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Using Henchmen in HeroQuest



The Quest Pack for the Barbarian is harder than some of the other packs, and allows the Heroes to hire Mercenaries to help them. I have included a short summary showing how Henchmen (Mercenaries) are used in the Barbarian pack and in Advanced HeroQuest

Mercenary rules found in Quest Pack for Barbarian:

1. Gold must be paid before each quest.
2. Controlled by the Hero who hired them. The mercenary or mercenaries go after that Hero's turn.
3. Can hire as many as Hero can afford.
4. Mercenaries can move, open doors, attack, and defend. Only the Scout can search and disarm traps. No mercenary may search for treasure.
5. If a Hero dies, any mercenaries paid for by that Hero are still controlled by the player. The mercenaries stay with the group until the quest is over.



Mercenary Type Cost Per Mercenary Move Attack Dice Defend Dice Body Points Mind Points
Crossbowman
75
6
3
3
2
2
Halberdier
50
6
3
3
2
2
Scout
50
9
2
3
2
2
Swordsman
100
5
4
5
2
2

The rules for the weapons the Mercenaries wield are found in the armory section of the rules.
Crossbowman wield crossbows.
Halberdiers wield halberds.
Scouts have the Dwarf's ability to detect and disarm traps.

Note: Here are some questions that could be asked about the above rules. I may very well have missed them in the rulebook:


Henchmen rules in Advanced HeroQuest: (note - an expedition in Advanced HeroQuest is not a quest. It is the period from when the Heroes enter a dungeon to when they leave it. It can be any number of quests, depending on how many levels make up the dungeon.)

The Heroes get nothing from a Henchmen if he dies.



Henchmen rules in White Dwarf #138