HeroQuest Player's Handbook

Cyborg Tables

Power Grid • Temporal Retrieval • Weapons • Resistance

TABLE 1.1 Power Grid

Check your current Mind Points at the start of your Power Phase, then roll and consult the corresponding table.

Mind PointsStatusRoll & Go To
5Power at 100%Roll 3D6 → Table 1.2
4Power at 80%Roll 2D6 → Table 1.3
3Power at 60%Roll 2D6 → Table 1.4
2Power at 40%Roll 1D6 → Table 1.5
1Power at 20%Roll 1D6 → Table 1.6
0Power at 0%Roll 1D6 → Table 1.7
TABLE 1.2 Power at 100%

Roll 3D6 and see total score.

3D6Effect
3Thermal Generators Failing. Drop to 80%. Power Phase ends.
4–6Thermal Generators Stable. No change.
7–9Generators produce excess power. Nanomechanics engaged — recover 2 Body Points.
10–12Generators produce excess power. Nanomechanics engaged — recover 4 Body Points.
13–15Temporal Retraction Engaged. Roll 3D20 → Table 1.8
16–18Temporal Retraction Engaged. Roll 5D20 or 1D10+1D% → Table 1.8
TABLE 1.3 Power at 80%

Roll 2D6 and see total score.

2D6Effect
2Thermal Generators Failing. Drop to 60%. Power Phase ends.
3–4Thermal Generators Stable. No change.
5–7Generators produce excess power. Raise to 100%. Power Phase ends.
8–10Generators produce excess power. Nanomechanics engaged — recover 2 Body Points.
11–12Temporal Retraction Engaged. Roll 2D20 → Table 1.8
TABLE 1.4 Power at 60%

Roll 2D6 and see total score.

2D6Effect
2Thermal Generators Failing. Drop to 40%. Power Phase ends.
3–4Thermal Generators Stable. No change.
5–6Generators produce excess power. Raise to 80%. Power Phase ends.
7–10Generators produce excess power. Raise to 80%. Reroll on Table 1.3.
11–12Temporal Retraction Engaged. Roll 1D20 → Table 1.8
TABLE 1.5 Power at 40%

Roll 1D6 and see total score.

1D6Effect
1Thermal Generators Failing. Drop to 20%. Power Phase ends.
2–3Thermal Generators Stable. No change.
4–5Generators produce excess power. Raise to 60%. Power Phase ends.
6Generators produce excess power. Raise to 60%. Reroll on Table 1.4.
TABLE 1.6 Power at 20%

Roll 1D6 and see total score.

1D6Effect
1Thermal Generators Failed. Drop to 0%. Reroll on Table 1.7.
2Thermal Generators Stable. No change.
3–4Generators produce excess power. Raise to 40%. Power Phase ends.
4–5Generators produce excess power. Raise to 40%. Reroll on Table 1.5.
TABLE 1.7 Power at 0%

Roll 1D6 and see total score.

1D6Effect
1–3Thermal Generators Failed. System down for one turn while computer reboots. Cannot attack, defend, or move during reboot. System restores at 20% when reboot completes. Turn ends.
4–5Brain kicks in reserve power. Raise to 20%. Power Phase ends.
6Brain kicks in reserve power. Raise to 20%. Reroll on Table 1.6.
TABLE 1.8 Temporal Retrieval Rift
Dice TotalRetrieved
00–9Rift unstable. Retraction unsuccessful.
10–17Nanomechanics booster kit. May be engaged at any time to restore 1 Body Point.
18–24Laser Pistol — 6 charges.
25–30Phase Blaster — 3 charges.
31–36Laser Pistol — 10 charges.
37–423 Grenades.
43–49Phase Blaster — 6 charges.
50–55Laser Pistol — 14 charges.
56–62Flame Thrower — 4 charges.
63–696 Grenades.
70–78Phase Blaster — 12 charges.
79–87Flame Thrower — 8 charges.
88–949 Grenades.
95–97Proton Cannon — 3 charges.
98–100Proton Cannon — 6 charges.
TABLE 1.9 Cyborg Retrieved Weapons

The Cyborg can only hold one of each weapon type. Multiple copies simply add to the current ammunition total. Due to their alien nature, all damage from these weapons is undefendable.

WeaponEffectMax Charges
Laser Pistol 1 Body Point of damage to any character the Cyborg can "see." 14
Phase Blaster 3 Body Points of damage to any character the Cyborg can "see." 12
Flame Thrower Extends 6 spaces horizontal/vertical, 5 spaces diagonal. Damage by distance:
1 adj / — = 5 BP  •  2 adj / 1 diag = 4 BP  •  3 adj / 2 diag = 4 BP
4 adj / 3 diag = 3 BP  •  5 adj / 4 diag = 2 BP  •  6 adj / 5 diag = 1 BP
8
Grenades Can be thrown up to 8 squares away. Damage by distance from impact point:
Direct hit (ground zero): 4 BP
Within 1-space radius: 2 BP
9 total
Proton Cannon 8 Body Points of damage to any one visible target. All characters adjacent to the target roll 4 combat dice — for each skull rolled, lose 1 Body Point. (This is the equivalent of "crossing the streams.") 6
TABLE 1.10 Cyborg Magical Resistance

The Cyborg is completely unaffected by all of the following spells, potions, and effects.

Immune — No Effect Evil Eye  •  Bean Sidhe "Scream"  •  Bane  •  Warp  •  Confuse  •  Command  •  Cloud of Chaos  •  Fear  •  Sleep  •  Courage  •  Battle Fire  •  Healing Vapors  •  Water of Healing  •  Heal Body  •  Cloud of Healing  •  Restful Ballad  •  Battle Hymn  •  Cacophonous Song  •  Powersong: Pain  •  Restore Mind  •  Flitting Shadows  •  Eerie Song  •  Tinkling Laugh  •  Majik War Paint  •  Doppleganger  •  Pure Potion  •  Potion of Strength  •  Potion of Defense  •  Heroic Brew