HeroQuest Player's Handbook

Dwarven Characters

In the HeroQuest/Warhammer world, few beings can compare to the Dwarf in raw strength and courage. Dwarves are hearty fighters and loyal allies. They are also great craftsmen who value treasure highly. Immensely strong and resilient, they are above all a proud people — a long-lived race who bear grudges for many years. Dwarves cherish the glorious memories of their past and yearn for the days when their greatest cities will ring again with Dwarf voices, and the Orcs and Goblins have been driven back to their squalid homes in the Darklands.

Racial Trait — Infravision: Many Dwarves live underground and have developed infravision. When moving down a dark corridor or in a dark room, they can see heat and sense motion. Any character within 5 open spaces of a Dwarf can be seen.
Alchemist Neutral • Light Fighter

You are a creator of potions and you practice a skill part magic, part science. Seen as a boon by your companions, you are ever on the lookout for your magical components as you fight the legions of Chaos.

Special Abilities

Exact Dosage You have extensive knowledge of potions and magical brews, knowing exactly how much each hero requires for maximum effect. When you or any ally uses a potion, roll 1D10:
1–4: Exact dosage is the full container.
5–8: Exact dosage is ½ container. (2 Uses)
9–0: Exact dosage is ⅓ container. (3 Uses)
A potion may only be tested for dosage once.
Alchemy Once per room you may search for components with which to make potions. At the end of each game (or during the game if you encounter an alchemist's bench) you may attempt to make a potion from scratch using collected components. You must have the potion's recipe.
Attack Dice1
Defend Dice2
Body Points7
Mind Points4
Feat of Strength15
Feat of Dexterity7
Starting ArmorNone
Starting WeaponsDagger
Berserker Neutral • Heavy Fighter

You are a great warrior, known to your people as one to be greatly feared in battle. Your raw strength and skill with a blade are what you live by.

Special Abilities

Death Blow You have the ability to put all your skill into an attack. At any time, you may add 2 defense dice to your attack roll, but it removes those 2 dice from your defense that turn.
Berserk You have the blood of berserkers in you. Once per game you may go berserk, adding 2 dice in both attack and defense until you can no longer "see" a monster. "Death Blow" cannot be used while berserk.
Attack Dice3
Defend Dice2
Body Points8
Mind Points2
Feat of Strength17
Feat of Dexterity9
Starting ArmorNone
Starting WeaponsBroadsword
Fighter Good • Heavy Fighter

You are a champion among your people, and a stern reminder to the forces of Chaos that the Dwarves shall never cease battling evil wherever it may rear its ugly head. You are a tough warrior and an excellent miner — a great asset on any dungeon excursion.

Special Abilities

Traps You have the ability to disarm traps without a toolkit. Declare that you are disarming the trap, then step on it (or up to it for furniture traps). Roll one combat die — anything but a black shield disarms the trap. A black shield sets it off.
Tenacious You show a great deal of tenacity in the face of terrible odds. If damage from a trap or attack would lower your Body Points to zero, once per game you may reset them to one instead.
Attack Dice3
Defend Dice2
Body Points8
Mind Points2
Feat of Strength18
Feat of Dexterity7
Starting ArmorNone
Starting WeaponsBattle Hammer
Rune Priest New Good • Light Fighter

You are the Rune Priest. You have spent your life studying the secrets of Runic Magic. Your command of the forces that surround you establishes you as a dangerous opponent and a valuable ally — and a rare breed of Dwarf indeed.

Special Abilities

Magical Tome You have devoted your life to studying mystic Runic Magic, hoping to be a boon to your fighting companions. Your tome holds 32 points of manna (or [1D10 × 4], whichever is higher) of the Runic Spells.
Stoneward Your rune-carved armor and weapons are reinforced by ancient runic script that strengthens with each blow absorbed. Each time you take at least 1 Body Point of damage, place one Stoneward token on your character sheet (maximum 3). You may spend these tokens at any time: one token grants +1 Combat Die on your next attack roll; two tokens grant +2 Defend Dice until the end of your next turn; three tokens may be spent all at once to automatically disarm any one trap without a roll. Tool kit required.
Attack Dice2
Defend Dice2
Body Points6
Mind Points5
Feat of Strength12
Feat of Dexterity6
Starting ArmorNone
Starting WeaponsHatchet

✦ Footnotes

*(1) This character is a combination of J.D. Fraser's and Milton Bradley's Dwarf, as well as my and Karnov's Alchemist characters. (Can you say "identity crisis" boys and girls?)

*(2) This Dwarf is based on J.D.'s Barbarian.

*(3) I got rid of the starting armor, which changed his starting defend to 2. I kept his Milton Bradley ability of Disarming Traps and threw out "Dwarven Vision."