4 8 5 11 6 1 5

Staff (R) Great (F:1/C:--) Spellcaster (Necromancy) Fearsome Miniature Silver Sarcophagus and Grave Dust

CH Journeyman Necromancer

6 6 4 4 8 6 10 6 1 6

Staff (R) Great (F:1/C:--) Spellcaster (Necromancy) Fearsome Corpse Blood. Miniature Silver Sarcophagus, 2x Grave Dust

CH Necrotect 6 5 5 7 7 9 8 6 3 6

Leather Armor Whip (R) (Unreliable) (Cleaving) F:1-2/C:12 Fearsome, Flammable, Cause Disease

CH Tomb Champion 7 2 5 9 6 10 9 6 3 6

Chainmail, Shield Flail (R) (Unreliable) (F:1-2/C:12) Fearsome, Flammable, Cause Disease

CH Tomb Herald 7 2 5 9 6 10 9 6 3 6

Chainmail, Shield Sword (F:1/C:11-12) (Cleaving) Fearsome, Flammable, Cause Disease

CH Tomb Preceptor 7 3 5 8 6 10 9 6 2 6

Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome

CH Crypt Vampire 9 7 6 5 12 9 8 6 4 7

Sword (F:1/C:11-12) Fearsome Blood Powers Spellcaster (Necromancy) Grave Dust Miniature Golden Ankh

CH Dark Vampire 9 7 6 5 12 9 8 6 4 7

Sword (F:1/C:11-12) Fearsome, Blood Powers Spellcaster (Dark Magic) Miniature Silver Dagger Vial of Swamp Gas

CH Initiate Liche

Priest 6 6 4 4 8 5 11 6 1 7

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome Miniature Silver Sarcophagus 2x Grave Dust, Heart of a Hero

CH Liche Priest

Adept 6 6 4 4 8 5 11 6 1 7

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome, Channeling Miniature Silver Sarcophagus, Grave Dust

CH Master

Necromancer 6 6 4 4 8 6 10 6 1 7

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromancy) Fearsome, Channeling Corpse Blood. Miniature Silver Sarcophagus, 2x Grave Dust

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CH High

Necromancer 6 6 4 4 8 6 10 6 1 8

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromancy) Fearsome, Channeling Corpse Blood. Miniature Corpse Blood, Silver Sarcophagus, 2x Grave Dust

CH Greater Liche

Priest 6 6 4 5 8 7 11 9 1 9

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome Miniature Silver Sarcophagus, Grave Dust

CH Lesser Liche

Priest 6 6 4 4 8 5 11 6 1 9

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome, Channeling Miniature Silver Sarcophagus, 2x Grave Dust, Heart of a Hero

CH Liche Priest

Lesser Hierophant

6 6 4 5 8 7 11 9 1 9

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome, Channeling Miniature Silver Sarcophagus, Grave Dust

CH Tomb Emir 8 3 5 9 6 11 10 9 2 9

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome, Flammable, Cause Disease

CH Tomb Noble 8 3 5 9 6 11 10 9 3 9

Chainmail, Shield Flail (R) (Unreliable) (F:1-2/C:12) Fearsome, Flammable, Cause Disease

CH Tomb Prince 8 3 5 9 6 11 10 9 3 9

Chainmail, Shield Sword (F:1/C:11-12) Fearsome, Flammable, Cause Disease

CH Wight King 7 1 5 10 6 11 10 9 3 9

Platemail, Shield Sword (F:1/C:11-12) (Cleaving) Fearsome Strength Drain

CH Wight Lord 7 1 5 9 6 11 10 9 3* 9

Platemail 2x Sword (F:1/C:11-12) (Cleaving, Blade Fury) Fearsome Strength Drain

CH Blood Dragon

Vampire 10 5 6 8 10 9 8 6 4* 11

Platemail 2x Sword (F:1/C:11-12) (Blade Fury) Blood Powers, Fearsome, Spellcaster (Necromantic), Miniature Golden Ankh

CH Lahmian Vampire 9 7 6 5 13 9 8 6 4 11

Claws and Fangs (F:1/C:--) Spellcaster (Dark Magic) Fearsome, Hypnosis 2x Miniature Silver Dagger Heart of a Hero

CH Liche High Priest 6 6 4 5 8 7 11 9 1 11

Staff (R) (Great) (F:1/C:--) Spellcaster (Necromantic) Fearsome Miniature Silver Sarcophagus, 2x Grave Dust, Heart of a Hero

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CH Necrarch Vampire

9 7 6 5 12 9 8 6 4 11

Claws and Fangs (F:1/C:--) Spellcaster (Necromantic) Blood Powers, Channeling Fearsome, 2x Miniature Silver Sarcophagus, Miniature Golden Ankh, Heart of a Hero

CH Tomb King 9 3 6 9 7 12 11 12 4 11

Chainmail 2x Sword (F:1/C:11-12) Fearsome, Flammable, Cause Disease

CH Tomb Pharaoh 9 3 6 9 7 12 11 12 3 11

Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Fearsome, Flammable, Cause Disease

CH Tomb Sovereign 9 3 6 9 7 12 11 12 4 11

Chainmail, Shield Flail (R) Unreliable (F:1-2/C:12) Fearsome, Flammable, Cause Disease

CH Strigoi Vampire 9 7 7 5 12 9 8 6 5 11

Claws and Fangs (F:1/C:--) Cleaving, Blade Fury, Fearsome Blood Powers, Spellcaster (Dark Magic) Miniature Silver Dagger, 2x Vial of Swamp Gas

CH Von Carstein

Vampire 9 4 6 9 10 9 10 6 4 11

Platemail, Shield 2x Sword (F:1/C:11-12) Blood Powers, Fly, Fearsome, Spellcaster (Dark Magic), Pinch of Warpstone, Vial of Swamp Gas

CH Liche Priest

Grand Hierophant

6 6 4 5 8 7 11 9 1 13

Staff (R) Great (F:1/C:--) Spellcaster (Necromantic) Fearsome, Channeling Miniature Silver Sarcophagus, 2x Grave Dust, Heart of a Hero

CH Blood Dragon Vampire Lord

10 6 6 9 10 11 11 9 4* 18

Platemail 2x Sword (Blade Fury) (F:1/C:11-12) Fearsome, Blood Powers, Spellcaster (Necromancy), Miniature Golden Ankh

CH Lahmian Vampire

Lord 10 8 6 6 13 11 11 9 4 18

Claws and Fangs (F:1/C:--) Spellcaster (Dark Magic) Fearsome, Hypnosis Vial of Swamp Gas 2x Miniature Silver Dagger Heart of a Hero

CH Necrarch

Vampire Lord 10 8 6 6 12 11 11 9 4 18

Claws and Fangs (F:1/C:--) Spellcaster (Necromantic) Channeling, Fearsome, Blood Powers, Grave Dust, Heart of a Hero, 2x Miniature Silver Sarcophagus, Miniature Golden Ankh

CH Strigoi Vampire

Lord 10 8 7 6 12 11 11 9 5 18

Claws and Fangs (F:1/C:--) (Blade Fury, Cleaving) Fearsome, Blood Powers Spellcaster (Dark Magic) Miniature Silver Dagger, 2x Vial of Swamp Gas

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CH Von Carstein Vampire Lord

10 5 6 10 10 11 11 10 4 18

Platemail, Shield 2x Sword (F:1/C:11-12) Fearsome, Blood Powers, Fly Spellcaster (Dark Magic), Pinch of Warpstone, Vial of Swamp Gas

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

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Book 02F-AHQR Rules-Appendix VI- Bestiary-Hordes of Chaos

Hordes of Chaos

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C Chaos Thug

Axeman (Chainmail)

7 4 5 9 5 7 8 3 3 2

Chainmail, Shield Axe (Cleaving)

C Chaos Thug Spearman (Chainmail)

7 4 5 9 5 7 8 3 2 2

Chainmail, Shield Sword

C Chaos Thug Swordsman (Chainmail)

7 4 5 9 5 7 8 3 3 2

Chainmail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Chaos Thug

Axeman 7 3 5 10 5 7 8 3 3 3

Platemail, Shield Axe (Cleaving)

C Chaos Thug Spearman

7 3 5 10 5 7 8 3 2 3

Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Chaos Thug Swordsman

7 3 5 10 5 7 8 3 3 3

Platemail, Shield Sword

C Chaos Warrior

Axeman 8 3 6 10 5 9 8 4 4 4

Platemail, Shield Axe (Cleaving)

C Chaos Warrior

Great Axe 8 4 6 9 5 9 8 4 5 4

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)

C Chaos Warrior Great Sword

8 4 6 9 5 9 8 4 5 4

Platemail Bidenhander (Great) (F:1-2/C:11-12)

C Chaos Warrior

Spearman 8 3 6 10 5 9 8 4 3 4

Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

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C Chaos Warrior

Swordsman 8 3 6 10 5 9 8 4 4 4

Platemail, Shield Sword

C Chaos Warrior

Champion Axeman

9 3 7 10 5 9 8 5 5 5

Platemail, Shield Axe (Cleaving)

C Chaos Warrior

Champion Great Axe

9 4 7 9 5 9 8 5 6 5

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)

C Chaos Warrior

Champion Spearman

9 3 7 10 5 9 8 5 4 5

Platemail, Shield Sword

C Chaos Warrior

Champion Swordsman

9 3 7 10 5 9 8 5 5 5

Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Chaos Forsaken

Axeman 8 0 7 9 9 11 7 5 5 6

Platemail, Shield Axe (Cleaving) Berserker, Blade Fury

C Chaos Forsaken

Great Axe 8 0 7 8 9 11 7 5 6 6

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Berserker, Blade Fury

C Chaos Forsaken

Great Sword 8 0 7 8 9 11 7 5 6 6

Platemail Bidenhander (Great) (F:1-2/C:11-12) Berserker, Blade Fury

C Chaos Forsaken

Spearman 8 0 7 9 9 11 7 5 4 6

Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Berserker, Blade Fury

C Chaos Forsaken

Swordsman 8 0 7 9 9 11 7 5 5 6

Platemail, Shield Sword Berserker, Blade Fury

E Chaos Chosen

Axeman 9 3 6 10 5 10 7 4 4 5

Platemail, Shield Axe (Cleaving)

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E Chaos Chosen

Great Axe 9 4 6 9 5 10 7 4 5 5

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)

E Chaos Chosen Great Sword

9 4 6 9 5 10 7 4 5 5

Platemail Bidenhander (Great) (F:1-2/C:11-12)

E Chaos Chosen

Spearman 9 3 6 10 5 10 7 4 3 5

Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

E Chaos Chosen

Swordsman 9 3 6 10 5 10 7 4 4 5

Platemail, Shield Sword

E Fimir 6 1 5 8 6 8 5 4 3 5

Leather Armor, Shield Axe (Cleaving) Blade Fury

E Chaos Chosen

Champion Axeman

10 3 7 10 5 10 7 5 5 7

Platemail, Shield Axe (Cleaving)

E Chaos Chosen

Champion Great Axe

10 4 7 9 5 10 7 5 6 7

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)

E Chaos Chosen

Champion Great Sword

10 4 7 9 5 10 7 5 6 7

Platemail Bidenhander (Great) (F:1-2/C:11-12)

E Chaos Chosen

Champion Spearman

10 3 7 10 5 10 7 5 4 7

Platemail, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

E Chaos Chosen

Champion Swordsman

10 3 7 10 5 10 7 5 5 7

Platemail, Shield Sword

E Chaos Spawn 6 0 6 7 12 22 0 12 4 10

Claws & Fangs (Blade Fury) (F:1/C:--)

E Chaos Spawn

Mark of Khorne 6 0 6 7 12 22 0 12 4 14

Claws & Fangs (Blade Fury) (F:1/C:--) Berserker

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E Chaos Spawn Mark of Nurgle

6 0 6 8 12 22 0 13 4 14

Claws & Fangs (Blade Fury) (F:1/C:--)

E Dragon Ogre 7 4 7 8 10 10 7 12 6 16

Leather Armor Great Axe (Blade Fury, Cleaving, Great) (F:1-2/C:11-12) Fearsome, Large

E Dragon Ogre

Champion 8 4 8 8 10 10 7 13 7 20

Leather Armor Great Axe (Blade Fury, Cleaving, Great) (F:1-2/C:11-12) Fearsome, Large

E Slaughterbrute 6 0 9 9 11 9 0 15 7 41

Claws & Fangs (Blade Fury) (F:1/C:--) Fearsome, Large

E Mutalith

Vortex Beast 6 6 7 8 10 8 8 15 5 45

Claws & Fangs (F:1/C:--) Fearsome, Large, Regeneration

CH Exalted Hero 10 4 7 9 5 9 8 6 6 11

Platemail Bidenhander (Great) (F:1-2/C:11-12)

CH Daemonette 8 1 5 7 9 10 6 4 3 12

Leather Armor Claws and Fangs (Blade Fury) (F:1/C:--) Fearsome, Invulnerable Spellcaster (Dark Magic), Golden Statue of a Daemon

CH Chaos Sorcerer 8 4 6 9 5 8 9 6 2 13

Platemail Staff (Cleaving, Great) Spellcaster (Dark Magic) Pinch of Warpstone Miniature Silver Dagger

CH Exalted Hero

Mark of Khorne 10 4 7 9 5 9 8 6 6 14

Platemail Bidenhander (Great) (F:1-2/C:11-12) Berserker

CH Exalted Hero

Mark of Nurgle 10 4 7 10 5 9 8 7 6 14

Platemail Bidenhander (Great) (F:1-2/C:11-12)

CH Bloodthirster 6 3 8 10 10 8 5 6 6 16

Whip (R) (Unreliable) (F:1-2/C:12) Fearsome, Fly, Invulnerable, Large

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CH Chaos Sorcerer

Lord 8 4 6 9 5 8 9 6 2 18

Platemail Staff (Cleaving, Great) Spellcaster (Dark Magic) Channeling, Focusing 2x Pinch of Warpstone 2x Miniature Silver Dagger

CH Chaos Lord 11 4 7 10 5 10 9 9 6 21

Platemail Bidenhander (Great) (F:1-2/C:11-12)

CH Chaos Lord

Mark of Khorne 11 4 7 10 5 10 9 9 6 24

Platemail Bidenhander (Great) (F:1-2/C:11-12) Berserker

CH Chaos Lord

Mark of Nurgle 11 4 7 11 5 10 9 10 6 24

Platemail Bidenhander (Great) (F:1-2/C:11-12)

CH Greater Daemon

Of Tzeenetch

7 1 8 9 8 10 -- 10 6 26

Claws and Fangs (Blade Fury) (F:1/C:--) Fearsome, Invulnerable, Large Spellcaster (Dark Magic) 2x Golden Statue of a Daemon 2x Pinch of Warpstone 2x Vial of Swamp Gas

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

*Greenskinz (except Characters) may be used if lower-value Enemies or Sentries are required.

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Book 02F-AHQR Rules-Appendix VI- Bestiary-Beastmen

Beastmen

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C Ungor Minion Swordsman

6 3 4 6 7 5 6 3 2 ½

Shield Sword

C Ungor Minion

Axeman 6 3 4 6 7 5 6 3 2 ½

Shield Axe (Cleaving)

C Ungor Axeman 7 5 5 6 7 6 7 3 3 1

Axe (Cleaving)

C Ungor Spearman 7 5 5 6 7 6 7 3 2 1

Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Ungor

Swordsman 7 4 5 6 7 6 7 3 3 1

Sword

C Warhound 7 0 5 7 12 8 3 3 3 1

Shield Claws & Fangs (F:1/C:--)

C

Gor Archer

8 5 5 7 7 8 7 4 3 2

Sword Short Bow (Great, Swift Shot) (MR24/DD3/EXH9)

C

Gor Axeman

8 5 5 7 7 8 7 4 3 2

Axe (Cleaving)

C

Gor Spearman

8 5 5 7 7 8 7 4 2 2

Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

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C

Gor Swordsman

8 5 5 7 7 8 7 4 3 2

Sword

C Ungor Champion

Axeman 8 4 6 7 7 6 7 4 4 2

Shield Axe (Cleaving)

C Ungor Champion

Spearman 8 4 6 7 7 6 7 4 3 2

Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Ungor Champion

Swordsman 8 4 6 7 7 6 7 4 4 2

Shield Sword

C Ungor Sentry 7 4 5 7 10 6 7 3 3 2

Shield Sword Sentry

C Venomous Warhound

7 0 5 8 12 8 3 3 3 2

Shield Scaly Skin Claws & Fangs (F:1/C:--)

C Gor Axeman

(Shield) 8 4 5 8 7 8 7 4 3 3

Shield Axe (Cleaving)

C Gor Spearman

(Shield) 8 4 5 8 7 8 7 4 2 3

Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Gor Swordsman

(Shield) 8 4 5 8 7 8 7 4 3 3

Shield Sword

C Gor Axeman (Leather &

Shield) 8 3 5 9 6 8 7 4 3 3

Leather Armor, Shield Axe (Cleaving)

C Gor Spearman

(Leather & Shield)

8 3 5 9 6 8 7 4 2 3

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Gor Swordsman

(Leather & Shield)

8 3 5 9 6 8 7 4 3 3

Leather Armor, Shield Sword

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C Gor Champion

Axeman 9 4 6 8 7 8 7 5 4 4

Shield Axe (Cleaving)

C

Gor Champion

Spearman

9 4 6 8 7 8 7 5 3 4

Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C

Gor Champion

Swordsman

9 4 6 8 7 8 7 5 4 4

Shield Sword

E Bestigor

(Great Axe) 8 3 6 9 5 9 6 3 5 3

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)

E Bestigor

(Great Sword) 8 3 6 9 5 9 6 3 5 3

Platemail Bidenhander (Great) (F:1-2/C:11-12)

E Bestigor

Champion 9 4 6 9 5 9 6 4 5 4

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12)

E Cenigor Axeman

7 2 6 8 13 9 6 6 4 5

Leather Armor, Shield Axe (Cleaving)

E Cenigor

Spearman 7 2 6 8 13 9 6 6 3 5

Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

E Cenigor

Swordsman 7 2 6 8 13 9 6 6 4 5

Leather Armor, Shield Sword

E Cenigor

(Great Axe) 7 3 6 7 13 9 6 6 5 5

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12)

E Cenigor

Champion (Great Axe)

8 4 6 7 13 9 6 7 5 6

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12)

E Chaos Spawn 6 0 6 7 5 12 2 9 4 11

Claws & Fangs (R) (Accurate, Blade Fury) (F:1/C:--) Fearsome

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E Razorgor 6 0 8 7 12 9 4 8 6 11

Claws & Fangs (R) (F:1/C:--) Fearsome *Double Base

E Minotaur

(Great Axe) 7 4 7 7 8 9 6 10 6 15

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Fearsome, Large

E Cygor 5 3 8 7 13 9 11 15 6 22

Claws & Fangs (R) (Accurate, Blade Fury) (F:1/C:--) Fearsome, Large Special: Cleaving and Accurate against Spellcasters and models w/ Magic Items that cast Spells

E Jabberslythe 7 6 7 7 13 10 10 15 5 25

Claws & Fangs (R) (Accurate, Blade Fury, Cleaving) (F:1/C:--) Fearsome, Fly, Large, Regeneration

E Ghorgon 7 0 8 8 13 12 11 18 6 30

Claws & Fangs (R) (Accurate, Blade Fury, Cleaving) (F:1/C:--) Berserker, Fearsome, Large, Regeneration

CH Bray-Shaman 7 5 5 6 7 6 9 6 2 8

Staff (Cleaving, Great) Spellcaster (Dark Magic) Pinch of Warpstone Miniature Silver Dagger

CH Wargor 9 4 6 8 6 9 8 6 5 9

Leather Armor Great Axe (Cleaving x2, Great) (F:1-2/C:11-12)

CH Bray-Shaman

(+2 Spell Components)

7 5 5 6 7 6 9 6 1 10

Staff (Cleaving, Great) Spellcaster (Dark Magic) 2x Pinch of Warpstone 2x Miniature Silver Dagger

CH Wargor (Chainmail)

9 4 6 9 5 9 8 6 5 10

Chainmail Great Axe (Cleaving x2, Great) (F:1-2/C:11-12)

CH Great

Bray-Shaman 8 5 6 7 7 7 10 8 2 12

Staff (Cleaving, Great) Spellcaster (Dark Magic) Channeling, Focusing Pinch of Warpstone Miniature Silver Dagger

CH Beastlord 10 4 7 8 6 10 9 9 6 15

Leather Armor Great Axe (Cleaving x2, Great) (F:1-2/C:11-12)

CH Gorebull 8 4 8 8 9 9 6 12 7 20

Leather Armor Great Axe (Blade Fury, Cleaving x2, Great) (F:1-2/C:11-12) Berserker

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CH Doombull 9 4 9 8 9 10 7 15 8 25

Leather Armor Great Axe (Blade Fury, Cleaving x2, Great) (F:1-2/C:11-12) Berserker

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

*Beastmen and Hordes of Chaos may be used as parts of the same bestiary.

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Book 02F-AHQR Rules-Appendix VI-Bestiary-Greenskinz

Greenskinz

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C Goblin Archer

5 6 4 5 7 5 5 2 2 ½

Sword Short Bow (Great, Swift Shot) (MR24/DD3/EXH9)

C Goblin

Swordsman 5 5 4 6 7 5 5 2 2 ½

Shield Sword

C Goblin Spearman 5 5 4 6 7 5 5 2 1 ½

Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Goblin Sentry 5 5 4 6 9 5 5 2 2 1

Shield Sword Sentry

C Hobgoblin

Infantry Axeman

6 4 5 6 8 5 5 3 3 1

Shield Axe (Cleaving)

C Hobgoblin

Infantry Spearman

6 4 5 6 8 5 5 3 2 1

Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Hobgoblin

Infantry Swordsman

6 4 5 6 8 5 5 3 3 1

Shield Sword

C Hobgoblin

Sentry 6 4 5 6 8 5 5 3 3 1

Shield Sword Sentry

C Orc Infantry

Axeman* 6 4 5 7 6 7 5 4 3 1

Shield Axe (Cleaving) *Optional (for added difficulty)

C Orc Infantry Spearman*

6 4 5 7 6 7 5 4 2 1

Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) *Optional (for added difficulty)

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C Orc

Infantry Swordsman*

6 4 5 7 6 7 5 4 3 1

Shield Sword *Optional (for added difficulty)

C Orc Sentry 6 4 5 7 8 7 5 4 3 2

Shield Arming Sword Sentry

C Orc Warrior

Axeman 6 3 5 8 5 7 5 4 3 2

Leather Armor, Shield Axe (Cleaving)

C Orc Warrior Spearman

6 3 5 8 5 7 5 4 2 2

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Orc Warrior Swordsman

6 3 5 8 5 7 5 4 3 2

Leather Armor, Shield Arming Sword

C Orc Savage

Axeman 6 4 5 8 6 8 5 4 3 3

Shield Axe (Cleaving) Berserker

C Orc Savage Spearman

6 4 5 8 6 8 5 4 2 3

Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6) Berserker

C Orc Savage Swordsman

6 4 5 8 6 8 5 4 3 3

Shield Arming Sword Berserker

C Big ‘Un 7 4 6 7 6 7 5 6 4 3

Shield Axe (Cleaving)

C Big ‘Un

(Chainmail) 7 3 6 9 4 7 5 6 4 3

Chainmail, Shield Axe (Cleaving)

C Orc Boss Axeman

7 3 6 9 5 7 5 5 4 5

Leather Armor, Shield Axe (Cleaving)

C Orc Boss

Swordsman 7 3 6 9 5 7 5 5 4 5

Leather Armor, Shield Arming Sword

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E Black Orc

Swordsman 7 3 6 8 5 8 6 4 4 3

Leather Armor, Shield Sword

E Black Orc Spearman

7 3 6 8 5 8 6 4 3 3

Leather Armor, Shield Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

E Squigg Hopper 6 3 6 5 6 5 2 4 4 3

Morning star Claws and Fangs (Blade Fury) (F:1/C:--)

E Black Orc Champion Axeman

8 3 6 8 5 8 6 5 4 4

Leather Armor, Shield Axe (Cleaving)

E Black Orc Champion

Swordsman 8 3 6 8 5 8 6 5 4 4

Leather Armor, Shield Sword

E Snotling Swarm 5 0 4 4 6 4 2 15 2 6

Morning Star (Blade Fury)

CH Goblin Big Boss 7 4 6 7 6 6 4 6 5 6

Leather Armor Battle Axe (Great, Cleaving, Blade Fury) (F:1-2/C:11-12)

CH Goblin War Boss 8 3 6 8 6 7 5 8 4 7

Leather Armor, Shield Axe (Cleaving, Blade Fury)

CH Goblin Great

Shaman 5 4 5 7 6 4 7 8 3 9

Leather Armor Axe (Cleaving, Blade Fury) Spellcaster (Dark Magic), Focusing, Enhancing Vial of Swamp Gas, Pinch of Warpstone

CH Orc Shaman 6 4 5 7 5 5 7 6 3 12

Leather Armor Axe (Cleaving, Blade Fury) Spellcaster (Dark Magic), Focusing, Enhancing 2x Vial of Swamp Gas, 2x Pinch of Warpstone, Golden Statue of a Daemon.

CH Great Orc Shaman

6 4 6 8 5 6 8 9 4 18

Leather Armor Axe (Cleaving, Blade Fury) Spellcaster (Dark Magic), Focusing, Enhancing 2x Vial of Swamp Gas, 2x Pinch of Warpstone, 2x Golden Statue of a Daemon.

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CH Black Orc Warboss

10 5 7 7 6 9 7 10 5 22

Platemail, Shield Warhammer (Blade Fury, Throw, Swift Shot) (MR8/DD55EXH6)

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

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Book 02F-AHQR Rules-Appendix VI- Bestiary-Ogres & Trolls

Ogres & Trolls

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C Ogre Bull Axeman

7 4 6 8 10 8 6 9 4 8

Leather Armor Axe x2 (Blade Fury, Cleaving) Cleaving, Fearsome, Large

C Ogre Bull Great Axe

7 4 6 8 10 8 6 9 5 8

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large

C Ogre Bull

Swordsman 7 3 6 9 10 8 6 9 4 8

Leather Armor, Shield Sword Cleaving, Fearsome, Large

C Ogre Bull Irongut

Great Axe 7 3 6 10 9 8 6 9 5 10

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large

C Ogre Bull Irongut

Swordsman 7 2 6 11 9 8 6 9 4 10

Platemail, Shield Sword Cleaving, Fearsome, Large

C Troll 6 3 7 6 12 5 5 9 6 10

Great Club (Great) Fearsome, Large, Regeneration

C Ogre Bull Champion Great Axe

8 4 7 8 10 8 6 10 6 11

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large

C Ogre Bull Champion

Swordsman 8 3 7 9 10 8 6 10 5 11

Leather Armor, Shield Sword Cleaving, Fearsome, Large

C Ogre Bull

Mark of Tzeentch Great Axe

7 4 6 8 10 8 6 9 5 12

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Invulnerable Cleaving, Fearsome, Large

C River Troll 6 3 7 6 12 5 5 9 6 12

Great Club (Great) Fearsome, Fly, Large, Regeneration.

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C Stone Troll 6 3 7 7 12 5 5 10 6 12

Great Club (Great) Fearsome, Large, Regeneration

E Ogre Maneater

Great Axe 8 5 6 7 10 8 6 9 5 8

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large

E Ogre Maneater Great Sword

8 5 6 7 10 8 6 9 5 8

Leather Armor Bidenhander (Great) (F:1-2/C:10-12) Cleaving, Fearsome, Large

E Ogre Maneater

Swordsman 8 4 6 8 10 8 6 9 4 8

Leather Armor, Shield Sword Cleaving, Fearsome, Large

E Ogre Maneater

Irongut Great Axe

8 4 6 9 9 8 6 9 5 10

Platemail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large

E Ogre Maneater

Irongut Great Sword

8 4 6 9 9 8 6 9 5 10

Platemail Bidenhander (Great) (F:1-2/C:10-12) Cleaving, Fearsome, Large

E Ogre Maneater

Irongut Swordsman

8 3 6 10 9 8 6 9 4 10

Platemail, Shield Sword Cleaving, Fearsome, Large

E Leadbelcher

Cannon 8 5 6 7 10 8 6 9 5 11

Leather Armor Leadbelcher Cannon (Blast, Cleaving) (MR10/DD5) F:1-2/C:-- Blade Fury, Fearsome, Large

E Ogre Maneater

Champion Great Axe

9 5 7 7 10 8 6 10 6 11

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large

E Ogre Maneater

Champion Great Sword

9 5 7 7 10 8 6 10 6 11

Leather Armor Bidenhander (Great) (F:1-2/C:10-12) Cleaving, Fearsome, Large

E Ogre Maneater

Champion Swordsman

9 4 7 8 10 8 6 10 5 11

Leather Armor, Shield Sword Cleaving, Fearsome, Large

E Cave Troll 6 3 7 7 12 5 5 10 6 12

Great Club (Great) Fearsome, Large, Regeneration

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E Leadbelcher Champion Cannon

9 6 6 7 10 8 6 10 -- 14

Leather Armor Leadbelcher Cannon (Blast, Cleaving) (MR10/DD5) F:1-2/C:-- Blade Fury, Fearsome, Large

E Gorger 8 0 7 7 13 11 6 12 5 15

Claws and Fangs (F:1/C:--) Accurate, Berserker, Cleaving, Fearsome, Large

CH Ogre Butcher 8 5 6 7 12 7 7 12 4 9

Sword Spellcaster (Dark Magic) Golden Statue of a Daemon, Vial of Swamp Gas Blade Fury, Cleaving, Fearsome, Large

CH Ogre Hunter 10 6 7 8 11 10 7 12 5 10

Leather Armor Sword Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4) F:1/C:12 Blade Fury, Cleaving, Fearsome, Large

CH Ogre Bruiser

Handgun 10 5 7 8 11 10 6 12 5 13

Leather Armor Sword, Handgun (Ammunition, Swift Shot, Unreliable) (MR24/DD5) F:1-2/C:-- Blade Fury, Fearsome, Large

CH Ogre Bruiser Great Sword

10 5 7 8 11 10 6 12 6 13

Leather Armor Bidenhander (Great) (F:1-2/C:10-12) Blade Fury, Fearsome, Large

CH Ogre Bruiser Swordsman

10 4 7 9 11 10 6 12 5 13

Leather Armor, Shield Sword Blade Fury, Fearsome, Large

CH Ogre Bruiser Two Swords

10 5 7 8 11 10 6 12 5 13

Leather Armor 2x Sword Berserker, Blade Fury, Fearsome, Large

CH Ogre

Slaughtermaster 9 6 6 7 12 8 8 15 4 13

Sword Spellcaster (Dark Magic) A Pinch of Warpstone, Golden Statue of a Daemon Blade Fury, Cleaving, Fearsome, Large

CH Ogre Tyrant

Handgun 11 6 7 8 11 9 7 15 6 20

Leather Armor Sword, Handgun (Ammunition, Swift Shot, Unreliable) (MR24/DD5) F:1-2/C:-- Blade Fury, Fearsome, Large

CH Ogre Tyrant Great Sword

11 6 7 8 11 9 7 15 6 20

Leather Armor Bidenhander (Great) (F:1-2/C:10-12) Blade Fury, Fearsome, Large

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CH Ogre Tyrant Swordsman

11 5 7 9 11 9 7 15 5 20

Leather Armor, Shield Sword Blade Fury, Fearsome, Large

CH Ogre Tyrant Two Swords

11 6 7 8 11 9 7 15 5 20

Leather Armor 2x Swords Berserker, Blade Fury, Fearsome, Large

CH Ogre Tyrant

Irongut Great Sword

11 5 7 10 10 9 7 15 6 22

Platemail Bidenhander (Great) (F:1-2/C:10-12) Blade Fury, Fearsome, Large

CH Ogre Tyrant

Irongut Swordsman

11 4 7 11 10 9 7 15 5 22

Platemail, Shield Sword Blade Fury, Fearsome, Large

CH Ogre Tyrant

Irongut Two Swords

11 5 7 10 10 9 7 15 5 22

Platemail 2x Swords Berserker, Blade Fury, Fearsome, Large

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

*Greenskinz (except Characters) may be used if lower-value Enemies or Sentries are required.

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Book 02F-AHQR Rules-Appendix VI- Chaos Dwarves

Chaos Dwarves

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C Infernal Guard

Axeman 7 4 6 9 4 10 8 4 4 3

Plate Mail Axe (Cleaving)

C Infernal Guard

Great Axe 7 4 6 9 4 10 8 4 5 3

Plate Mail Great Axe (Cleaving, Great) (F:1-2/C:11-12)

C Infernal Guard Swordsman

7 4 6 9 4 10 8 4 4 3

Plate Mail Sword

C Infernal Guard

Champion Great Axe

8 4 7 9 4 10 8 5 6 4

Plate Mail Great Axe (Cleaving, Great) (F:1-2/C:11-12)

C Infernal Guard

Champion Swordsman

8 4 7 9 4 10 8 5 5 4

Plate Mail Sword

E Infernal

Ironsworn Swordsman

8 3 6 10 4 9 9 4 4 4

Plate Mail, Shield Sword Cleaving

E Bull Centaur

Render Axeman

7 3 6 10 12 10 7 10 4 8

Chainmail Axe (Cleaving) Fearsome, Large

E Bull Centaur

Render Axeman

7 3 6 10 12 10 7 10 4 9

Chainmail Axe x2 (Cleaving) Blade Fury, Fearsome, Large

E Bull Centaur

Render Champion

8 3 7 10 12 10 7 11 5 10

Chainmail Axe (Cleaving) Fearsome, Large

E Bull Centaur

Render Great Axe

7 3 6 10 12 10 7 10 5 10

Chainmail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Fearsome, Large

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CH Daemonsmith

Sorcerer 7 5 6 10 3 8 10 6 4 6

Plate Mail Axe (Cleaving) Spellcaster (Dark Magic) 2x Pinch of Warpstone, 2x Vial of Swamp Gas

CH Sorcerer-Prophet 8 5 6 10 3 9 11 9 4 8

Plate Mail Axe (Cleaving) Spellcaster (Dark Magic) 2x Pinch of Warpstone, 2x Vial of Swamp Gas

CH Infernal Castellan 9 5 6 10 4 10 8 6 4 10

Plate Mail Axe (Cleaving) Blade Fury

CH Bull Centaur

Taur’ruk 8 5 7 9 12 10 8 13 5 15

Chainmail Axe (Cleaving) Cleaving, Fearsome, Large

CH Bull Centaur

Taur’ruk Great Axe

8 5 7 9 12 10 8 13 6 17

Chainmail Great Axe (Cleaving, Great) (F:1-2/C:11-12) Cleaving, Fearsome, Large

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

*Greenskinz (except Characters) may be used if lower-value Enemies or Sentries are required.

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Book 02F-AHQR Rules-Appendix VI- Dark Elves

Dark Elves

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C Dark Elf Warrior

Sentry 8 6 5 6 9 8 8 3 3 2

Leather Armor Sword Alert, Sentry

C Dark Elf Warrior

Spearman 8 6 5 6 9 8 8 3 2 2

Leather Armor Spear (R) (Throw, Swift Shot) (MR8/DD1/EXH6)

C Dark Elf Warrior

Swordsman 8 6 5 6 9 8 8 3 3 2

Leather Armor Sword

C Dark Elf Witch 8 7 5 5 10 8 8 3 3 2

Sword Berserker, Blade Fury, Cleaving

C Dark Elf

Champion Swordsman

9 7 5 6 9 8 8 4 3 3

Leather Armor Sword

C Dark Elf Warrior Crossbowman

8 5 5 7 9 8 8 3 3 3

Leather Armor, Shield Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3)

C Dark Elf Warrior Crossbowman

Sentry 8 6 5 6 9 8 8 3 3 3

Leather Armor Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3) Alert, Sentry

C Witch Elf

Champion 9 7 5 5 10 8 8 4 3 3

Sword Berserker, Blade Fury, Cleaving

E Beastmaster 8 7 5 5 12 8 8 3 3 2

Whip (Unreliable) (F:1-2/C:12)

E Black Guard 9 6 5 7 8 10 8 3 3 3

Chainmail Sword Accurate

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E Executioner 9 6 6 7 8 8 8 3 5 3

Chainmail Bidenhander (Great) (F:1-2/C:11-12) Cleaving

E

Shade

8 6 5 6 10 8 8 3 3 3

Leather Armor Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3)

E

Shade Champion

9 7 5 6 10 8 8 4 3 4

Leather Armor Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3)

E Shade

Great Axe 8 6 5 6 10 8 8 3 4 4

Leather Armor Great Axe (Cleaving, Great) (F:1-2/C:11-12)

E Black Guard Champion

10 6 5 7 8 10 8 4 3 5

Chainmail Sword Blade Fury, Accurate

E Executioner Champion

10 7 6 7 8 8 8 4 5 5

Chainmail Bidenhander (Great) (F:1-2/C:11-12) Cleaving

CH Sorceress 8 6 5 6 9 7 9 6 3 6

Leather Armor Sword Spellcaster (Dark Magic) Enhancing 1x Pinch of Warpstone, 1x Vial of Swamp Gas

CH Dark Elf Master

Swordsman 10 8 6 6 9 9 9 6 4 8

Leather Armor Sword

CH Death Hag 10 8 6 6 9 10 8 6 4 8

Leather Armor Sword x2 Accurate, Blade Fury, Cleaving, Frenzy

CH Supreme Sorceress

8 6 5 6 9 8 10 9 3 8

Leather Armor Sword Spellcaster (Dark Magic) Enhancing 2x Pinch of Warpstone, 2x Vial of Swamp Gas

CH Assassin 12 10 6 6 10 10 10 6 4 9

Leather Armor Sword Footman’s Crossbow (Slow Fire, Swift Shot, Ammunition-Bolt) (MR36/DD4/EXH3) Accurate, Blade Fury, Cleaving Alert

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CH Dark Elf Master

Great Sword 10 8 6 6 9 9 9 6 5 9

Leather Armor Sword Bidenhander (Great) (F:1-2/C:11-12)

CH Dark Elf Master 10 7 6 7 9 9 9 6 4 10

Leather Armor, Shield Sword Blade Fury

CH Dreadlord

Swordsman 11 8 6 6 9 10 10 9 4 14

Leather Armor Sword

CH Dreadlord

Great Sword 11 8 6 6 9 10 10 9 5 15

Leather Armor Bidenhander (Great) (F:1-2/C:11-12)

CH Dreadlord 11 7 6 7 9 10 10 9 4 16

Leather Armor, Shield Sword Blade Fury

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

*Greenskinz (except Characters) may be used if lower-value Enemies or Sentries are required.

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Book 02F-AHQR Rules-Appendix VI- Monstrous Creatures

Monstrous Creatures

Type Name WS BS ST TH SP BR IN W DD PV Equipment/Notes

C Spider 6 0 4 4 14 4 2 3 2 1

Claws and Fangs (F:1/C:--) Berserker, Fearsome

C Harpy 6 0 4 4 12 5 8 3 2 1

Claws and Fangs (F:1/C:--) Alert, Fly

C Cave Squig 7 0 6 4 8 7 2 3 4 2

Claws and Fangs (F:1/C:--)

C Cold One 6 0 5 7 14 6 2 3 3 3

Claws and Fangs (F:1/C:--) Berserker, Fearsome

C Sabretusk 7 0 5 5 17 7 3 6 3 4

Claws and Fangs (F:1/C:--) Fearsome, Blade Fury

E Cockatrice 7 8 5 6 8 7 7 12 3 17

Claws and Fangs (F:1/C:--) Fearsome, Large. Petrifying Attack (Ranged, R:12): If hit, the target must pass INT test or suffer injury

E Wyvern 8 0 7 6 11 3 8 15 5 20

Claws and Fangs (F:1/C:--) Armor Piercing, Blade Fury, Fearsome, Large

E Carnosaur 6 0 8 8 14 9 2 15 6 22

Claws and Fangs (F:1/C:--) Berserker, Fearsome, Large

CH Hydra 8 0 6 7 12 9 5 15 4 20

Claws and Fangs (F:1/C:--) Northern Scaled Hydra Blade Fury, Fearsome, Flaming, Large, Regeneration

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CH Manticore 8 0 6 5 12 7 5 12 4 22

Claws and Fangs (F:1/C:--) Berserker, Fearsome, Large

CH Chimera 7 0 7 7 12 7 5 12 5 25

Claws and Fangs (F:1/C:--) Iron Skin Blade Fury, Fearsome, Large

CH Dragon 9 0 7 8 12 10 10 18 5 30

Claws and Fangs (F:1/C:--) Northern Scaled Hydra Blade Fury, Channeling, Fearsome, Large Spellcaster (Dark Magic) 2x Pinch of Warpstone, 2x Vial of Swamp Gas

*The Fumble/Critical ratings of the weapons listed in the Bestiaries are 1/12 respectively unless

otherwise indicated.

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Book 02G-AHQR Rules-Appendix VII-Hero Creation

Characteristics Starting Value

Co

re

Ch

ara

cte

ristic

s

Weapon Skill 2

Bow Skill 2

Strength 2

Toughness 2

Speed 5

Bravery 3

Intelligence 3

Va

lue

Po

ols

Wounds 3

Fate 2

Experience 4

Fame 4

Charisma 2

Gold Coins 150

Equipment Allowances Dagger

Racial Paths 1

Skill Paths 1

Bonus Points 3

Bonus Points

A Hero may spend only one Bonus Point to increase Core Characteristics. A Bonus Point

allows the Hero to increase Core Characteristics by twelve points, with the following

restrictions:

Each Core Characteristic may be increased (during Hero Creation) by a maximum of three

points. Wounds may also be increased by spending two (of the same) points for each

additional Wound.

Core Characteristics may be increased (during Hero Creation) up to the following limits: WS 9,

BS 9, ST 6, TH 7, SP 9, BV 6, IN 6. Wounds may be increased up to 8.

Elves may increase their Core Characteristics (during Hero Creation) up to the following limits:

WS 10, BS 10, IN 9.

Dwarves may increase their Core Characteristics (during Hero Creation) up to the following

limits: WS 10, ST 7, TH 7.

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Ogres may increase their Core Characteristics (during Hero Creation) up to the following

limits: ST 8, TH 8.

Racial Paths

Human

Bonus Points +2 (instead of +3)

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Book 02H-AHQR Rules-Appendix VIII-Henchman Creation

Characteristics Starting Value

Co

re

Ch

ara

cte

ristic

s

Weapon Skill 7

Bow Skill 7

Strength 5

Toughness 4

Speed 5

Bravery 4

Intelligence 4

Va

lue

Po

ols

Wounds 2

Fate 0

Experience 2

Fame 10

Gold Coins 100

Equipment Allowances Dagger

Racial Paths 1

Skill Paths 1

Bonus Points 1

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Book 02I-AHQR Rules-Appendix IX-Play Sheets

Dungeon Counter Effects

Ambush

Option 1: The first Enemy must be placed so it can be seen by at least one Hero but as far

away from the Heroes as possible. The first Enemy is never placed closer to the Heroes than

the monster(s) already in play. Any remaining Enemies may be placed in squares that are

adjacent to ones that already contain a monster, and that are no closer to the Heroes than the

square where the first Enemy was placed. Enemies that are placed after the first do not have

to be in the Heroes' line of sight.

Enemies block line of sight. Portcullises do not block line of sight for the purposes of an

Ambush counter. If the first Enemy cannot be placed in line of sight of at least one Hero

according to these rules, it is placed adjacently behind the Enemies closest to the weakest

Hero. Any remaining Enemies are placed adjacent to squares which already contain an

Enemy, and that are no closer to the Heroes than the square where the first Enemy was

placed. Enemies that are placed after the first do not have to be in the Heroes' line of sight. If

the only available space to place the first Enemy of the Reinforcements is closer to the Heroes

than the Enemies already in play, the Reinforcements must be added to the farthest group of

Enemies (and behind them).

Reinforcements are never placed adjacent to party members. If the Heroes are Separated

when an Ambush counter is used, then the Reinforcements are placed according to these

rules, but considering (to establish line of sight) only the Hero or group of Heroes closest to the

monster(s) already in play, preferably threatening the weakest Hero.

When establishing line of sight according to the above rules, Reinforcements must be

preferably placed as coming from an unexplored part of the dungeon, and they also must be

preferably placed in dungeon sections free of obstacles like Traps or Hazards.

Reinforcements may also be placed as coming from Dead-End Passages if such placement is

the only option to establish line of sight according to these rules. If Sentries are encountered in

such event, then a door must be placed on one of the walls of the corresponding Dead End if

no other closed door in that passage is immediately accessible to the Enemies.

When the first Enemy has been placed but there is not enough space to place all of them

because the Hero in line of sight is near an unexplored junction, the remaining Enemies may

be placed in the unrevealed passage without generating it.

Optional Rule (for more difficulty): The GameMaster is not required to pay any cost (in

Dungeon Counters) for Reinforcements.

Option 2: Reinforcements (Enemies generated as a result of an Ambush counter) are not

considered as new Enemies for the purposes of Option 2.

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Optional Rule (for more difficulty): Reinforcements (Enemies generated as a result of an

Ambush counter) are considered as new Enemies for all the purposes of Option 2. If this rule

is used, the GameMaster may use an additional Dungeon Counter in the same turn.

Optional Rule (for more difficulty): The GameMaster is granted a bonus of +3 on the

Surprise roll when an Ambush counter is used (Option 2).

Character

Character Monsters may attack or move independently from the other Enemies in play.

Character Dungeon Counters may be used as any other type of Dungeon Counter after the

last Character Monster in the dungeon has been slain. Also if the last Character Monster has

been encountered in the last Quest Room of the dungeon.

Elites

No more than one Elite armed with a heavy ranged weapon may be generated in the same

group of Elites.

Escape

Escape counters may not be used for Character Monster encountered in the last Quest Room.

In such event, the counter may be used as any other type of Dungeon Counter. Escape

counters may be used as any other type of Dungeon Counter after the last Character Monster

in the dungeon has been slain. Escaped Character Monsters return with their inventories

restocked (and fully healed) if another Character counter is used (provided the monster is still

alive).

Fate

Optional Rule (for more difficulty): Fate counters may be used to negate the effects of Fate

Points or Spells used by the Heroes.

Wandering Monsters

Option 1: For the purposes of this option, only Normal Rooms may contain Wandering

Monsters. Empty passages are the ones discovered and generated without Enemies.

Option 2: By default, all Wandering Monsters are placed as indicated in Slev’s Option 2.

If the first Enemy cannot be placed in line of sight of at least one Hero, it is placed closest to

the weakest Hero.

When the first Enemy has been placed but there is not enough space to place all of them

because the Hero in line of sight is near an unexplored junction, the remaining Enemies may

be placed in the unrevealed passage without generating it.

Optional Rule (for more difficulty): The Leader and the GameMaster must roll for Surprise.

If the GameMaster rolls higher, play then proceeds to the GM Phase of the first Combat Turn.

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Optional Rule: Wandering Monsters in Passages

Option 3: When Wandering Monsters are encountered as Passage Features upon revealing a

new passage, the following rules are observed:

Before placing the Enemies, the GameMaster and the Leader roll for Surprise.

If the Heroes are surprised by Wandering Monsters in a passage blocked by two Party

members, the first Enemy is placed adjacently in front of the weakest blocking model. Play

then proceeds to the GameMaster Phase of the first Combat Turn.

If the Heroes are surprised by Wandering Monsters in an unblocked passage, the Enemies are

placed using WHQ’s 1-on-1 as provided in this variant, but they may be placed only in the

passage (including the Junction) in which they were encountered. In this scenario, the

Enemies must be placed to attack the Party members in the Junction or its adjacent squares.

If the Junction is not blocked by Party Members, then the Enemies may be placed using

WHQ’s 1-on-1 as provided in this variant, attacking all the Party members. Play then proceeds

to the GameMaster Phase of the first Combat Turn.

If the Leader wins the Surprise but the difference in scores is of three points or less, the first

Enemy is placed adjacently in front of the closest Hero in the passage, counting from the

farthest square in the passage. Any remaining Enemies must be placed in squares adjacent to

ones which already contain an Enemy, and that are no closer to the Heroes than the square

where the first Enemy was placed. Enemies that are placed after the first do not have to be in

the Heroes' line of sight.

When a group of Wandering Monsters is encountered in a passage generated upon opening a

door inside a room and the Leader wins the Surprise, the first Enemy must be placed as far

from the door as possible. If the Heroes are surprised, the Enemies are placed adjacently in

front of the party member(s) next to the doorway. Play then proceeds to the GameMaster

Phase of the first Combat Turn.

Wandering Monsters must be placed in the order indicated by the Monster Placement Table in

the Core Rules. Weaker Enemies are always placed first and closer to the Heroes. Wandering

Monsters must be discarded when (for any reason) there is not enough space in the dungeon

section to place all of them according to the rules.

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Optional Rule: Special Dungeon Counters

Dungeon Counters may become Special Dungeon Counters if the GameMaster is in

possession of three Dungeon Counters of the same type. Special Dungeon Counters are used

as normal counters upon the appropriate situation but applying their special effects instead.

In order to use a Special Dungeon Counter, the GameMaster must declare it upon the

appropriate situation and reveal the three counters of the same type to the rest of the players.

The effects are then resolved according to the table below, discarding one of the counters as

normal. The two remaining counters must also be discarded and replaced with two from the

cup.

Character and Escape (Dungeon Counters) do not have special effects. When the

GameMaster receives three such counters in Solo Mode, they must be immediately discarded

and replaced (randomly) with three from the cup.

Special Dungeon Counters

Dungeon Counter (x3) Special Effect

Ambush

Option 1: Generate two groups of Wandering Monsters and two Sentries as Reinforcements in the GameMaster Phase of a Combat Turn. Option 2: Add two groups of Wandering Monsters to any group of Enemies encountered, the Heroes are then inevitably surprised.

Elite

Add one group of Elites and one of Wandering Monsters as Reinforcements in the GameMaster Phase of a Combat Turn.

Fate Point

The effect of the Fate Point or Spell is negated, and the Hero losses one Fate Point or 5 Wounds if he does not have any Fate Points left.

Trap

This trap may not be spotted by the Heroes, it is automatically set off, affecting every Hero in the same room or passage with 2 Damage Dice, in addition to any damage caused to any model in the area of effect.

Wandering Monsters

Add two groups of Wandering Monsters to any group of Wandering Monsters encountered, the Heroes are surprised. Each group of Wandering Monsters is considered separately.

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Combined Tables

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QUEST ___ / EXPEDITION ___

WS ST TH SP W DD

Wounds: Fate Points: Healing Herbs: Healing Potions: Gold Coins: C:___/F:___/B:___

WS ST TH SP W DD

Wounds: Fate Points: Healing Herbs: Healing Potions: Gold Coins: C:___/F:___/B:___

WS ST TH SP W DD

Wounds: Fate Points: Healing Herbs: Healing Potions: Gold Coins: C:___/F:___/B:___

WS ST TH SP W DD

Wounds: Fate Points: Healing Herbs: Healing Potions: Gold Coins: C:___/F:___/B:___

Block Points: Arrows: Inventory:

Block Points: Arrows: Inventory:

Block Points: Arrows: Inventory:

Block Points: Arrows: Inventory:

Henchmen Henchmen Henchmen Henchmen

ENEMIES

NAME WS ST TH SP W DD PV

NOTES

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Heroic Skills

Endurance

Endurance is ignored.

Specialization

Specialization may be taken multiple times to increase Chore Characteristics up to the limit of

12, only once between Expeditions. Specialization may only be taken after the two initial points

of Training have been used. It costs 500 Gold Coins for each Core Characteristic Point, except

Weapon Skill. It costs 750 Gold Coins for each point of Weapon Skill.

Weapon Master

Weapon Master is ignored.

Wild Talent

A Starting Spell granted by the Wild Talent Skill includes two components for such Spell. Wild

Talent Spells may only be used once per Encounter.

The Action required to cast any Spell granted by Wild Talent (Skill) is a Major Action for

Heroes without Spellcaster (Ability).

Elves may purchase Wild Talent (Skill) at a reduced price of 350 Gold Coins, after completing

the first Quest.

Example Heroes & Henchmen

Although we encourage players to create their own characters from scratch, Reforged comes

with a few pre-generated Heroes and Henchmen. If the example Heroes and/or Henchmen are

used, some corrections and adjustments to their starting Core Characteristics have to be

made (see the following three pages). Equipment bonuses and penalties still have to be

applied.

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. Example Heroes

Name WS BS ST TH SP BR IN W DD Corrections/Additions

Heinrich Lowen

7 6 6 5 6 5 5 6 4

Equipment Allowances: Axe (x1), Axe Thrown (x1), Flail (x1), Spear (x1), Shortbow (x0). Special Abilities: Accurate w/ Handguns (not Pistols) and Pistol Crossbows (not Crossbows). Weapons: Knife-Special: Exhaustion 6. Arming Sword-Critical: 12/Special: Cleaving. Other Equipment: Healing Herbs x3, 5 Iron Spikes. Experience 5.

Sven Hammerhelm

9 3 7 6 6 3 4 6 5

Equipment Allowances: Chain (x2). Special Abilities: Block w/ Chain Armor, Block w/ Leather Armor. Armor: Heater Shield-Special: Bash. Weapons: Footman’s Hammer-Critical: 11+ (Melee)/Special: No Bash. Other Equipment: Healing Herbs x3, 10 Spikes, Lock Pick x3. Experience 5.

Torallion Leafstar

5 7 5 5 7 5 5 4 3

Equipment Allowances: Bow (x2), Elf Bow (x2). Special Abilities: Cleaving w/: Bow, Longbow, and Elf Bow. Weapons: Arming Sword-Critical: 12. Guardsman’s Bow-Brutal: 10+/Special: Accurate, Cleaving x2. Other Equipment: Healing Herbs x3, 20 Arrows, 10’ Rope, 10 Iron Spikes.

Magnus the Bright

6 3 5 5 6 5 6 5 1

Equipment Allowances: Spear (x0), Staff (x2), Sword (x1), Chain Armor (x0), Leather Armor (x1). Special Abilities: Cleaving w/: Daggers (M & T) and Staffs. Weapons: Quarterstaff-Critical 11+/Special: Accurate. Other Equipment: 10 Gold Coins, Healing Herbs x2, Phoenix Feather x2, Fire Dust x3, Lock Pick x1. Experience 5.

Rogar 7 3 6 5 7 5 5 7 5

Equipment Allowances: Battle Axe (x2), Club (x2), Flail (x1), Greathammer (x2). Plate (x1). Abilities: No Cleaving w/ Flails. Weapons: Bidenhander-Brutal: +11/Special: Accurate 2, Cleaving. Other Equipment: 5 Gold Coins, Healing Herbs x3, 10’ Rope (No Iron Spikes).

Durgin 8 3 7 6 6 4 4 6 5

Equipment Allowances: Axe (x2), Sword (x2), Warhammer (x2) Special Abilities: Awareness 2, Dexterity 2, Cleaving w/ Axes, Daggers (M & T), Swords & Warhammers. Weapons: Hand Axe-Brutal 10+/Special: Cleaving x2. Other Equipment: Healing Herbs x2, 20’ Rope, Lock Pick. Fame 5.

Ladril 7 5 5 5 7 4 5 4 3

Paths: Elf/Fighter/Adept. Allowances: Sword (x2). Special Abilities: Spellcaster (Order of Life), Cleaving w/: Daggers, Daggers-Thrown & Swords. Weapons: Knife-Brutal: 11+/Special: Cleaving (Melee & Thrown). Arming Sword-Critical: 12/Brutal 11+/Special: Cleaving. Equipment: Giant Spider Heart x2, 10 Spikes, Healing Herbs x4.

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Telor 6 3 5 5 7 5 6 4 1

Equipment Allowances: Staff (x3), Sword (x1), Chain (x0), Leather Armor (x1). Special Abilities: Cleaving w/: Daggers (M & T). Weapons: Quarterstaff-Critical 11+/Special: Accurate. Other Equipment: Gold Coins 15, Healing Herbs (x4).

Borag Orc-Eater

7 2 8 6 5 5 3 7 7

Special Abilities: Accurate w/ Greatweapons and Greathammers. Cleaving w/ Battleaxes. No Cleaving w/ Halberds and Greatswords. Block w/ Shields. Weapons: Maul-Critical 10+/Special: Accurate. Other Equipment: Healing Herbs (x4).

Brother Rutgar

7 4 5 5 6 7 5 5 3

Equipment Allowances: Warhammer-Thrown (x2), Greathammer (x1). Plate Armor (x2). Prayers: Litany of Protection & Litany of Strength. Faith: 3. Special Abilities: No Wisdom, No Aim w/ Warhammers & Greathammers, No Accurate w/ Greathammers. Conserve 1 w/ Warhammers-Thrown, Learned, Block with Plate Armor, Cleaving w/ Warhammers-Thrown, Might 1 w/ Warhammers & Greathammers. Weapons: Footmans Hammer-(Thrown) Brutal: 11+/Special: No Aim, Exhaustion 6, Accurate 1, Cleaving (Thrown), Might 1. Other Equipment: Healing Herbs (x3). Experience: 6.

Maximilian Grunacker

5 2 5 5 7 6 6 5 1

Allowances: Club (x1), Staff (x1), Sword (x1), Shortbow (x1), Sling (x1), Shield (x1). Special Abilities: No Aim w/ Daggers, Precision 1 w/ Daggers-Thrown. Weapons: Knife-No Aim. Thieves Bow-Brutal: 12. Special: Accurate. Other Equipment: 10 Gold Coins, Healing Herbs (x3). Experience: 7.

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Example Henchmen

Name WS BS ST TH SP BR IN W DD Corrections

Human

Henchman Crossbowman

8 8 5 6 6 4 4 4 1 --

Human

Henchman Halberdier

8 7 6 6 6 4 4 4 4

Weapons: Voulge Damage: 3

Human

Henchman Handgunner

8 8 5 6 6 4 4 4 1 --

Human

Henchman Sergeant

8 7 5 6 6 4 4 4 3

Weapons: Arming Sword-Damage: 3/Critical:12/ Special: Cleaving. Heather Shield-Special: Block 1. Blocks: 1

Human

Henchman Swordsman

8 7 6 6 6 4 4 4 4

Weapons: Arming Sword-Damage: 3/Critical:12/

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Book 02J-AHQR Rules-Appendix X-Abilities

Awareness

A Hero with this Ability considers the Spot Chance of Traps as being one point higher.

Channeling

The Wounds taken by this Ability are immediately lost upon failing the Intelligence test

required for the Spell or after the Spell has been resolved (including after any healing effects

have been applied).

Fearsome

Any opponent in the Fearsome model’s Death Zone is affected, focused or not.

A model that cowers as a result of Fearsome (Ability) may move directly away from the

Fearsome model without passing a Speed Test unless it is located in another focused Death

Zone; in such situation, the model must pass a Speed Test to move away.

Mountainous

Mountainous adventurers may not wear armor found in the dungeons (except Armor of

Enchantment). Purchased armor must be of proper size, and it costs double the normal

amount.

Heroic Feats

Heroic Feats may be acquired between Expeditions in exchange for Heroic Tokens (HTs) as

indicated in Appendix V-Quests & Campaigns. Feats are sorted into four groups: Aptitude,

Scholastic, Warfare & Wizardry.

For the purposes of this variant, each Hero belongs to a certain Type of Character depending

on the Basic Path followed by the Hero, grouped as indicated below:

Martial

Archer Fighter

Knife Fighter Warrior

Mystic Priest Wizard

Wanderer Treasure Hunter Scout

Martial-Type Heroes may acquire Aptitude Feats and Warfare Feats at normal cost. They may

also acquire Scholastic Feats, but these require 1 additional Heroic Token plus 75 Gold Coins

of Training Cost in addition to Advanced Training Cost (see Appendix V-Quests & Campaigns)

for each Heroic Token. Martial-Type Heroes may not acquire Wizardry Feats.

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Wanderer-Type Heroes may learn Aptitude and Scholastic Feats at normal cost. They may

also learn Combat Feats but these require 1 additional Heroic Token plus 75 Gold Coins of

Training Cost in addition to Advanced Training Cost (see Appendix V-Quests & Campaigns)

for each Heroic Token.

Mystic-Type Heroes may learn Scholastic Feats at normal cost and Wizardry Feats at Special

Training Cost. They may learn up to two Wizardry Feats as maximum. They may also learn

Aptitude Feats but these require 1 additional Heroic Token plus 100 Gold Coins of Training

Cost in addition to Advanced Training Cost (see Appendix V-Quests & Campaigns) for each

Heroic Token.

Heroic Feats that are usable once per Encounter may be used again during the same

Encounter (not the same turn) by spending one Fate Point.

(*) Heroic Feats have no effect if acquired by a Hero with the same Ability. All the Heroic Feats that require to pass a test are considered exhausted if it is failed, unless

otherwise indicated.

The effects of a Heroic Feat are not cumulative with the effects of other Abilities, Actions,

Feats, or Skills unless otherwise indicated.

Equipment

Arming Sword

Fumble: 1/Critical: 12

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APTITUDE

COST

HEROIC FEAT

EFFECT

1

ALERTNESS

This Feat grants a bonus of +1 Alert (Ability), which is cumulative with the effects of other Abilities, Actions, Feats, or Skills up to the maximum allowed.

1

Block

A Hero with this Feat is granted two permanent Block Points. Each Block Point may only be used once per Expedition as indicated in Reforged.

1

CHOP DOWN

The Hero is able to take a Speed Test to Withdraw from a Large Enemy as a Bonus Action if it fails to hit the Hero in a Skirmish Action.

1

COMBAT

ENHANCER

The Hero receives a bonus of +1 Weapon Skill and +1 Might (Ability) against one selected Enemy, which also suffers a penalty of -1 Weapon Skill. This Feat may only be used once per Encounter.

1

CONSERVE

(x3)

For each rank of this Feat the Hero gains +1 Conserve (Ability) as indicated in Reforged.

1

DEFIANCE

A Hero with this Feat may defy an Enemy in line of sight located up to three squares away (not diagonally) as a Minor Action. If the Enemy fails an Intelligence Test, it is moved next to the Hero.

1

FEARSOME RAGE

(x3)

Whenever the Hero kills a Large Enemy or Elite with a Critical Hit, he may recover two Wounds; he also becomes Fearsome for the rest of the turn.

1

FEINT

(x3)

A Hero with this Feat may feint an Enemy in his Death Zone as a Bonus Action. If the Hero passes an Intelligence Test and the Enemy fails it, the target suffers a penalty of -1 Weapon Skill while the Hero gains +1 Might (Ability) against the same target for the rest of the turn. Subtract -1 from the target’s Weapon Skill for each rank of this Feat. This Feat may only be attempted once per Activation, and it may only be used once per Encounter when successful.

1

FELINE REFLEXES

The Hero may avoid being KO’d by passing a Speed Test. This Feat may only be used once per Encounter.

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1

FLEET FOOTED

A Hero with this Feat may move double his Speed in Combat once per Encounter, observing Movement and Death Zone rules.

1

FORTUNE

(x3)

This Feat allows the Hero, when he is examining a Treasure Chest, to alter the result of the corresponding roll by +1 or -1. If more than one rank of this Feat is taken, it must be used on different chests during the same Expedition, cumulative with the effects of other Abilities, Actions, Feats, or Skills. Each rank of this Feat may only be used once per Expedition.

1

IMPROVED

TOUGHNESS

(x3)

This Feat allows the Hero to ignore one Wound upon passing a Toughness Test immediately after suffering damage. Each additional rank allows the Hero to ignore +1 Wound, up to a maximum of three Wounds. This Feat may be used as a Bonus Action only once per Encounter.

1

KEEN EYE

(x3)

Each rank of this Feat allows the Hero to permanently add +1 to the result of the roll when taking a Ransack or Search for Secret Doors Actions. The player must decide which Action receives the bonus upon acquiring a rank of this Feat. Each rank affects only one of those two Actions (Ransack or Search for Secret Doors) and may be applied more than once to the same type of Action. The effects of this Feat are permanent and cumulative with the effects of other Abilities, Actions, Feats, or Skills.

1

LUCKY SAVE

(x3)

A Hero with this Feat may alter the result of a roll on (any of) the Hazard Tables by +1 or -1. If more than one rank of this Feat is taken, it must be used on different rooms during the same Expedition. The effects of this Feat are cumulative with the effects of other Abilities, Actions, Feats, or Skills. Each rank of this Feat may only be used once per Expedition.

1

STEALTH

The Hero may go undetected for one Combat Turn without moving or attacking; therefore, he may not be attacked during such time. The second rank allows the Hero to attack from stealth (without moving). The third rank allows the Hero to move and attack while in stealth. This Feat may only be used once per Encounter, and it may be activated as a Bonus Action.

1

STRENGTHENED

(x3)

Each rank of this Feat grants a permanent bonus of +1 Brawn (Ability). The bonus provided by this Feat is also considered when taking a Push Action.

1

SWIFT

(x3)

Each rank of this Feat grants a bonus of +1 Swift (Ability), which is cumulative with the effects of other Abilities, Actions, Feats, or Skills.

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1

UNBLOCKER

The Hero is able to move through Enemies as if they were friendly adventurers. This Feat may only be used once per Encounter.

1

UNREACHABLE

All Skirmish attacks against the Hero (in the GM Phase of the same turn) suffer a penalty of -3 Weapon Skill. The Hero may not attack in the Hero Phase of the same turn. This Feat my only be used once per Encounter, and it may be activated as a Bonus Action.

1

WALL OF STEEL

All Shoot attacks against the Hero (in the GM Phase of the same turn) suffer a penalty of -2 Bow Skill. This Feat may only be used once per Encounter, and it may be activated in combat as a Bonus Action.

1

WARCRY

All the Heroes and Henchmen in the same section (room or passage) receive a bonus of +1 Bravery for two turns. This Feat may only be used once per Encounter, and it may be activated in combat as a Bonus Action.

2

BACKPACKER

(x2)

Each rank of this Feat allows the Hero to carry +100 additional Gold Coins.

2

AGILE DEFENSE

When this Feat is activated, all Skirmish attacks against the Hero (in the GM Phase of the same turn) are resolved using its Speed instead of its Weapon Skill. This Feat my only be used once per Encounter, and it may be activated as a Bonus Action.

2

CAT BURGLAR

This Feats allows the Hero to Advance, Maneuver or Run through (spotted) trapped squares and their areas of effect without setting off the traps.

2

DISARM & STUN

A Hero with this Feat may disarm and stun an adjacent Enemy (even diagonally) as a Minor Action upon passing a Speed Test. If the Action is successful, the Enemy may not attack or move in the same turn. This Feat may only be used once per Encounter.

2

DISENGAGE

The Hero may Withdraw from a focused Death Zone as a Bonus Action while receiving a bonus of +2 Speed for the corresponding Speed Test. This Feat may only be attempted once per Activation.

2

DOUBLE DEALER

This Feat allows the Hero to perform two Major Actions during the same Exploration Turn, upon passing a Speed Test at the start of Activation.

2

EXPANDED

DEATH ZONE

A Hero with this Feat is able to focus his Death Zone on multiple Enemies at the same time. Therefore, the Hero considers his Death Zone focused on all the adjacent Enemies he may attack, observing the corresponding effects indicated by Death Zone rules.

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2

FAST SWITCH

(x2)

This Feat allows the Hero take a Switch Places Action without a Speed Test. The second rank of this Feat allows the second model (Hero or Henchman) to switch places without passing the Speed Test, if he is in a focused Death Zone.

2

FIGHT TO DEATH

If the Hero is KO’d or wounded below 0 Wounds (no more than -2), he may remain alive and able to fight. This Feat may only be used once per Encounter.

2

FLYING LEAP

As a Minor Action and upon passing a Speed Test, the Hero may move up to two squares in any direction and land on an empty square, ignoring obstacles and Death Zones.

2

INSPIRATION

A Hero may use this Feat as a Major Action in Combat. Any friendly model (Hero or Henchman) in the same dungeon section and in line of sight may once re-roll its To-Hit die as a Bonus Action. This Feat may only be used once per Encounter. The effects of this Feat are cumulative with the effects of other Abilities, Actions, Feats, or Skills.

2

LUCK

(x2)

Each rank of this Feat is considered as one instance of Luck (Ability) as indicated in Reforged.

2

NEGATE THE

FLANK

(x2)

Each rank of this Feat allows the Hero to permanently negate the flanking penalty by -1.

2

QUICK & DEADLY

The Hero is able to ignore enemy Death Zones by passing a Speed Test for each Death Zone entered as it moves; if the test fails, the Hero must end its movement in the square it was trying to leave. This Feat may only be used once per Encounter.

2

SPY & SNEAK

This Feat allows the Hero to avoid Enemies encountered behind a door. The selected door may be opened and the new dungeon section revealed as normal, if Enemies are encountered and the Hero passes a Speed Test, the door may be closed back with a gain of +2 Surprise for that room if it is entered again in the same Expedition. If the Speed Test is Failed, the Heroes are automatically surprised and a Combat Turn starts. This Feat may only be used once per Expedition, immediately after opening a selected door. It is considered used even if no Enemies were revealed.

2

SURVIVALIST

A Hero with this Feat has a chance of ignoring Cost of Living between Expeditions by camping in the Wilderness. The Hero may roll a die upon being required Cost of Living between Expeditions; the cost may be ignored on a result of 10-12. This Feat may not be acquired by Mystic-Type Heroes.

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3

FEARSOME

A Hero with this Feat becomes Fearsome as indicated in Reforged (see Appendix X-Abilities).

3

INVULNERABLE

A Hero with this Feat is able to gain Invulnerable (Ability) for the rest of the turn. This Feat may be activated as a Minor Action once per Encounter.

3

PLUNDERER

This Feat allows the Hero to Ransack a room as a Minor Action. The effects of this Feat are permanent and cumulative with the effects of other Abilities, Actions, Feats, or Skills.

3

QUICK SEARCH

This Feat allows the Hero to Search for Secret Doors as a Minor Action. The effects of this Feat are permanent and cumulative with the effects of other Abilities, Actions, Feats, or Skills.

3

UNCANNY

STRENGTH

The Hero is able to use big weapons with one hand, allowing him to use a shield at the same time.

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SCHOLASTIC

COST

HEROIC FEAT

EFFECT

1

PICKLOCK

(x3)

Each rank of this Feat grants a bonus of +1 to the result of Lockpick (Action) to a maximum of +3. This Feat also allows the Hero to pick damaged locked doors as normal.

1

STONE MASTER (x3)

This Feat allows the Hero to search for secret doors on walls that have already been inspected or in the Bats/Rats Hazard Rooms. Instead of rolling on the Secret Doors Table, the Hero may obtain one of the following results: (1-2) Each Hero in the room or passage suffers 1D6 Wounds from roof collapse upon failing a Speed Test, (3-6) Nothing, (7-9) Lair, (10-12) Quest Room. The Hero must roll on the Doors Table as normal when a room is discovered using this Feat This Feat may only be used once per Expedition and only once per wall. Only one Quest room may be found per Expedition using this Feat; replace subsequent ones with Lairs. The second rank of this Feat grants a bonus of +1 to the result of the roll, to a maximum of +2.

1

TRAP MASTER (x3)

Each rank of this Feat grants a permanent bonus of +1 Awareness or +1 Dexterity. The player must decide which of those Abilities receives the bonus. Each rank affects only one of those two Abilities (Awareness or Dexterity) and may be applied more than once to the same Ability. The effects of this Feat are permanent and cumulative with the effects of other Abilities, Actions, Feats, or Skills.

2

CONCENTRATION

A Hero using this Feat receives a bonus of +1 Weapon Skill for attacks and a penalty -1 Weapons Skill for defense for the rest of the turn. This Feat may be activated as a Bonus Action in combat.

2

DISTRACT The Hero may distract an Enemy in his Death Zone as a Major Action, the creature must pass an Intelligence Test or receive penalty of -2 Weapon Skill for the rest of the turn.

2

HERBALIST (x2)

When using Healing Herbs in combat, the Hero or friendly model recovers +2 additional Wounds for each Healing Herb taken. The second rank allows the Hero to Heal Self in combat as a Minor Action, if not in a focused Death Zone.

2

TAUNT A Hero with this Feat may taunt an Enemy in his Death Zone as a Minor Action. If the Enemy fails an Intelligence Test, it may not attack or move for the rest of the turn.

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2

TRADE MASTER

While in a settlement between Expeditions but before any purchase is made, the Hero may roll +1D6 and get the following discounts for that visit: (1) No Discount, (2-4) 10% Discount, (5) 25%, (6) 50%. The discounts granted by this Feat do not apply to Cost of Living or Items with a price higher than 250 Gold Coins.

3

HERB LORE

When using Healing Herbs in an Exploration Turn, the healed adventurer may recover +1D6 additional Wounds upon passing an Intelligence Test. If the test is failed, the effect of the Healing Herbs is resolved as normal.

3

OBSCURE LORE

A Hero with this Feat is able to Identify properties of Magic Items as a Major Action in Exploration Turns by passing an Intelligence Test. If the test is failed the Action is exhausted but may be attempted again in a subsequent turn.

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WARFARE

COST

HEROIC FEAT

EFFECT

1

ACCURATE BLOW

Upon scoring a Critical Hit the Hero is able to make a Free Attack with +2 Aim.

1

AXETHROWER

When throwing an axe, the Hero is able to use its Weapon Skill instead of its Bow Skill to resolve the ranged attack. This Feat may only be used once per Encounter.

1

BATTLE BRAVERY

The Hero may become immune to Fearsome (Ability) for two Combat Turns by passing a Bravery Test. The effects of this Feat may be activated as a Bonus Action in combat instead of the Bravery Test required when starting in the Death Zone of a Fearsome Enemy.

1

CLOUD OF BLADES

The Hero is able to throw a knife at all Enemies in line of sight, resolving such attacks with a penalty of -2 Bow Skill. The Hero may not move in the same turn. This Feat may only be used once per Encounter.

1

CROSS ATTACK Upon scoring a Critical Hit in a Skirmish Action, a Hero with this Feat is able to make the corresponding Free Attack diagonally.

1

DAGGER EXPERT

(x2)

If the Hero is wearing leather armor or a cloak, he may permanently use daggers as regular swords or as throwing knives, indistinctively. The second rank grants +1 Bow Skill when throwing knives under the same conditions.

1

DAMAGE ENHANCER

(x2)

This Feat allows the Hero to gain +2 Might (Ability) once per Encounter in exchange for 2 points of Weapon Skill for the same Skirmish Action. Therefore, the Hero may attack with +2 Might (Ability) but -2 Weapon Skill. The second rank of this Feat limits the penalty to -1 Weapon Skill.

1

DISTRACTING SHOT

The Hero is able to throw a dagger as a Shoot Action. If the attack hits and the target Enemy also fails an Intelligence Test, the target will not be able to move or attack in the same turn. This Feat may only be used once per Encounter.

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1

DODGE & ATTACK

This Feat allows the Hero to dodge an attack and fight back by passing a Speed Test. Whenever the Hero is hit (Skirmish or Shoot) he may take a Speed Test as a Bonus Action. If the test is successful, the blow is dodged and the Hero is allowed a Free Attack against the attacker if it is adjacent, otherwise any damage is suffered as normal. This Feat may only be used once per Encounter when successful.

1

EXPERT SPEARMAN

A Hero with this Feat is able to use spears with one hand, allowing the bearer to use a shield at the same time. The second rank grants a Free Attack against any Enemy that enters the Hero’s Death Zone.

1

FURIOUS ATTACK

Upon scoring a Critical Hit in a Skirmish Action, a Hero with this Feat is able to make the corresponding Free Attack with a bonus of +2 Might (Ability).

1

GAIN GROUND

(x3)

For each rank of this Feat the Hero gains +1 Gain Ground (Ability) as indicated in Reforged.

1

HIT & RUN

This Feat allows the Hero to move up to four squares as a Bonus Action after hitting an Enemy in any type of attack (Skirmish or Shoot).

1

IMPALE

The Hero may take a Shoot Action with a penalty of -2 Bow Skill, and if the attack hits, it is considered a Critical Hit. If the attack scores a Critical Hit, then the Hero may use one additional Damage Dice.

1

LETHAL STRIKE

The Hero may kill a Common Enemy if the target fails a Toughness Test after receiving two or more Wounds in a Skirmish Action. In order to use this Feat, the Hero must announce it upon inflicting two or more Wounds. This Feat may only be used once per Encounter.

1

TUNNEL FIGHTER

This Feat grants a bonus of +2 Aim (Ability) to the Hero when attacking in passages.

1

TUSSLE

Upon inflicting a Wound to an Enemy in a Skirmish Action, the Hero may then switch places (as a Bonus Action) with the target. If the Hero is located in the focused Death Zone of a different Enemy, it must pass a Speed Test in order to perform the switch, adding +1 to the result for each additional focused Death Zone affecting the adventurer.

1

SHOT TO THE EYES

This Feat allows the Hero to take a Shoot Action with a penalty of -3 Bow Skill and a bonus of +2 Might (Ability). This Feat may only be used once per Encounter.

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1

SILENT DEATH

The Hero is able to throw a dagger with a bonus of +2 Might (Ability). The Hero may not move in the same turn. This Feat my only be used once per Encounter.

1

SLAYER

The Hero may add +1 Might (Ability) to his Skirmish attacks against Enemies with a base Toughness of 8+. This Feat may only be used once per Encounter.

1

SPIKED ARROWHEAD

An Enemy wounded by the Hero’s arrows suffers a penalty of -1 Damage Die for the next two turns. This Feat may only be used once per Encounter.

2

AIM

A Hero with this Feat gains +1 Aim (Ability) as indicated in Reforged.

2

ACCURATE

A Hero with this Feat gains +1 Accurate (Ability) as indicated in Reforged.

2

ARMOR PIERCER

Upon scoring a Critical Hit in a Skirmish Action, the Hero is able to make the corresponding Free Attack with Armor Piercing (Ability).

2

BATTLE FEVER

The Hero is granted a Free Attack upon hitting an Enemy in a Skirmish Action, ignoring Critical Hits. Once this Feat has been activated (before attacking) as a Bonus Action in a Combat Turn, Free Attacks may be repeated as long as the Hero keeps hitting or all the Enemies in his Death Zone are slain. The effects of this Feat are cumulative with the effects of other Abilities, Actions, Feats, or Skills. This Feat may only be used once per Encounter.

2

BATTLE PUSH

If an Enemy is wounded as a result of a Skirmish Action, it may be pushed back or moved one square to an adjacent empty square as a Bonus Action (without Strength Test). The Hero may then advance to the vacated square. If the Enemy is pushed into another adventurer’s Death Zone, each one gets a Free Attack on the pushed Enemy.

2

BARRIER OF THORNS

The Hero is able to counter attack three times (in the GM Phase of the same turn) against Enemies that fail to hit him (as if they had fumbled). The Hero may not attack in the Hero Phase of the same turn. This Feat may be used only once per Encounter, and it may be activated as a Bonus Action.

2

BASH

A Hero with this Feat may perform a Bash (Action) as indicated in Reforged. If combined with a shield or weapon with Bash (Ability), the Hero then receives a bonus of +1 Strength for the Test, the target suffers two Damage Dice of Wounds (instead of one), and it misses its next Activation.

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2

BERSERKER

A Hero with this Feat may go Berserker (Ability) as indicated in Reforged.

2

BLADE FURY

A Hero using this Feat may use Blade Fury (Ability) for the rest of the Encounter as indicated in Reforged. Other sources of Blade Fury are ignored while this Feat is activated. This Feat may be activated as a Bonus Action once per Expedition.

2

BLOOD FEVER

If the Hero kills an Enemy as a result of a Skirmish Action, he may advance one square to the vacated space and make an additional Free Attack against another Enemy in his Death Zone. Critical Hits are resolved as normal, in addition to the Free Attack granted by this Feat.

2

CLEAVING

A Hero with this Feat gains +1 Cleaving (Ability) as indicated in Reforged.

2

COMBAT INSPIRATION

Each Hero or Henchman in the Hero’s Death Zone gains a bonus of +1 Aim (Ability) for the rest of the turn. This Feat may be activated as a Free Action once per Encounter.

2

CONCENTRATED

ATTACK

This Feat allows the Hero to perform multiple Skirmish or Shoot Actions in the same turn by using one or more Damage Dice per attack. The Hero may attack (Skirmish or Shoot) multiple times against the same or different targets using one or more Damage Dice for each attack until all of them have been rolled. Damage Dice may only be rolled once when using this Feat. This Feat may only be activated once per Encounter as a Minor (Skirmish or Shoot) Action. The effects (multiple attacks) of this Feat are considered as Free Attacks and are cumulative with the effects of other Abilities, Actions, Feats, or Skills.

2

COUNTER STRIKE

The Hero is able to perform a Skirmish or Shoot Action during the GameMaster’s Phase of a Combat Turn. This Feat may only be used as a Bonus Action once per Encounter, either before or after an attack made by an Enemy.

2

DEFENSIVE

STANCE

A Hero with this Feat may defend another adventurer in his Death Zone for the rest of the turn; the attacks on the defended Hero are then resolved on the defender. Both models must be adjacent to the attacker and they may not move during the effect of this Feat, which may be activated in combat as a Major Action.

2

DIAGONAL ATTACK

(x)

Each rank of this Feat allows the Hero to Skirmish diagonally with one Type of Skirmish Weapon for the rest of the Encounter. It may not be used twice with the Same Type of Weapon. (Types of Weapons: Axes, Clubs, Greatswords, Bows, Longbows, Handguns, etc.) This Feat may be activated as a Minor Action once per Encounter, and it is ineffective with Range R Weapons.

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2

JUNGLE HUNTER

The Hero is able to take a Shoot Action ignoring Bow Skill penalties from using armor, shields, and/or helmets. This Feat may be used twice per Encounter.

2

KILLING BLOW

Upon scoring a Critical Hit in a Skirmish Action, the Hero is able to make the corresponding Free Attack inflicting two additional Wounds to any damage caused.

2

OUTMANOEUVRE

A Hero using this Feat gains +2 Aim (Ability) for Skirmish Actions for the rest of the turn, while the Enemies gain +1 Aim for Skirmish Actions against the Hero. This Feat may only be used as a Bonus Action once per Encounter, and the effects are cumulative with the effects of other Abilities, Actions, Feats, or Skills.

2

PAIRED WEAPONS

The Hero is able to wield two weapons at the same time and make two consecutive attacks on the same target as a Skirmish Action, each attack with a penalty of -2 Strength and +1 Fumble. Critical Hits are observed, as well as each Weapon’s effects and modifiers. This Feat may only be used twice per Encounter.

2

PARRY

A Hero using this Feat may be hit only with a Critical Hit for the rest of the turn. Critical Hits rolled against the Hero are considered as regular hits during the effect. This Feat may only be activated once per Encounter upon passing a Weapon Skill Test as a Bonus Action.

2

PINNING

This Feat must be activated before an Attack (Skirmish or Shoot). If the Attack hits an Enemy and inflicts at least one Wound, the target is then pinned, not able to move or attack for the rest of the turn. If the Attack fails, the Feat is exhausted for that Encounter. This Feat may only be used once per Encounter.

2

PENETRATING SHOT

When a Shoot Action taken by the Hero wounds an Enemy, any other Enemy located right behind the wounded one suffers as many Damage Dice as the Wounds taken by its ally. This Feat may only be used once per Encounter.

2

POWER SHOT

The Hero is able to take two Shoot Actions, each with +2 Aim. This Feat may be used once per Encounter as a Shoot Action; the additional attack is then considered as a Bonus Action.

2

RAPID RELOAD

A Hero with this Feat may Reload Ranged Weapons (with Reload Ability) as a Minor Action. The Hero may Advance and Reload or Reload and Shoot a Ranged Weapon with Reload and Swift Shot (Abilities). If this Feat is combined with Swift Shot (Feat) and a Ranged Weapon with Reload and Swift Shot, then the Hero receives the additional Free Attack. Therefore, he may Reload and Shoot twice during the same turn.

2

REFLECT

A Hero with this Feat may reflect a Skirmish attack twice per Encounter. The Hero must use this Feat as a Bonus Action after an attack has been declared but before it is resolved. If the attack hits, it is resolved on the attacker, if it fails, the Feat is exhausted.

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2

REVENANT RAGE

When the Hero has two or less Life Points left, he receives a bonus of +2 Aim (Ability) and +1 Might (Ability) until recovery.

2

SAVAGE STRENGTH

A Hero with this Feat grows insanely strong at will; he gains +3 Might (Ability) (also applied to Free Attacks) for the next two Combat Turns. This Feat may be activated as a Bonus Action once per Encounter upon passing a Strength Test. The Hero may not move during the effect of this Feat.

2

SECOND WIND

The Hero is able to recover up to four Wounds in combat as a Bonus Action. This Feat may be activated once per Encounter.

2

SHARPSHOOTER

A Hero (not in a focused Death Zone) making a Shoot Action may once re-roll a failed To-Hit result. If the attack hits, the Hero may roll three additional Damage Dice. The effects of this Feat are cumulative with the effects of other Abilities, Actions, Feats, or Skills. This Feat may be activated as a Bonus Action once per Encounter, before attacking.

2

SPECULATIVE SHOT

Once per Encounter, this Feat allows the Hero to ignore any model (friendly or foe) when establishing line of sight for Shoot Actions.

2

STUBBORN DEFENSE

Once this Feat has been activated, any hit (including Criticals) against the Hero must be re-rolled once. Critical Hits rolled against the Hero are also ignored while this Feat is activated. This Feat may only be activated as a Minor Action once per Encounter, and the effects last for the rest of the turn.

2

SWIFTSHOT

A Hero with this Feat is able to perform a Shoot Action as a Minor Action. If the Hero is using a ranged weapon with Swift Shot (Ability) he may perform an extra ranged attack as a Bonus Action (except with reload weapons unless combined with Rapid Reload Feat).

2

WEAPON OF CHOICE

(x3)

Each rank of this Feat grants one of the following bonuses to a specific Type of Weapon selected by the Hero: +1 Might for either Skirmish-Type or Ranged-Type Weapons, or +1 Aim for either Skirmish-Type or Ranged-Type Weapons. The same bonus may not be used twice on the Same Type of Weapon. (Types of Weapons: Axes, Clubs, Greatswords, Bows, Longbows, Handguns, etc.)

3

BARBARIAN SWIRL

Once per Encounter, the Hero may swirl like a hurricane as a Skirmish Action upon passing a Strength Test. If successful, all Enemies in the Hero’s Death Zone are hit for 2 Damage Dice.

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3

CIRCLE OF STEEL

The Hero is able to sweep its weapon in a whirlwind of steel that causes one Damage Dice to any Enemy in his Death Zone, pushing back one space any wounded Enemy that fails a Strength Test. The Hero may move one square afterward if any of the Enemies was killed or pushed. This Feat may only be used once per Encounter.

3

DOOMSTRIKE

The Hero receives a bonus of +3 Aim (Ability) for the rest of the turn. The effects of this Feat may be activated as a Bonus Action (before attacking) once per Encounter.

3

ENRAGED

The Hero is able to make +1D4 Free Attack(s), each with a penalty of -1 Weapon Skill. This Feat may be used as a Skirmish Action upon passing a Speed Test (if the test fails the Action is exhausted). The Free Attacks granted by this Feat are resolved immediately and consecutively, treating Critical Hits as normal but resolving additional Free Attacks (with the same -1 WS penalty) before any remaining Attacks granted by this Feat.

3

SLAY ‘EM ALL

A Hero using this Feat receives a bonus of +2 Might (Ability) for one Encounter per Expedition. The effects of this Feat may be activated in combat as a Bonus Action (before attacking) upon passing a Strength Test.

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WIZARDRY

COST

HEROIC FEAT

EFFECT

2

COMBAT

CASTING

A Hero with this Feat may cast Spells or Prayers even when located in a focused Death Zone.

2

DIVINE EYE

The Hero is able to ignore other models (they do not block line of sight) when using ranged Spells or Prayers. This Feat may only be used once per Encounter.

2

FAR RANGE

(x)

This Feat doubles the range of a combat Spell or Prayer upon passing an additional Intelligence Test. If the test is failed, the Spell or Prayer may be used at normal range. This feat may be acquired multiple times, one for each Spell or Prayer (except Wild Talent Spells and Scrolls) available to the Hero. Only one rank of this Feat may be acquired for each Spell or Prayer. This Feat may only be used once per Encounter.

2

MAGICAL

INFLICTION

(x3)

For each rank of this Feat the Hero may add +1 to the result of each Damage Dice of a Spell to a maximum of +3. This Feat may only be used once per Encounter.

2

MISER WITH

MAGIC

(x3)

A Hero with this Feat may preserve one Spell Component (randomly determined if the Spell is a Ritual) upon failing an Intelligence Test to cast a Spell. If combined with Channeling (Ability), the Hero may omit the penalty (Wounds) for failing the test.

2

SWIFT FINGERS

The Hero may cast either two consecutive Ritual Spells (using four components and passing two Intelligence Tests as normal) or two consecutive Cantrip Spells (using only one component and one Intelligence Tests for both) in the same Exploration Turn. This Feat may only be used as a Major Action in Exploration Turns.

3

COUNTER MAGIC

This Feat allows the Hero to reflect a Spell to its caster by passing an Intelligence Test. Spells with area effects still affect adjacent models as normal. This Feat may only be used once per Encounter.

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3

DUAL CASTER

The Hero may cast two Spells during the same Combat Turn by passing an additional Intelligence Test. To resolve the second Spell, the effects of this Feat may be combined with the effects of Channeling and/or Miser with Magic (Abilities). This Feat may only be used once per Encounter and it has no effect if acquired by a Hero with Focusing (Ability).

3

GREATER BLAST

The blast radius of Fireballs is increased by one square once per Encounter.

3

GREATER

INFLICTION

This Feat allows the Hero to add +3 Might (Ability) to any offensive Spell that may inflict damage. The Hero must announce the use of this Feat before taking the corresponding Intelligence Test, if the test is failed (besides wasting any component and exhausting the Action as normal) this Feat may not be used again during the same Encounter. This Feat interacts with Spells only, and it may be combined with Channeling and/or Miser with Magic (Abilities). This Feat may only be used once per Encounter.

3

RESTORING

RADIUS

Healing Spells and Prayers affects the user and one adjacent Hero or Henchman. This Feat may only be used once per Encounter.

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Book 02K-AHQR Rules-Appendix XI-Solo Play

The same rules used in Multiplayer are observed in Solo Play unless otherwise indicated.

Dungeon Counters

In Solo Play the GameMaster receives the same number of Dungeon Counters (DCs)

allocated in Multiplayer plus one (+1). (See Core Rules-Setting up the Game).

The GameMaster receives new Dungeon Counters from the same sources as in Multiplayer

except in the GameMaster Phase of Exploration Turns. The GameMaster uses its Dungeon

Counters according to the following table:

Dungeon Counters Table for Solo Play

All Dungeon Counters (DCs) are equal in Solo Play; they are used as simple counters or tokens. The

player rolls 1D12 for each Situation occurring in the game, if the result is equal or lower than Dungeon

Level, the GM may use the corresponding Dungeon Counter Effect, which is then resolved

immediately. The GM may keep the DC on a subsequent roll equal or lower than DL+1, otherwise the

counter is spent. The Dungeon Counter Effect is ignored if the GM does not have any DCs left to

spend. Spell counters are ignored in Solo Play. The player must keep track of the Dungeon Counters if

Special Dungeon Counters are in use as indicated in Appendix IX-Play Sheets of this document.

Exploration Turns

Phase Situation Dungeon Counter Effect

Hero Phase

A Hero opens a door for the first time.

The GM uses one Trap counter.

A Hero opens a Treasure Chest for the first time.

The GM uses one Trap counter.

Exploration Phase

A group of Wandering Monsters, an empty (normal) room, or an empty passage is encountered.

The GM uses one Ambush counter (or Wandering Monsters counter in empty rooms or passages) in addition to the Enemies already in play.

Enemies are encountered in Lairs and Quest Rooms. Roll again for Elites. Roll again for Character Monsters (when available) if the Heroes are not in the last Quest Room.

The GM uses one Ambush counter and/or one Elite counter and/or one Character counter in addition to the Enemies already in play.

Optional: A Hero uses a Fate Point to negate damage or win the Surprise.

The GM uses one Fate Point counter. The effect of the Fate Point used by the Hero is ignored.

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GameMaster Phase

The GM rolls equal or lower than Dungeon Level. Roll again for Wandering Monsters if no trap was encountered.

The GM uses one Trap counter.

The GM rolls equal or lower than Dungeon Level.

The GM uses one Ambush counter.

Combat Turns

Hero Phase

Optional: A Hero uses a Fate Point to negate damage.

The GM uses one Fate Point counter. The effect of the Fate Point used by the Hero is ignored.

A Hero or Henchman hits a Character or Elite, dealing enough damage to kill it.

The GM uses one Fate Point counter. Damage dealt to the Enemy is ignored.

GameMaster Phase

At the start of the GM Phase (before rolling for Enemy Tactics) when a deployed Character (not in the last Quest Room) has 3 or less Life Points left. Optional Rule (for more difficulty): In this Situation the Escape counter is mandatory. Roll for the cost-free opportunity only.

The GM uses one Escape counter. The escaped Character returns with all Wounds restored if the GM uses a Character counter during the same Quest or if the last Quest Room is discovered.

At the start of the Phase (before rolling for Enemy Tactics) in order to determine if the GM is going to receive Reinforcements. Such result in the Tactics Table is therefore ignored.

The GM uses one Ambush counter as Reinforcements.

Optional Rule (for more difficulty): Dungeon Counter Effects may trigger new Situations and

therefore new Dungeon Counter Effects; the GameMaster may use multiple Dungeon

Counters in such event.

Optional Rule (for less difficulty): The Game Master must also roll for cost (as indicated in

the Dungeon Counters Table for Solo Play) on every group of Wandering Monsters

encountered as a Dungeon Feature.

Optional Rule (for more difficulty): The GameMaster may use two or more Dungeon

Counters in the same turn only when Reinforcements, Wandering Monsters, Elites, and/or

Characters are added to Enemies already in play.

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Special Dungeon Counters

If Special Dungeon Counters are used, their special effects must be resolved instead of the

regular effect of the next counter (of the corresponding type) used by the GameMaster.

Special Dungeon Counters are used as normal counters upon the appropriate situation,

discarding one of the counters as normal. The two remaining counters must also be discarded

and replaced with two from the cup.

When Special Dungeon Counters are in use, the GameMaster must preferably discard

Dungeon Counters with no Special Effect (Character and Escape) when required. If the

GameMaster does not have any Character or Escape Dungeon Counter to discard, then it

must preferably discard unpaired Dungeon Counters (without pair in his possession) if

available.

Other Sources of Dungeon Counters

Slev’s table for Other Sources of Dungeon Counters is optional in Solo Play.

Traps in Solo Play

When the GameMaster uses a Trap Dungeon Counter in Solo Play, the player must select a

Hero randomly, usually by rolling 1D4 if four Heroes are in play. If the selected Hero is

followed by one or more Henchmen, then the player must roll 1D12. The Hero itself is selected

on a result of 1-8, otherwise one of its Henchmen is selected on a roll of 9-12, deciding

randomly if more than one is following. In Solo Play, the Game Master is not required to spend

Dungeon Counters on traps in doors and chests.

Placing Enemies

Enemies are placed according to the Enemy Placement Table in the Core Rules above.

Attacks

When a model has a choice of targets, it attacks the target with the lowest Weapon Skill. If the

Heroes’ Weapon Skills are tied, the weakest Hero is considered to be the one with the lowest

Toughness. If the Heroes’ Toughness values are also tied, the weakest Hero is the one with

less Life Points left. If the Heroes have the same Weapon Skills, Toughness values, and

number of Life Points left, then the weakest Hero is determined randomly.

Tactics Table

Slev’s GameMaster Tactics Table is ignored. Reinforcements are generated on a roll equal or

lower than Dungeon Level. When the GameMaster wins the Surprise, the Enemies always

attack and move in that turn.

Enemies in Solo Play may attack and/or move independently, observing the rules in the

Enemy Tactics section below.

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Enemy Tactics in Solo Play

Slev’s rules for using Enemies in Solo Play are observed, with the following adjustments:

Weaker Enemies must be activated first. If an Enemy starts its Activation in an opponent’s

focused Death Zone, it must attack such opponent. If an Enemy starts its Activation in an

opponent’s Death Zone, it must attack such opponent unless the Enemy is able to attack a

weaker opponent without moving, preferably a Hero.

Once a monster attacks, it must continue attacking the same target until one of the two

(attacker or target) is killed or the target is moved away.

Enemies never move out of an opponent’s Death Zone (focused or not) except to attack a

weaker Hero or to allow a ranged attack. If at the start of Activation an Enemy is not in an

opponent’s Death Zone, then it moves to the closest opponent, preferably blocking passages

and line of sight for the Heroes.

If an Enemy does not start its Activation in an opponent’s Death Zone, it must move towards

the weakest opponent (preferably Hero) that may be attacked in the same turn.

In Skirmish (Hand-to-Hand) combat, Enemies attack the weakest adjacent Hero or Henchman

in their Death Zone, but they must preferably attack a Hero. Ranged Enemies and Magic users

also attack the weakest opponent available, but they must avoid affecting other Enemies as

much as possible. However, some damage to friendly Enemies is allowed by ranged and

magic attacks, only if the Heroes are more likely to suffer more Wounds than the affected

monster(s).

Enemies must move to a vacated square after killing an opponent only if they are not in an

opponent’s Death Zone or if such move would allow an attack on a weaker opponent,

preferably a Hero.

Enemies must observe Movement and Death Zone rules when moving to a vacated square

after killing an opponent.

Enemies must take a Push Action (instead of moving) when they are adjacent (horizontally or

vertically) to a doorway. They must also push adventurers at the edge of Chasms, Pits, or

trapped squares. Enemies in rooms must be preferably placed behind other monsters that

may push adventurers.

Sentries are placed last and behind the other Enemies, but they must always move away from

the adventurers towards the closest closed door or unexplored part of the dungeon. Sentries

may open doors or generate passages only if a Hero or Henchman is located in the same or

an adjacent dungeon section (room or passage).

Sentries must preferably move towards unlocked closed doors. If the only accessible door(s)

are locked, Sentries must then preferably open a locked door instead of moving to another

room or passage.

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However, if the Sentry is not able to immediately open a door in its way (because of the rules

above), it must ignore the door and move towards the closest unexplored part of the dungeon.

If a Sentry reaches a dead end in a room or passage, it must move back to the closest closed

door already discovered and wait in an adjacent square until it is able to open it according to

the rules above. If the Sentry reaches a dead end in a room or passage and there is no other

closed door immediately available or any junction to an unexplored part of the dungeon, then

the Sentry must turn back and fight when needed.

Enemies with Berserker and/or other offensive Abilities must use or activate them as soon as

possible.

Character Monsters must avoid Skirmish combat as much as possible as long as there are

other Enemies in the same dungeon section.

Enemies must pursue fleeing adventurers until these have escaped according to the rules of

pursue in the Core Rules.

Optional Rule (to discourage the exploitation of Sentries): Sentries must preferably move

to an unexplored junction instead of opening a door if both are accessible.

Optional Rules (for more difficulty): Enemies in Exploration Turns must take Advance

Actions to move to the adventurers if these are not in line of sight. Sentries must also take

Advance Actions to move away from the adventurers if these are not in line of sight. In

combat, Enemies (except Sentries) must run to the adventurers if these are not in line of sight.

Treasure

Optional Rule (for more difficulty): The Heroes do not receive any loot for killing groups of

Enemies (Reinforcements or Wandering Monsters) generated without cost in Dungeon

Counters.

Quests & Campaigns

Optional Rule (for more difficulty): Previously explored and cleared rooms are restocked

with Wandering Monsters in subsequent Expeditions.

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Book 02L-AHQR Rules-Appendix XII-Quests-Introductory Quest

Spiders in the Cave!

Spiders in the Cave! has been designed as a gentle preparation for the relentless difficulty of

the game, as otherwise it may be discouraging for new players with inexperienced characters.

Although it is possible to start playing with the default rules for a challenge, I strongly suggest

taking advantage of the indulgent Exploration and Loot tables offered by this Quest. Hopefully,

it will be completed easily and quickly, providing the Heroes with additional Equipment, Fate

Points, and Gold Coins that will allow even more customization while increasing their chances

of survival.

Introduction

While hunting alone in a nearby forest, Sven (Hammerhelm) accidentally discovers a hidden

access to a strange-looking grotto. As he walks carefully into the darkness with an improvised

torch in one hand, the shimmering light suddenly reveals a partially-eaten human body

hanging from a stalactite; it appears to be covered in…spider web!

As his dwarven eyes adapt to the gloom, he is able to realize that he is not alone in that cave,

but it is hard to tell the size of the approaching creatures by their moving shadows. Acting by

instinct, he turns back and barely manages to exit the cave unharmed.

A few days later the dwarf returns to the location, but he is not alone this time; a party of

inexperienced but gold-hungry adventurers follow him. As they explore into the darkness, a

vision of rare and indecipherable inscriptions surprises them...they soon find themselves at the

gate of an intimidating structure carved deep into the rock!

Quest Rules

The default rules for Quests are observed unless otherwise indicated below.

Danger

The Quest has a Danger rating of 5, and it may not have more than three Expeditions.

Heroes

Sven, Heinrich, Torallion, and Magnus. Sven is the Leader for the entire Quest.

Do not forget the corrections and additions on pages 161 and 162 of this document. The

players, however, may create their own four customized Heroes from scratch, but the same

four archetypes must be followed.

Dungeon Counters

The GameMaster receives only four Dungeon Counters per Expedition.

Special Dungeon Counters are not used.

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Dungeon Layout

There is only one dungeon (cave) to explore; it comprises two levels. Each level has one

Quest Room. There are no Hazard Rooms in the cave, therefore, Hazard Rooms are

considered Normal Rooms. Normal Rooms in the cave are stocked with Wandering Monsters.

The Quest Room on the first level contains the only set of Stairs Down. Further Quest Rooms

are replaced with Lairs, adding an additional Treasure Chest. There is no furniture in the cave

except for an empty Tomb in each Quest Room.

All doors are double doors and they are all unlocked. All stairs at the End of Passages are

stairs out of the cave.

Exploration Tables

The default Exploration and Loot tables are used unless otherwise indicated below. The

Enemy Treasure Table provided below is used only during the first Expedition.

Enemies & Character

Preferably select Enemies with Points Value of 2 instead of Points Value of 1 when using the

Number of Enemies Table. The Enemies are selected from the Bestiary provided below. No

Sentries are encountered in the cave.

Enemy Placement

When an Elites Dungeon Counter is used, the Value of Enemies (VE) is always divided in two.

If the Points Value of the available Elites is higher than the result, select Elites with the nearest

Points Value upward even if only one Elite is possible to generate, trading any remaining

points for common Enemies with Points Value of 3 (preferably) and Points Value of 2. If only 1

Points Value is left, select an Enemy with Points Value of 2.

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Exploration Tables

Passage Length Table

2D12 Passage Length

2-8 1 Section

9-21 2 Sections

22-24 3 Sections

Passage Features Table

2D12 Passage Length

2-6 Nothing

7-16 1 Door

17-21 2 Doors

22-24 Roll twice more

Room Type Table

2D12+X X= Number of Rooms revealed on the Level + Dungeon Level +5

Treasure Tables

Enemy Treasure (Loot)

2D12+DL

Lairs

Quest Rooms

Wandering Monsters

Character or Elites Counter

5 98 GCs 122 GCs 82 GCs 86 GCs

6-9 122 GCs 158 GCs 98 GCs 98 GCs

10-16 134 GCs 176 GCs 106 GCs 92 GCs +SI

17-22 146 GCs 242 GCs 114 GCs 104 GCs

23-27 158 GCs 266 GCs 122 GCs 98 GCs +SI

28+ 182 GCs 314 GCs 138 GCs 104 GCs +SI

Quest Treasure

After killing the queen, a curious dark stone with rare inscriptions is found inside the (once

believed empty) sarcophagus…

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Quest Bestiary

Spiders in the Cave

Type Name WS BS S T SP BR IN W DD PV Equipment/Notes

C Big Spider 4 0 4 4 12 3 1 2 2 2

Claws & Fangs (Cleaving) (F:1/C:--)

C Cave Spider 5 0 4 5 12 3 1 2 2 3

Claws & Fangs (Cleaving) (F:1/C:--) Fly

C Cave Spider Champion

6 0 5 6 12 3 1 3 3 4

Claws & Fangs (Cleaving) (F:1/C:--) Fly

E Poisonous

Cave Spider 6 0 5 5 12 3 1 4 3 5

Claws & Fangs (Cleaving) (F:1/C:--) Cause Disease, Fly

E Spider Swarm 5 0 5 4 10 4 1 6 3 6

Claws & Fangs (Blade Fury, Cleaving) (F:1/C:--) Large

E Cave Scorpion 6 0 5 6 10 5 2 5 3 8

Claws & Fangs (Cleaving) (F:1/C:--) Fly

CH Spider Queen 7 0 6 7 12 10 4 7 4 12

Claws & Fangs (Cleaving) (F:1/C:--) Cause Disease Large

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Book 03J-AHQR Campaigns-Quest Generator

Random Quests

Unless otherwise indicated in the Quest rules, a Random Quest includes one three-level

dungeon inhabited by at least one (random) Character Monster. By default, the objective of a

Random Quest is to kill the Character Monster and also to clear the last Quest Room.

The GameMaster (or Solo Player) may use additional Character Monsters without exceeding

the Points Value limit indicated in the rules for the Character Dungeon Counter (Appendix IX-

Play Sheets).

Unless otherwise indicated, the Points Value of a Character Monster is equal to the Points

Value of a group of Wandering Monsters for the Party. The Character Monster of a random

dungeon is not revealed until it is first encountered.

Once the value of the Character Monster has been determined, the GameMaster (or Solo

Player) must then select one specimen randomly from the Character Monsters with a Points

Value equal to the result, otherwise the GameMaster (or Solo Player) must select randomly

from the Character Monsters with a value up to two points higher than the result. If none of the

Character Monsters meet these conditions, the Character Monster must be selected randomly

from the Character Monsters with the nearest Points Value downward, trading any remaining

points for Elites of the lowest value (preferably) and/or Enemies with Points Value of 2

(preferably) and Points Value of 1.

If more dungeons are added to a Random Quest, then each dungeon is considered as a

separate part of the adventure. The Expedition count is reset and the Quest Effects are

applied to the Heroes after each dungeon.

Unless otherwise indicated in the Quest rules, a Random Quest does not include any special

reward for completing its Objective. After clearing a random dungeon, the Heroes keep the

items and gold looted from Enemies and chests; they also gain the increases to Starting Fate

Points, Fame, Experience and Charisma, according to the Quest Effects Table on Slev’s

Appendix V-Quests & Campaigns (page 5).

Danger of Random Quests

Unless otherwise indicated in the Quest rules, the Danger rating of a Random Quest is equal

to the number of levels in its dungeon (usually 3) +2. If the players want to customize the

Danger rating of a Random Quest, simply add +1 or +2 for any tweak that may increase

difficulty.

Optional Rule (for randomization): The Danger rating of a Random Quest is determined

randomly by rolling on the Danger Table provided in Advanced HeroQuest: Reforged.

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TIPS & TACTICS • There is a lot of dice rolling in the game; it is a part of its essence. A handful of D12s of

different colors may save you considerable time if all the required dice are rolled at the

same time. For example, three 2D12 rolls are needed to generate a passage according

to the rules, so it is more efficient to roll 6D12 once instead of 2D12 thrice. The game

may flow faster if this recommendation is followed. However, for obvious reasons,

Damage Dice (should) be rerolled if a Fate Point is used to influence the result of a To-

Hit roll.

• Create your own Hero(es) from scratch, as game-long decisions must be made

during the character-creation process.

• Magic is very useful and varied. Select your magic user very carefully; look for

Spells and Prayers that may boost the effects of your Abilities and Heroic Feats.

• Always provide your party with at least one Lock Pick (Equipment) before an

Expedition.

• Beginning with the Introductory Quest included in this variant is recommended,

as the default difficulty of the game may be relentless for inexperienced adventurers.

• The primary goal in the first Expedition should be to gather enough gold for

Henchmen, Training, and (cheap) Equipment in order to increase the chances of

survival during the following Expeditions.

• With some luck, during the first Expedition you will only have to clear a few rooms

before filling your Heroes’ pockets. Therefore, use your Fate Points before your

Healing Herbs (or any other resource) during the first Expedition.

• A Hero may increase three points of Toughness after completing the first (or

any) Expedition simply by spending 300 GCs on leather armor and training. Keep that

in mind.

• Wizards should always buy a decent amount of spell components, preferably fireballs

and healing spells.

• Heroes are expendable before completing the first Quest, so do not worry if only one

of them comes out alive during the first Expeditions as long as it carries enough

gold to buy cheap protective Equipment for the new party members.

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• The position of the party members in passages is now more relevant. Always protect

your weakest characters, as they are in constant danger of being ambushed by

Wandering Monsters.

• It is a good idea to leave one of the Heroes (preferably a spellcaster with long range

spells) outside rooms and around corners in order to prevent Wandering Monsters or

Reinforcements from appearing too close.

• If allowed, use Fate Points to influence the Surprise, as it is more likely that you will

end up spending more Fate Points to negate damage if the Heroes are ambushed.

• Some creativity may be allowed when selecting Enemies for an Encounter. Instead of

using the rules provided in the Number of Enemies Tables, select Enemies of different

Points Value within the Value of Enemies. For example, if the Value of Enemies is 12

and the Number of Enemies is 4, you may select two Enemies with a Points Value of 4

each, one Enemy with a Points Value of 3, and one Enemy with a Points Value of 1

instead of 4 Enemies with a Points Value of 3 each.

• Always try to wound an Enemy with a Ranged attack before engaging it in Skirmish

combat.

• Expect to suffer plenty of Wounds. Always keep a decent supply of Healing Herbs

and Healing Potions at hand. In order to optimize resources, try to use Block Points

before Healing Herbs, and Fate Points before Healing Potions.

• Heal your character(s) as soon as possible, as you never know when Enemy

Reinforcements are going to show up.

• In combat, keep a healer behind your tank and/or damage dealer. Do not gain

ground if they are not in a focused Death Zone after killing an Enemy; instead, heal

them when necessary.

• Withdraw (or Switch Places) and Skirmish and/or Skirmish and Withdraw (or Switch

Places) are very effective tactics. Heal instead of Skirmish when necessary.

• A model in a focused Death Zone has two options for disengaging from it: Withdraw or

Switch Places, and both may be attempted in the same turn.

• Keep in mind that if a Hero or Henchman dies, the Party Experience remains the

same for the rest of the Expedition, making the game even more difficult.

• The Encumbrance limit is an issue, but it also is a good indicator of when to finish the

Expedition.

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• Heroes and Henchmen should never exit a dungeon with free space in their pockets.

Backpacker (Feat) may be very useful.

• Henchmen are the key to success in the game. Hire as many Henchmen as you

can as soon as possible.

• Healing Potions could save your adventurer(s) in combat; therefore, you should

acquire at least one for each Hero as soon as possible. Do not use Healing Potions

on Henchmen unless they are carrying more Gold Coins than the cost of the potion.

• Block (Ability) in armor is very useful; it is like having an extra Fate Point at a cheaper

price. Grab at least one piece of Equipment with Block as soon as possible.

• Despite the fact that the new Heroic Feats become increasingly expensive as the

campaign progresses, it is recommended to keep a few Fate Points and invest your

precious Gold Coins in Training, Equipment, and Henchmen before starting with

Feats. Remember that the dungeons also become increasingly difficult as the

campaign progresses, and the new Heroic Feats are mostly offensive. With some

exceptions, the Heroic Feats will not help much if your character has not been properly

trained to resist heavy damage.

• Aim (Feat) should be purchased as soon as possible, as it permanently adds +1

WS when used offensively.

• Block (Feat) should also be purchased as soon as possible, as it permanently adds

two Block Points, which may be very useful in combat.

• Timing is now an important factor for using Heroic Feats; use (and combine) the

appropriate Heroic Feat at the appropriate time in each Encounter for best results.