Greywolf's AHQ House Rules
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AHQ House Rules

 

The following are some house rules developed for my old Advanced HeroQuest campaigns, after I had purchased Warhammer Quest. I played several games of Warhammer Quest, but I still had reason to prefer some of AHQ's mechanics ... especially since I had gone to the trouble of writing up several new professions and spell lists and monsters and such. Most of these house rules simply borrow elements from Warhammer Quest, for the purpose of making games of AHQ run more smoothly and to enhance playability.


  • Diagonal moves and attacks are allowed. Models may move or attack diagonally. The only restriction is that, for movement, the squares to each side of the diagonal path moved must be clear of obstacles or enemy models; you can't "cut corners" to get around passage turns or to hop around monsters.
  • Reach weapons may hit targets up to two spaces away. A spear, staff or halberd may be used to hit a target up to two spaces away, as opposed to the normal reach of only one space. The intervening space must be clear of enemy models or obstacles for this to be possible. It is permissable to attack "over the shoulder" of an ally, but a fumble means you hit your ally instead.
  • Light sources illuminate the immediate room (or passage) and all adjacent ones.
  • No model may move through a space occupied by an unfriendly model. A "friendly" model may allow a model to pass, but no model can end its movement occupying the same space as another.
  • When running, you can only move up to twice your normal movement. First, move the model up to its Speed in spaces, then roll a die. If the die is greater than the model's Speed, it stumbles, and its turn ends. Otherwise, it may move up to that many spaces additionally.
  • Thrown weapons do no more damage when thrown than when used in melee. The damage listed for a thrown dagger, axe or spear is the maximum damage for that weapon. If the character's Strength is such that it does less in melee, then the lesser damage is used when thrown as well.
  • All Heroes can perform Heroic Leaps. (See p. 27 of the rulesbook.) As a Move action, a Hero may leap in any direction up to 3 squares away in a straight line, over pits and chasms (but not over monsters or raised obstacles), by rolling equal to or under his Speed on a 12-sided die. Failure on the Speed check means that the Hero only moves 1 space instead.
  • Rooms are not placed until a Hero is at the doorway leading into it. In the case of open archways or doorways, the Heroes cannot "see" into the room beyond until they're actually up to the opening. (The GM reserves the right to make exceptions as appropriate for pre-generated adventures.)
  • Monsters are not placed until one or more Heroes have entered the room. This represents that these dungeons are not just neatly-cut, clean stone chambers, but ruinous collections of debris and rubble with plenty of places for monsters to lurk. Monsters are placed and surprise is determined at the first GM turn after at least one Hero has entered the room.

    For pregenerated adventures or Quest Rooms, of course, things may be done differently if the plot requires. (e.g., the Heroes catch the monsters completely off guard.) If the room is spied upon by any means (Open Window or Light of Learning) ahead of time, the monsters are placed immediately.

  • On a roll of 12 each Exploration turn, the GM gets a dungeon counter -- not on a 1 as well. (This is to put less pressure on the Heroes to rush.)
  • The GM decides turn order. There is no longer any "dice-off" for leader, and the GM chooses in what order the players go. However, a leader should still be chosen by the players for purposes of decision-making at the start of the expedition, and a "dice-off" may be useful for this, if necessary.
  • You must make a Speed test to escape pinning. Once in combat with an enemy, all models involved (except those with reach weapons who are not adjacent to an enemy) are "pinned", unable to escape without breaking free first. Upon a successful Speed roll (which may be taken once per turn without expending an action), the character is not "pinned" this turn, and may move freely.
  • Warriors may use paired weapons. If a Warrior has a one-handed weapon in each hand (which excludes the option of using a shield), he may attack with both weapons during an attack action. This option does not apply to Wizards or any other professions unless specifically stated in the rules for that profession. A Berserk Warrior using Paired Weapons gets 3 attacks total per turn.
  • Successful attacks with sweep weapons may "carry through" to others. If a hero manages to, on his first attack for the turn, take out an adjacent opponent, he can move on to the next opponent who is both adjacent to the hero and adjacent to the enemy that was just defeated. If this second enemy is defeated, this process may continue, potentially clearing an area all around the hero if things go well. This does not apply to reach weapons used to hit a target two spaces away, or if the attacker chooses to move into the space occupied by a model he has just defeated. "Sweep" weapons include two-handed swords/axes, and halberds/polearms.

    This ability does not apply to ranged attacks, reach attacks, or paired weapon attacks, nor may it be used to attack "around corners". It also does not apply in the case of special spells that don't cause normal damage upon a hit. (e.g., Flaming Hand of Destruction, Hand of Decay)

  • A Hero may declare a Defend Action instead of moving or attacking. The Hero may Defend himself or any one adjacent model. If a melee attack is made against the Defended model, the Defender makes an attack roll against the attacker. On a "hit", no damage is done, but the attack is deflected. Fumbles and criticals are treated as part of a normal attack action.
  • Magical items and potions are not automatically identified. What information heroes may glean as to the function of magical items is totally at the GM's discretion, unless a "referee-less" random dungeon game is being run. As a rule of thumb, using a magical weapon will typically lead to discovery of its powers. A character with a particular profession, race or (in the case of wizards) college may be given additional background information at the GM's discretion.
  • Wizards may use any sort of hand weapon. However, they still cannot use armor, shields or bows. Also, any magical sword encountered, with the exception of Runeswords, is assumed to be meant for Warriors, and its magical benefits are wasted on Wizards (if they can use them at all).

    To offset this increased combat ability, Wizards start off with -1 to Starting Strength during character generation. (For Elf Wizards, this is cumulative, making a total of -2 to Starting Strength.)

  • Characters left in the dark are at a disadvantage. As a rule of thumb, characters in the dark may be able to feel their way around and fight, but do so at -2 to hit rolls. Monsters (who generally have less toruble seeing in the dark and who are more familiar with the layout) have a +2 to their attempts to hit the semi-blinded Hero.

    At the GM's discretion, more sadistic fates may be in store for Heroes who wander off into pitch darkness in particularly dangerous areas (such as those with open pits or bottomless chasms, for instance).

  • All Wizards may cast "Light". Every spellcaster or priest has some sort of miracle or spell that can conjure up some manner of light: the caster's holy symbol, staff headpiece, hands or eyes glow, a ball of fire hovers in his open hand, discharges of lightning form a crown around his head, et cetera. It's up to the player to determine the exact "style" of his light spell, as this varies from Wizard to Wizard, but it must have an obvious source, and he should be consistent. (He can't change the form of the light spell from casting to casting.) The Wizard can "turn on" this light source by spending an action casting a spell (but no component is required), and it can be "turned off" instantly, at will.

  • Alter Allegiance and Spirit Control do not affect Special Characters, Undead, Daemons or Heroes. These spells of the Amethyst College have great potential to be greatly disrupting to play in an adventure with an actual plot (as opposed to a random dungeon), and very frustrating if turned on the players. (What happens when 1d12 Heroes change sides? The whole party defects?) Therefore, as a house rule, assume that all Special Characters (defined at GM discretion) and all Heroes are immune -- only mere "henchmen" and "minions" are meant to be swayed by this, not powerful villains and heroes. Undead and Daemons are immune by virtue of being unaffected by psychology. This applies to "Alter Allegiance" as used by followers of Slaanesh as well.

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