02 - Advanced HeroQuest Reforged Appendix 08 - Henchmen Creation (2022!09!15) - PF

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APPENDIX VIII: HENCHMAN CREATION

The Henchman Creation system Equipment Allowances


allows you to design any number of The ability to use specific weapon
different types of Henchman. It is and armour types is based on your
thus possible to hire pretty much Allowances. Different Henchmen
any character from the Warhammer will be able to make use of different
world, just pick the paths to equipment.
represent the kinds of abilities that Your Race and many paths give
character would have. you special Equipment Allowances,
Further, each Henchman build is as may your Bonus Points.
slightly customisable, so even with Place a tick in the box on your
the same build, Henchmen can be character sheet for each Allowance
different! Four sample Henchmen you gain. You can have multiple
have been included to get you ticks for an Allowance.
started. Note that some weapons appear
as both Melee and Ranged
Sample Henchmen (Thrown) weapons. Unless an
A selection of pre-created Allowance from a Path specifically
Henchmen have been included, states one or the other, you gain
each of which plays differently. both. This includes the Dagger
Hero Sheets for these Sample from the basic Character Values.
Heroes are found in Appendix IX.

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Advanced HeroQuest: Reforged

1. Core Values 2. Race


All Henchmen start with the same Each Hero then chooses a Race.
basic Characteristics, Point Pools, This will provide modifiers to Core
and others; Characteristics, Point Pools,
Value Initial Equipment Allowances, and other
Weapon Skill 5 special bonuses.
Characteristics

Bow Skill 5
Strength 3 3. Hero Paths
Core

Toughness 4 Each Hero then chooses a


Speed 5 number of Hero Paths.
Bravery 4 Some Paths may have a
Intelligence 4 “prerequisite” Path, that is, a Path
Fate 0 which must be taken first.
Pools
Value

Wounds 4 The same Path may not be taken


more than once.
Experience 2
Some Paths give you a number of
Glory 10
Modifiers to your Characteristics.
Money 90 These adjust your Starting values.
Equipment Dagger Some Paths give you a Modifiers
Allowances to your Point Pools.
Racial Paths 1 Many paths give you Abilities
Henchman Paths 1 (see Appendix X). Keep a note of
Bonus Points 1 the Abilities you gain.
Some paths also grant you
special bonuses, simply follow what
they say.

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Appendix VIII

4. Additional Allowances 6. Equipment Bonus Abilities


You may pick two equipment If, during Hero Creation (and only
allowances in each of Melee during Hero Creation, not later by
Weapons, Ranged Weapons and some other means), you gain an
Armour. Equipment Allowance more than
Only Elves may access Ithilmar once, you gain a single bonus.
and only Dwarves may access From the bonus chart.
Gromril. Elves and Dwarves cannot Note that you only gain a single
access Mythril. bonus, regardless of how many
times you receive an Equipment
5. Bonus Points Allowance.
Through the Henchman Creation Equipment Bonuses
process, each Hero will have a Equipment Possible
number of Bonus Points with which Type Allowances
to customise their Character. Weapon Cleaving
You may, additionally, remove all Distancing
ticks from three different Equipment Accurate and +1
Allowances to gain an additional Experience
Bonus Point. Shield Bash
Each Bonus Point may be spent Armour OR Block
in a number of different ways: Shield Bracing
• For one Bonus Point you may
increase one Core 7. Starting Equipment
Characteristic by one point. You Page 6 shows a range of armour,
may only do this once per Core & weapons suitable for a basic
Characteristic. You may NOT Henchman.
use Bonus Points to change Additional options are provided in
Point Pools. Appendix X.
• For one Bonus Point you may You not buy Ammunition or
gain the ability to use one Adventuring Items you wish, and
Weapon Allowance. You may finalise your Character Sheet.
not use more than one Bonus Any un-spent money is lost
Point on the same Weapon forever.
Allowance.
• For two Bonus Points you may
gain the ability to use one
Armour Allowance. You may not
use more than one Bonus Point
on the same Armour Allowance.

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Advanced HeroQuest: Reforged

Henchmen Racial Paths

Dwarf Human
This path represents those of the This path represents those of the
Dwarven Race. Human Race.
Characteristics: Characteristics:
• Weapon Skill +1 • Speed +1
• Strength +1 • Toughness +1
• Toughness +1 • Intelligence +1
Value Pools: Special:
• Wounds +2 • Take three extra paths.
Special: Abilities:
• Take an extra path. • Apt.
Abilities: • Deft.
• Apt. • Ignorance.
• Proud • Learned.

Elf Ogre
This path represents those of the This path represents those of the
Elven Race. Ogre Race.
Characteristics: Characteristics:
• Bow Skill +1 • Weapon Skill +2
• Speed +1 • Strength +2
• Intelligence +2 • Toughness +1
Special: • Bravery +1
• Take an extra path. Value Pools:
Abilities: • Wounds +2
• Apt. • Glory +5
• Gain Ground. • Experience +1
• Haughty. Abilities:
• Apt.
Halfling • Ignorance.
This path represents those of the • Large.
Halfling Race. • Fearsome.
Characteristics: • Mountainous.
• Intelligence +1
• Bravery +1
• Speed +2
Special:
• Take an extra equipment
allowance.
• Take two extra paths.
• Take Accurate with one weapon.
Abilities:
• Apt.
• Ignorance.
• Slippery.

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Appendix VIII

Henchmen Skill Paths

Magician Holy
May not be taken with “Preacher” Requires "Preacher"
Gain one Starting Spell for one +1 Bravery
Magical Collage. Faith. +2
Spellcaster. Glory +2

Agile Minister
Gain the Flying Leap special ability. May not be taken with “Adept”
Choose one Cult, gain the starting
Blessed Prayers.
Requires "Preacher" Faith +2
Gain two Litanies or one Blessing Glory +2
form a Cult of choice.
Oath of Loyalty
Bloodlust Glory -3
May not be taken with “Riddle of
Steel” Riddle of Steel
Gain the Berserker special ability. May not be taken with “Bloodlust”
Wounds +1 Gain the Outmanoeuvre special
ability.
Conditioning
Gain an extra Bonus Point. Scholarly
Requires "Adept"
Deadly Gain one Starting Spell for one
Gain Cleaving with one Weapon. Magical Collage.

Defencing Seasoned
Paired Blades. Glory +5.
Wounds +2.
Defender Experience +1.
Distancing, Counter. Receive one Bonus Point.
Receive one extra Skill Path.
Exceptional
Gain an extra Bonus Point. Specialist
Glory +15.
Feint Experience +2.
Gain the Taunt special ability. Receive two extra Skill Paths.

Hardened Transfix
Gain Block. Gain the Distract special ability.

Hunter Weapon of Choice


Precision and Might against Large Gain Accurate with one Weapon.
targets.
Precision against Fearsome targets.

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Advanced HeroQuest: Reforged

Weapon Type Range Damage Fumble Critical Special Cost


Hand Axe* Axe M D 1 12 Cleaving 25
Great Axe* Battleaxe M E 1-2 11-12 Cleaving, Great 75
Guardsman's Bow* Bow 36 I 1 12 Great, Ammunition (Arrow) 15
Cleaver* Club M C 1 - Cleaving 15
Morning Star* Club M D 1 12 n/a 15
Sickle* Club M C 1 11-12 n/a 15
Footman's Bow* Crossbow 36 4 1 12 Ammunition (Bolt), Slow Fire, Swiftshot 15
Knife* Dagger M/4 B/K 1 12 Throw (Exhaustion 7, Swiftshot) 10
Sea Elf Bow* Elf Bow 48 N 1 12 Ammunition (Arrow), Great 80
Lash* Flail M D 1-2 11-12 Unreliable 25
Whip* Flail R D 1-2 12 Unreliable 25
Maul* Great Hammer M E 1-2 12 Bash, Great 70
Oslop* Great Weapon M E 1-2 11-12 Great 50
Bidenhänder* Greatsword M E 1-2 10-12 Great 85
Scythe* Halberd R D 1-1 11-12 Great 50
Voulge* Halberd R D 1-1 11-12 n/a 50
Caliver* Handgun 24 5 1 12 Ammunition (Shot & Powder), Slow Fire, Swifshot, Unreliable 50
Albion Bow* Longbow 48 J 1 12 Ammunition (Arrow), Great 40
Naval Pistol* Pistol 12 4 1 12 Ammunition (Shot & Powder), Slow Fire, Swifshot, Unreliable 30
Thief's Bow* Pistol Crossbow 12 3 1 12 Slow Fire, Swift Shot 20
Footman's Bow* Short Bow 24 H 1 12 Great, Swiftshot 10
Heardsman's Sling* Sling 12 K 1 12 Swiftshot, Unreliable 10
Lugged Spear* Spear R/8 C/L 1 12 Throw (Exhaustion 7, Swiftshot) 15
Quarterstaff* Staff R B 1 - Great 10
Arming Sword* Sword M D 1 11-12 n/a 30
Footman's Hammer* Warhammer M/8 D 1 12 Throw (Exhaustion 7, Swiftshot) 20
Armour Type BS T Sp Special Cost
Knight's Helm Helm -2 0 -1 Block 2 80
Legionnaire's Helm Helm 0 0 -2 Block 55
Simple Helm Helm -1 0 0 Block 35
Hide Armour Leather -2 +1 -2 n/a 75
Armour
Leather Jack Leather -1 +1 -1 n/a 100
Armour
Quilted Coat Leather -1 +1 -2 Block 125
Armour
Pauper's Armour None -2 0 -2 Block 30
Buckler Shield -1 0 0 Bash, Block 40
Heater Shield* Shield -1 +1 0 n/a 50
Kite Shield Shield 0 +1 -1 n/a 50
Tower Shield Shield -2 +1 -2 Block 70

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Appendix VIII

Henchman Creation Example: Man-at-Arms

1. Core Values 2. Race


To create our Man-at-Arms, we Next, we pick a Race. As the
start with the basic stat bloc of Man-at-Arms is to be from the
characteristics and value pools. It empire, we pick “Human”, and add
also gives some money, bonus this to the Paths box on the
points, Glory, Experience, and a Character Sheet.
“Skill Path” we’ll deal with later. The Human path gives us a
We’ll note these down on scrap number of bonuses to
paper for the minute. Characteristic and Value pools, so
TIP - when writing on the we add those to those on our scrap
character sheet, use a pencil as paper.
these stats will change as the
hero progresses in his career as Human (Racial)
an adventurer This path represents those of the
Human Race.
As the basic abilities include the
If you take this Path you may not select
“dagger” weapon allowance, we any other racial path.
place a tick in the box for both
“Dagger” and “Dagger (Thrown)”. Prerequisite Paths: None
Bonuses:
Value Initial • Speed +1
Weapon Skill 5 • Toughness +1
Characteristics

Special:
Bow Skill 5
• Take three extra paths.
Strength 3
Core

Toughness 4
Speed 5
Bravery 6
Intelligence 4
Fate 0
Pools
Value

Wounds 4
Experience 2
Glory 10
Money 90
Equipment Allowances Dagger +
Dagger
thrown
Racial Paths 1
Skill Paths 1
Bonus Points 1

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Advanced HeroQuest: Reforged

3. Hero Paths 5. Bonus Points


The Human path further gives us We now have Bonus Points to be
another three Skill Paths, which we spent. Each Bonus Point may be to
also add to those on the scrap improve one characteristic. To
paper. improve his chances of hitting the
We can now pick four Hero Paths, target, and reduce his chances of
one form the general stat block, being hit, we select Weapon Skill.
and three from the Human Path. We also take a point of Toughness
As we want the Man-at-Arms to to help us survive should we get hit.
be able to take care of himself, we
take the "Hardened" Henchman 6. Equipment
Path. We can now spend 90GC on
As we also want the Man-at-Arms equipment.
to be able to deal some damage A Sword and a Shield come in at
when the party gets outflanked, we 85GCs, with a Dagger accounting
elect to take the "Deadly" and for another 10GC. It would have
"Weapon of Choice" paths, and been nice to give him a Halberd as
apply these to Swords. a starting weapon, but this will cost
We also take “Training” to get an too much.
extra Bonus Point.
5. Finishing Touches
4. Equipment Allowances On our Scrap paper, we now
For Equipment Allowances, we have the initial version of each
select a Halberd (the useful "reach" Characteristic and value pool, and
ability keeping the foe at bay) and a the various modifiers to them. We
Sword (very useful if things get a add these up, and place the totals
little close) for the Melee section. in the Starting Value column. We
For Armour, we pick Shield, which also copy over the Glory and
is useful and cheap, and Leather Experience totals. Next we copy
Armour, which is also cheap. The over the Ranged and Melee to-hit
man-at-Arms doesn't really need charts found within the Equipment
ranged weapons, so we trade section of the rule book.
these two allowances in for Finally, we can add a name and
Chainmail, as the Heroes may be other identifying features to the
able to afford to purchase this for character sheet, and our
him later on. Henchman is ready to follow the
Heroes into some gods-forsaken
dungeon!

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