HeroQuest Player's Handbook

Human Characters

Non-Magic Users

Humans make up the bulk of the population of the HeroQuest/Warhammer world. While most human adventurers are clumsy and loudmouthed compared to their demihuman companions, they are fierce warriors, and a proud people.

Assassin Neutral • Light Fighter

You are the Assassin, a creature of stealth and shadow. Quiet and deadly, you are one in the ranks of "The Brotherhood of the Owl" — a secret underground organization of killers secretly employed by the Emperor. Seen by others as secretive and suspicious, your skills are greatly valued by your comrades.

Special Abilities

Coup De Grace Your instinct for killing has made you highly efficient. If you strike an opponent and do enough damage to bring them down to one Body Point, you may declare a coup de grace and finish them off instantly without rolling any dice. Your opponent has no defense.
Skullduggery Your knowledge of poisons allows you to gain the upper hand in combat. Once per scenario you may declare your weapon as being poisonous. For the next 3 turns, any creature hurt by your weapon will continue to lose 1 Body Point per round until death. There is no antidote.
Attack Dice2
Defend Dice2
Body Points6
Mind Points3
Feat of Strength11
Feat of Dexterity15
Starting ArmorNone
Starting WeaponsShortsword & Dagger
Barbarian Neutral • Heavy Fighter

You are a great warrior, and are 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. This will add 2 dice, in attack and defense, to your roll until you can no longer "see" a monster. "Death Blow" cannot be used while you are berserk.
Attack Dice3
Defend Dice2
Body Points8
Mind Points2
Feat of Strength17
Feat of Dexterity9
Starting ArmorNone
Starting WeaponsBroadsword
Bounty Hunter Neutral • Light Fighter

You are one of the Kingdom's most notorious Bounty Hunters. You've served many masters, but ultimately you serve yourself. Your professionalism and great fighting ability precede you, and those who are hunted fear your name.

Special Abilities

Bounty Paid You are a paid soldier for the kingdom. You are paid a bounty on each character you kill. You must make the killing blow, and escape the dungeon to collect your bounty.
Tracking You have the ability to track others. You are always the last character to move during a turn. Additionally, instead of rolling the movement dice, you move up to the same number of spaces as the character who rolled the highest movement total this turn. The decision to track instead of rolling must be made before you roll.
Attack Dice2
Defend Dice2
Body Points7
Mind Points3
Feat of Strength15
Feat of Dexterity11
Starting ArmorNone
Starting WeaponsShortsword
Druid Updated Neutral • Light Fighter

You are a lover of the woodlands, and a brother to the WoodElves. You have seen the forests slowly succumbing to the evils of Chaos magic, and have decided to join the fight — and you're not alone. At your side stands your familiar, an animal who has bound his/her spirit to you. Together you fight in hopes of one day returning to your beloved forests.

Special Abilities

Animal Empathy The Druid is connected with all forms of life. He/she may influence animalistic creatures including Orc Kin (Greenskins), Reptiles, Natural Spirits (excluding the Dryad), and Crossbreeds. The Druid rolls one combat die for each Mind Point (4), and the monster defends likewise. 1–2 hits: doesn't attack; 3+ hits: wanders away. The influence lasts two turns unless the monster leaves line of sight or is attacked.
Familiar The Druid travels with a familiar which may move with the Druid or independently. The familiar may move with the Druid if it starts or ends its turn on the same space. The Druid may "pick up" the familiar by moving through its space — this is not considered an action. Lesser and Intermediate Familiars never set off traps.
Action The only independent action the familiar may perform alone is attack. Any other actions (searching, etc.) must be done as a unit — only one action is performed. A familiar may perform any function any character can, such as opening doors; however, monsters within do not react until they are in line of sight of an actual character.
Attacking The familiar may attack and defend independently, or the two may work as a unit by adding their combat dice together. When defending as a unit, add combined defend dice and subtract one, with the familiar taking every third point of damage.
Attack Dice1/3
Defend Dice2
Body Points6
Mind Points4
Feat of Strength14
Feat of Dexterity14
Starting ArmorNone
Starting Weapons5 Daggers
Knight Good • Heavy Fighter

You are the Emperor's Royal Guardsman, a Knight of the highest order. You are not only a great warrior, but a great leader of men. You have pledged your life and your sword to your Emperor and your Kingdom, and will die before you see either harmed.

Special Abilities

Battle Cry Once per quest, you may issue a Battle Cry. All allied characters within line of sight gain +1 Attack die for the remainder of the current room.
Shield Wall When using a shield, you may protect an adjacent ally. Any attack targeting that ally must first overcome your shield defense roll before affecting them.
Attack Dice3
Defend Dice3
Body Points8
Mind Points2
Feat of Strength16
Feat of Dexterity10
Starting ArmorNone
Starting WeaponsBroadsword
Lancer Neutral • Heavy Fighter

You are a master of the polearm, trained in the arts of reach and leverage. Your skill with spear and lance has made you a valued asset in any formation — and a terrifying foe to face alone in a corridor.

Special Abilities

Polearm Mastery The Lancer can use any polearm (halberd, spear, lance) at +1 Attack die. In addition, when using a polearm the Lancer has reach and can attack monsters two squares away.
Impale When using a polearm, the Lancer may attack a monster two spaces away in a straight line (not diagonally), even if another adjacent monster is blocking the hit. The Lancer must target both monsters, rolling at least two skulls. If successful, both are attacked with the same roll. The second monster defends normally. The adjacent monster must roll at least two black shields or take 4 damage. This skill recharges every fourth killing blow.
Attack Dice2
Defend Dice2
Body Points7
Mind Points2
Feat of Strength14
Feat of Dexterity15
Starting ArmorNone
Starting WeaponsSpear
Rogue Neutral • Light Fighter

A braggart and an egotistical busy-body, you are constantly looking for adventure, or trouble, whichever comes easiest. You laugh as you fight, and your bravado makes it hard for anyone not to like you. You've decided to join the fight in hopes of gaining treasure, or to alleviate boredom — or maybe both.

Special Abilities

Weapon Mastery You fight with two weapons, using your primary to attack and your secondary to parry. You also have the option to attack twice instead of parrying; however, when you do this, you lose an equal number of combat dice in defense.
Unrestricted Weapon Use You may use any weapon, even if it is designed for a different character, as long as the character it was designed for was human or humanoid.
Attack Dice3
Defend Dice2
Body Points5
Mind Points4
Feat of Strength10
Feat of Dexterity15
Starting ArmorNone
Starting WeaponsBroadsword & Shortsword
Scout Updated Good • Light Fighter

You are one of the finest scouts in the Emperor's army. A friend to the WoodElves and a dweller of forests since birth, you are a survivalist and a natural tracker. You have seen the forests you love threatened by Chaos Magic, and have decided to join the fight.

Special Abilities

Sharp Eyes Your remarkable training and vision allow you to see any traps within 5 spaces (line of sight) of you when you end your move. You do not detect traps when moving or mid-move.
Tactical Genius Your understanding of tactics enables you to maximize your party's chances. If you are the first Hero to enter a room, you may declare the room stunned. A stunned monster must immediately roll a 6 on 1d6 (one per Mind Point) or be unable to attack for one round. This ability recharges every third time you are the first character to enter an unexplored room.
Attack Dice3
Defend Dice2
Body Points5
Mind Points4
Feat of Strength15
Feat of Dexterity10
Starting ArmorNone
Starting WeaponsShortsword
Thief Neutral • Light Fighter

You are a master of sleight of hand, and a con artist extraordinaire. You are almost as nimble and light-footed as you think you are. You are in this fight for the money, plain and simple. Whoever pays the highest has your loyalty — and even they have to occasionally look out for a knife in the back.

Special Abilities

Sneaky Your profession requires that you be quick and silent. You can sneak past spaces with monsters. By rolling anything but a black shield per each monster, you may ignore monsters in your path.
Backstab The Thief may attempt to sneak up on an enemy and perform a backstab. Roll one combat die: sneaking from behind requires NOT rolling a black shield; from the side requires a white shield; from the front requires a black shield. If the Thief successfully sneaks up and attacks, the enemy may not defend.
Attack Dice2
Defend Dice2
Body Points6
Mind Points4
Feat of Strength10
Feat of Dexterity16
Starting ArmorNone
Starting WeaponsShortsword & Dagger

✦ Footnotes

*(1) The only change to the Assassin is that I saw him as a hired hitman who will work for whoever has the best price — not really evil, not really good, so I made him neutral. I also raised the body points up to 6.

*(2) No changes.

*(3) I got rid of the starting armor and changed the starting weapon to shortsword (crossbow is too powerful to start with). This lowered the starting stats from A-3 D-3 to A-2 D-2.

*(4) I had a Knight character before I ever saw Mr. Fraser's "Royal Guardsman", but that aside, the only difference is the starting weapon (from "any" to Broadsword), the starting armor ("any" to "none"), and the "King's Champion" (Free armor and weaponry? Who are you playing with?)

*(5) This character was created by Karnov, and is a variation on his "Dragoon".

*(6) The Rogue was shamelessly stolen from Karnov's page.

*(7) The only change is I upped the natural defend. Survival skills.

*(8) The changes I made in the Thief were to: 1) make him Neutral (I don't like evil characters); 2) change his abilities — I threw out "Light Fingered" and changed "Sneaky" to an ability allowing him to move past monsters. Also, thanks to the "Tolltaker", I actually have a HeroQuest thief with the backstab ability!