Anyone up for Warhammer Quest?

Discussion in 'Games Run By CPA Members' started by Oversoul, Aug 13, 2009.

  1. Oversoul The Tentacled One

    Pretty recently I found a box with all my old Warhammer Quest stuff. I thought it might be fun to try a campaign here, much like Spidey has been doing with D&D.

    If you've never heard of it (pretty likely), Warhammer Quest was the brief successor to Advanced HeroQuest. If you're familiar with Warhammer, Warhammer 40K, or Blood Bowl, some of the same aspects would be quite recognizable, except the focus is on taking your characters and going on quests in dungeons and killing lots of monsters. Anyway, I'd just like to gauge interest and see if this is something people might want to do...
  2. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    Didn't BigBlue have these rules too? Way back when we were talking about another game to do after the first Risk one?

    Anyhow, I'm interested and would play a dwarf, natch.
  3. Mooseman Isengar Tussle

    I could play... is it anything like hack master?
  4. Oversoul The Tentacled One

    Hm. I don't think it's like Hackmaster any more than it's like D&D, but I've never actually played Hackmaster, so I'm not sure...
  5. turgy22 Nothing Special

    I have interest, though I'll definitely need to know more about the game before committing.
  6. Melkor Well-Known Member

    I have interest
  7. Oversoul The Tentacled One

    Well, that's potentially four people and I wanted at least three, although a couple more wouldn't hurt. Turgy is curious about the gameplay, so I'll try to give some sort of outline...

    The basic version of Warhammer Quest uses four warriors, who come with the game. There is actually no DM. The layout of the dungeon is created using a shuffled deck of cards (and the deck gets split when there is a fork). Monsters and other things (traps, encounters, etc.) are generated by another deck, and monsters are placed by the players according to certain rules (normally dividing them evenly amongst the warriors, if possible).

    The largest room in the dungeon will be an objective room. In the basic version of Warhammer Quest, it is always in the latter half of the dungeon deck, and the mission, determined by rolling dice on tables in the adventure book, involves the objective room in some way (for example if the objective room happens to be the firechasm, you might have to destroy some evil artifact you brought with you by throwing it into the chasm, or perhaps the goal is to smash the idol if the objective room is the idol chamber). Once the mission is complete, the game ends and the surviving warrior who collected the most gold "wins."

    However, the roleplay book, substantially bigger than other books for the game, includes all sorts of optional rules and tables for expanding gameplay, including using warriors for more than one dungeon, traveling, visiting settlements, leveling up, buying and selling items, rules for new monsters that don't come with the basic set, and so on. Finally, the roleplay book introduces rules for having a "game master" (exactly the same thing as a DM). This allows for a lot more customization and it's the variant we'll be doing. The game master designs the adventures and dungeon layouts, controls the monsters, and can allow for actions outside of the basic game, such as rolling to leap over a table or pick a lock.

    Dungeons can easily be customized for a higher or lower number of warriors (by increasing or decreasing monsters). The roleplay book includes rules for a dwarf trollslayer, and I seem to have long ago purchased the pack for both him and the pit fighter. Also, through the wonders of the the internet, I have the rules for other official characters. There's a wardancer, a warrior priest, a witch hunter, a Bretonnian knight, an elf ranger, an imperial noble, and a chaos warrior. There are also plenty of custom warriors people have made over the years and if two people really want to play the same warrior, having multiples of one type of warrior isn't really a problem. The four warriors from the basic game do offer a versatile party, though. Here are the rules for them (at level 1).


    The land of Norsca lies to the north of the Empire, across the Sea of Claws. It is a bleak realm of frozen fjords and towering snow-capped mountains, scoured by blizzards and freezing winds. This inhospitable expanse of rock and ice is inhabited by the Norse, some of the hardiest and most fearsome men in the Known World.

    The Norse are violent barbarians who are feared throughout the civilised world. The harsh conditions of their homeland have made them exceptionally tough and fierce, and they enjoy their drink almost as much as a good fight! To prove their valour the Norse warriors hunt the wolves and bears that prowl the icy wastes, and wear their pelts as protection against the cold.

    Norse barbarians are big, muscular, hardy fighters. They make geat Warriors and sea-faring adventurers, and their exploits are famous the world over. Their love of battle makes the Norsemen excellent companions when venturing into danger. They are stalwart allies, unwilling to flee in even the most dangerous of situations.

    The Barbarian in Warhammer Quest is a Berserker, feared even by other Norsemen. Berserkers are insanely dangerous warriors who attack their enemies in a raging, uncontrollable frenzy, oblivious to pain and danger. The Barbarian finds himself in the Worlds Edge Mountains, lured partly by the stories of immense treasure hoards, and partly by the opportunity to kill hundreds of orcs, goblins, and other hideous creatures that he knows will be found in the dungeons deep below the earth.

    Wounds (hit points): 1D6 + 9 (I'll probably do a house rule of making rolls that affect permanent stats automatically be 6, at least for the first level, since survivability is really hampered if you get unlucky with these).
    Move (how many spaces you can move in a turn): 4
    Weapon Skill (affects chance to hit or block hits): 3
    Ballistic Skill (to hit something with a missile weapon): 5+ (meaning he would need to roll 5 or 6 to hit)
    Strength (adds to damage): 4
    Toughness (defensive stat that damage has to go through before affecting wounds): 3 (4 due to armor)
    Initiative (determines priority for taking turns in combat): 3
    Attacks (number of times he can attack each turn): 1

    Weapon: sword
    Armour: Thick furs give +1 toughness
    Pinning (to break away from melee combat and move elsewhere): 6+ (must roll a 6)

    Special ability: Each turn, before he fights, there is a chance that the Barbarian may go berserk. Roll a D6 and add +1 to the score for every monster he has killed this combat. If the total is 6 or more, the Barbarian goes berserk until combat is over. While berserk, he get 1 extra attack every turn. However, if he rolls a 1, then regardless of how many monsters he has killed, disaster strikes. The Barbarian is so maddened with bloodlust that all he does this turn is slash wildly about him, causing 1 wound on every adjacent warrior (no modifiers).

    Also, the Barbarian is the default "leader" of the party, which matters for some things, but really, this role can go to anyone.


    The dwarfs are an ancient race, and have lived in the Old World for thousands of years. They build their cities beneath the ground, tunneling under the rocks and through the mountainsides to create a vast empire under the earth. Through the centuries, the dwarfs' power grew, and as their tunnels delved ever deeper, the mountains yielded up their most precious treasures: gold, silver, jewels and precious stones to swell the coffers of the dwarf kings.

    Hundreds of years ago, disaster struck when vast armies of orcs and goblins assaulted the dwarf homeland. City after city fell in desperate battle, and today the dwarfs retain only a tiny fraction of their great kingdom and the power they held in ages past.

    The dwarfs are a long-lived people, who bear grudges for many years. They are immensely strong and resilient, but above all else they are proud.

    The dwarfs cherish the glorious memories of their past and yearn for the days when their greatest cities will ring again to the sound of dwarf voices, and the orcs and goblins have been driven back to their squallid homes in the Darklands.

    The Dwarf has joined the rest of the warriors in the journey back to the lands of his ancestors in search of glory, lost treasures and vengeance. Every orc killed, and every goblin sent fleeing into the darkness, is a step towards the deliverance of his ancient birthright.

    Wounds: 1D6 + 8
    Move: 4
    Weapon Skill: 4
    Ballistic Skill: 5+
    Strength: 3
    Toughness: 4 (5 due to armor)
    Initiative: 2
    Attacks: 1

    Weapon: axe
    Armour: chainmail gives +1 toughness
    Pinning: 5+

    Special ability: When wielding an axe or hammer, the dwarf rolls an extra D6 for damage, and discards the lowest score. He adds his strength as normal. If he rolls double, he adds the dice together, and then adds his strength to the total score. If he rolls double 1, his attack goes horribly wrong and he trips and falls over his beard. He must spend the rest of the turn getting up, and while he's doing so any monsters attacking him add +2 to their to hit rolls.

    Also, Spidey seems to have called dibs on the dwarf. If someone else particularly wants to play a dwarf, I do have the character pack for the trollslayer, which is basically a berserker dwarf.


    The dwarfs and elves enjoyed the golden age of their civilisations long before the empires of Man arose, and both are long-lived and noble races. There the similarity ends, however, as where the dwarfs are gruff and serious, elves are joyous, frivolous, haughty and disdainful of other races. It was inevitable that the differences that lie between them should lead to a terrible and bitter war.

    Though the war has ended, neither the elves nor the dwarfs will ever truly forgive and forget, and an enduring mistrust now exists between their two races.

    Elves are tall, slender, pale-skinned and of a haughty demeanour. Their slender build belies their strength and toughness, for elves are powerful creatures, and deadly in battle. Their weapons and armour are the finest in the Warhammer World, crafted out of exquisite materials, using techniques unknown to Man, and encrusted in precious gems.

    Elves generally keep themselves apart from the world of Men. Most of the elves have abandoned the Old World and now make their home in the elf kingdom of Ulthuan.

    A few elves still live in the forests of Loren. These Wood Elves are not as far distanced from the realms of humans as their High Elf kin. In times of dire threat to the Empire or the Kingdom of Bretonnia, the Wood Elves will even send mighty armies to fight alongside the human warriors in battle.

    Wood Elf adventurers are rare but not unheard of. The elves' passion for bright jewels and gems, and their hatred of evil races such as orcs and goblins can lead even them to undertake the most hazardous of adventures. The elf in Warhammer Quest is just such a warrior: determined to recover lost treasures, experience new realms and rid the world of the hideous monsters who deface its beauty.

    Wounds: 1D6 + 7
    Move: 4
    Weapon Skill: 4
    Ballistic Skill 4+
    Strength: 3
    Toughness: 3
    Initiative: 6
    Attacks: 1

    Weapons: sword and bow (the bow the elf starts with has a strength of 3, so both of his weapons do the same amount of damage)
    Armour: none
    Pinning: The elf cannot be pinned

    Special ability: Whenever an opponent would hit him, the Elf can attempt to dodge the blow, causing it to miss completely. Roll 1D6. On a score of 6, the Elf dodges the incoming blow.

    Each turn, the elf may choose to use either his sword or his bow.


    There is a power in the world that lies beyond the understanding of most mortal men, a power that can level mountains and destroy cities: the raw power of magic.

    The great High Elf Sorcerers have studied the lore of magic for thousands of years, and their sorcery goes far beyond the understanding of any other race. Their homeland, Ulthuan, is the most magical part of the Warhammer World, and in the far distant past the Elf mages taught some of their magic to men.

    Since that time, the wizards of mankind have established the Colleges of Magic and have been developing their skills. Magic is recognised as a potent force that can be used for good and for evil purposes.

    All armies have powerful Battle Wizards who are skilled in spells of warfare and destruction. As men-at-arms clash on the field of battle, and as cannons roar and arrows fly, another battle is fought out between rival spellcasters of the opposing armies. Magical enemies surge and crackle above the battlefield as the enemy wizards strive for supremacy.

    The Wizard seeks adventure in the dungeons and caves below the world. Not much is known about the evil creatures the warriors will meet, but it is certain that there will be times when swords are of no use, and only magic will prevail. The Wizard will have to call on all his guile and wisdom to bring the warriors to safety, and for their part the warriors would be well advised to protect him.

    Wounds: 1D6 + 6
    Move: 4
    Weapon Skill: 2
    Ballistic Skill: 6+
    Strength: 3
    Toughness: 3
    Initiative: 3
    Attacks: 1

    Weapon: sword
    Armour: none
    Pinning: 4+

    Special ability: Magic, duh. The Wizard starts with three spells, one offensive, one defensive, and one healing. He also begins each adventure with a store of power that can be expended on providing some more fuel for spells in times of need.

    Also, the Wizard's roll for power each turn is tied to whether or not a random event happens (on a roll of 1, an event does happen). This roll can technically happen every turn even if there is no Wizard, but it's recommended to have a spellcaster of some sort anyway, and the Wizard is really the optimal choice for this (the Elf Ranger is another official character who can become proficient in magic, but the Wizard has the most potential for spellcasting).

    Another thing I should note about Warhammer Quest is that it doesn't normally use experience points. Monsters drop gold when killed and gold, in addition to all its other uses, can be spent at training camps to level up. It might seem odd that a giant rat is carrying gold coins, but the assumption seems to be that this gold represents gold the warriors find in the dungeon.

    There are a couple of ways to handle the distribution of gold and treasure. Normally, in my experience it hasn't been a problem. You guys can either elect to split gold for killing monsters evenly amongst the group, or have each person keep the gold from his kills. Either way is fine with me. Gold and treasure that is found while exploring, I'll assume is divided equitably unless there are some unusual circumstances that complicate things...
  8. Oversoul The Tentacled One

    Here's a combat scenario to give everyone a better idea of how this game works. In this scenario I just made up, the warriors were exploring a corridor and the leader, the Barbarian, opened the door. The warriors enter the torture chamber. They purposely have the Barbarian and Dwarf enter the room, with the Elf and Wizard standing directly behind them. This prevents monsters from attacking the Elf and Wizard, who can shoot at monsters or cast spells undeterred, while the Barbarian and Dwarf engage in melee combat. The monsters in this case are six orcs, one of which is armed with a bow. Here's my crude attempt at demonstrating this graphically...

    In this image, "B" represents Barbarian, "D" represents Dwarf, "E" represents Elf, and "W" represents Wizard. Each "O" represents an orc, and the "A" represents the orc with a bow...

    Attached Files:

  9. Oversoul The Tentacled One

    For the first turn, we'll assume that the Wizard does not have draw enough power to cast any of his spells and doesn't wish to spend any of his power store for this combat.

    The Elf has the highest initiative, and he'll attempt to pick off the opposing archer with his bow. The Elf can only shoot at things that are in his line of sight, but in this case, the orc with the bow is. The Elf's ballistic skill is 4+, so he'll need to roll 4, 5, or 6 to hit the orc. His to-hit roll is 6. Next, he rolls for damage. Also a 6. The bow's strength of 3 is added to this for a total of 9. The orc has a toughness of 4. 9 - 4 = 5. The orc has 3 wounds (this might seem low compared to the amount of wounds the warriors have, but some other monsters are a lot harder to kill), so it dies.

    The Barbarian and Wizard are tied for the next highest initiative, but the Wizard isn't casting anything this turn and can't reach any monsters, so it's just the Barbarian for now. He tries to go berserk, but only rolls a 3, so he fails to go berserk this turn. Next, he attacks an adjacent orc with his sword. His to-hit roll is 6. I didn't post the chart that shows what roll is required to hit, but rolling 6 automatically succeeds, and in this case, the Barbarian would need to roll a 4 or higher (he and the orcs both have a weapon skill of 3). He rolls a 2 for damage. This is added to his strength of 4, giving a total of 6. The orc's toughness of 4 is subtracted and the orc takes 2 damage, surviving with 1 wound left.

    The next highest initiative is a tie between the Dwarf and the orcs, so we'll have the Dwarf go next. He attacks the orc on his left and rolls a 4 to hit, which which is just what he needed. Because of his special ability, he rolls 2D6 for damage and discards the lowest roll. He rolls a 1 and a 5, so his damage roll is 5, and he adds his strength of 3, for a total of 8. The orc's toughness of 4 is subtracted and the orc takes 4 damage.

    Warhammer Quest has a special rule called the "deathblow" that allows an attack that kills a monster outright to continue and attempt to hit an adjacent monster if there is one. So now here's where we're at...

    Attached Files:

  10. Oversoul The Tentacled One

    The Dwarf's next to-hit roll is 4, so his axe does strike the next orc. His damage rolls are 1 and 2, so the 1 is discarded, and his strength is added for a total of 5, from which the orc's toughness of 4 is subtracted. The orc takes 1 damage and survives (had it died, the deathblow could have continued and perhaps hit the next orc too).

    Now, the orcs strike back. There are still four of them and each one will need a 4 to hit either the Dwarf or the Barbarian. The first one attacking the Dwarf rolls a 1 and misses. The second one attacking the Dwarf rolls a four, which hits. However, when it rolls for damage, the roll comes up as a 1. The orc's strength of 3 added to 1 is 4, which is less than the Dwarf's modified toughness of 5, so no damage is sustained. The next orc attacks the barbarian and rolls 2, which misses. The last orc attacks the Barbarian and rolls 1, missing.

    The next turn, the Wizard's power roll comes up 3. The Wizard's level (1) is added to this, giving a total of 4. For this example, I'll give the Wizard the Lightning Bolt spell, which costs 4 power. The Wizard will blast the unhurt orc directly in front of the Dwarf with Lightning Bolt, which does 2D6 damage. The dice give a total of 8, from which the orc's toughness of 4 is subtracted, and the orc sustains 4 damage and dies.

    Again, we proceed with the Elf, who has the highest initiative and and a clear shot at the orc directly in front of the Barbarian, which he'll take. Unfortunately, he rolls a 1, which misses. Next, the Barbarian makes another attempt to go berserk. He rolls a 1, meaning that he is so overcome with bloodlust that he slashes wildly about and does 1 damage to any adjacent warriors, which is all three of them.

    The Dwarf attempts to finish off the wounded orc diagonally in front of him, but roles a 2 and misses. That orc retaliates, rolling a 5 to hit and a 1 for damage, which again isn't enough to get through the Dwarf's armor. Next, the other two orcs attack the Barbarian. Both roll 2, missing him...

    Attached Files:

  11. Oversoul The Tentacled One

    This time, the Wizard rolls 5 for power. He'll Lightning Bolt the orc that the Dwarf already wounded, rolling 2D6 for a total of 6, subtracting 4 (the orc's toughness) and finishing that orc off.

    The Elf shoots at the same orc as before, but rolls a 2, missing again.

    The Barbarian rolls a 1 again on his roll to go berserk, doing 1 damage to the other three warriors. I forgot to mention that the Elf can dodge this with a roll of 6 on his dodge attempt, but he fails both times anyway.

    The Dwarf attacks the orc that the Elf keeps missing, but he rolls a 1 and misses it himself.

    One orc rolls a 3 and misses the Barbarian. The other rolls a 2, also missing the Barbarian.

    The power phase comes around again. Wizard rolls a 3, so again he has enough to cast Lightning Bolt. But seeing that the orcs should be finished soon, he saves his power for the moment (he can only cast offensive spells during combat, but he can do so at any time during combat, as long as it's not interrupting something that's already in the process of happening).

    The Elf shoots at the same orc again, but rolls a 2. So he misses yet again.

    The Barbarian rolls a 3 on his attempt to go berserk. He attacks the orc that he already hit and rolls a 5, which hits. He rolls a 6 on his damage roll, for a total of 6 + 4 - 4 = 6 damage. The orc dies. The Barbarian's death blow misses the other orc.

    The Dwarf attacks the last orc and rolls 4, hitting it. His damage dice come up 2 and 4, so his attack does 4 + 3 - 4 = 3 damage, killing the orc. Now combat is over, and the warriors may continue exploring the dungeon.

    Since the Wizard still has 4 power left, he will use it to cast the Heal Wounds spell I decided he has for this example and heal himself. He rolls a 5 for Heal Wounds and is fully restored. In later turns, he can heal the other wounded warriors. They didn't sustain that much damage this combat, but that won't always be the case.

    Finally, the warriors collect gold. Each orc is worth 55 gold. Under standard rules, this would mean that the Barbarian collects 55 gold, the Dwarf collects 110 gold, the Elf collects 55 gold, and the Wizard collects 110 gold. Alternatively, the gold could be split between everyone so that each warrior gets 82 gold, with the remaining 2 gold going to whoever didn't get extra gold in the last combat.
  12. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    heh, I just saw Journey to the Center of the Earth on cable with Brendan Fraser and that reminded me of "Dibs on the Mt. Guide" "Hey, no one has 'dibs' on the mt. guide" :D

    A question that arose from the example combat above:

    1) What is "line of sight"? Or to be more specific, how is it represented in game terms (straight ahead, a cone from the hero, etc)
  13. Oversoul The Tentacled One

    None of the standard rooms are considered big enough to worry about that, but it is implied that the lantern is nearing the edge of it's efficacy for illuminating surroundings with the 4x8 objective rooms. So it's the lantern that would limit vision before the characters' eyesight. But I might do outdoor adventures or include customized rooms that are both very large and lit by torches. Some players have developed customized rules for such situations, but I might write my own anyway.

    Line of sight is normally affected by corners and the like. If a straight line between the shooter/thrower/caster/etc. and the target is interrupted by a large obstruction, then the target isn't in the line of sight. Warriors and monsters aren't considered to count for this, as it's assumed they're moving around and don't completely block out the target.

    If a target is unusually far away somehow or if things are particularly crowded, hitting something with a bow could be considered a difficult shot, and therefore subject to a characteristic test, in this case against initiative (so the shooter would roll a D6, add his initiative, and would need to get a result higher than some number calibrated to the difficulty of the shot).
  14. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    Hey, I'm ready to go. I'm just off for the rest of the week after today.
  15. Oversoul The Tentacled One

    What say the rest of you? Anyone want to call dibs :)p) on another warrior?
  16. Mooseman Isengar Tussle

    I'll be the elf
  17. turgy22 Nothing Special

    I'm in.

    I'm curious about the Chaos Warrior. If he's not too sucky and/or complicated, I'd like to give him a try. Otherwise, I'll take the Barbarian.
  18. Oversoul The Tentacled One

    Well, I've never seen the Chaos Warrior in action, so I can't be too sure how well he plays one way or another. He's certainly a unique warrior. The only one I'd call possibly too complicated is the Pit Fighter, who's leveling system is meant to be customizable, but basically ends up letting him run up and kill everything before the other warriors get a chance to. I think I can find some way to make any of these guys work, though. Let's see...

    Chaos Warrior

    Chaos Warriors are thought of as inhuman, daemonic killing machines. Men who have sold their souls for the pleasure of indiscriminate slaughter. Indeed this is in some measure true, and there are those who are so blighted by chaos that they must fight eternally in the warhost of their daemonic masters, having forgotten and abandoned their humanity forever.

    There are many reasons why a man may turn to chaos, and many paths he may travel to serve the dark gods Some are enlisted by sects in their home town, following an inconspicuous trade by day, and joining the coven by night, reveling in the dangerous pleasure of the forbidden Others might be driven to follow the path of chaos through personal tragedy. Whatever the cause, desperation has often been known to drive otherwise upright individuals down the dark road to depravity and change.

    Sometimes soldiers of fortune, mercenaries or freelances are inculcated into the ranks of those following chaos In their case the desperation is often more immediate - perhaps they call out for salvation as their enemies close in on them for the kill, and all hope seems lost. Then, the powers of chaos may see fit to intervene and save the individual - at a price. However they have entered into their pact with the chaos powers, all Chaos Warriors have certain things in common: they have sold their souls to the lords of chaos, and have glimpsed the possibility of immortality and power beyond dreams. Equally, they all know that there is no turning back - they are irrevocably damned.

    When the other Warriors first meet the Chaos Warrior. the warping influences of his daemonic masters may have already manifested themselves visibly, as marks on his flesh, twisted features or in extreme cases extra eyes. ears, fingers or the like. If this is so, then the Chaos Warrior is likely to be very careful to conceal his true appearance when in the company of the Warriors. wearing his armour at all times, or keeping his features obscured by heavy cowls. furs or robes. If the Warriors knew his true nature, they would be unlikely to tolerate the Chaos Warrior’s company, as they have more than likely faced his kind in battle in the past. Individually though, many Chaos Warriors are not evil as such, they simply follow a different path from the rest of the world. Their objectives, urges, goals and desires are often incomprehensible to any other creature. Inevitably making these individuals outcasts in any society, other than with their own kind. Yet for a while, a Chaos Warrior will make a stalwart ally, a deadly fighter and a powerful opponent to any who stand in his way. His is a lonely path, and ultimately leads to the darkest realm imaginable.

    Wounds: 3D6
    Move: 4
    Weapon Skill: 4
    Ballistic Skill: 5+
    Strength: 3
    Toughness: 3 (4 due to armor)
    Initiative: 3
    Attacks: 1

    Weapon: axe
    Armour: light armour gives +1 toughness
    Pinning: 5+

    Special ability: Gifts of Chaos. When the Chaos Warrior is created, roll a D6.
    1-3: The Chaos Warrior starts the game with 2 chaos attributes and 1 chaos artefact.
    4-6: The Chaos Warrior starts the game with 1 chaos attribute and 2 chaos artefacts.

    Attributes Table
    1: Mindless. If a 1 is rolled in the Power Phase, the Chaos Warrior turns into a mindless, babbling idiot He has a Weapon Skill of 1 until the end of the turn, when he returns to normal.

    2: Arcane Knowledge. If a 6 is rolled in the Power Phase, the Chaos Warrior is overcome by dark, chaotic thoughts Roll a D6.
    1-2: The Chaos Warrior may do nothing this turn. Any opponents who attack him may add +2 to their to hit rolls. The Chaos Warrior Returns to normal at the start of the next turn.
    3-6: The Chaos Warrior gains 1D6 Initiative for the turn. He may also take one random spell card, which must be cast immediately The spell is cast automatically If it cannot be cast for any reason, it is discarded.

    3: Poisonous Bite. Once per turn, the Chaos Warrior may make a special site attack, in addition to his normal attacks The Bite attack is at -1 to hit, and causes 2 Wounds, with no modifiers

    4: Warp Magic. Randomly select one spell card. The Chaos Warrior may cast this spell once during the adventure, and it works automatically.

    5: Teleport. Once per adventure, the Chaos Warrior may teleport, instead of moving. He may teleport to any square on the board. When teleporting, he may ignore Pinning rules. Remember the rules for being lost in the dark though!

    6: Warp Frenzy. At the start of each new event that reveals Monsters, roll a dice. On a scare of 6 the Chaos Warrior is frenzied for the duration of the combat. While frenzied, he has +2 Attacks. but is at -1 to hit.

    Artefacts Table
    1: Parrying Blade. This weapon reduces the attacks of one of the Warrior's opponents by one.

    2: Ring of Desolation. This ring allows the bearer to make an Ice Missile attack once per turn, in addition to any other attacks he might make. The Chaos Warrior must make a Ballistic Skill roll to hit. Any Monster hit is frozen for the rest of the turn. While frozen, a Monster may not attack or be attacked. The Monster will return to normal at the beginning of the next turn.

    3: Lashing Blade. This weapon allows the Warrior to strike opponents up to four squares away.

    4: Chalice of Night. Roll a D6 at the start of each adventure - this is the number of Attacks that will hit automatically this adventure. The Chaos Warrior may choose which attacks hit automatically.

    5: Entrancing Blade. This blade has a hypnotic effect on Monsters that are attacking the Chaos Warrior. Any Monsters attacking the Chaos Warrior must roll a D6. If they score 6, they may do nothing that turn.

    6: Axe of Mighty Striking. Once per adventure, this weapon will cause 8D6 Wounds damage. Toughness and armour may be deducted as normal. The Chaos Warrior must state he is going to make this special attack before he rolls the dice to hit. If he misses, the attack is wasted. At other times the axe causes normal damage (1D6+3), though it does still count as being magical.

    Also, I haven't gone over equipment cards, which is straightforward. But unlike the other warriors, who start with an equipment card, the Chaos Warrior's card is the "Mark of Chaos." It gives him +1 luck (meaning that he can re-roll one thing per adventure).

    He's definitely more complicated than the Barbarian. But whether it's in a good way or not depends on what you're looking for.
  19. turgy22 Nothing Special

    Sounds like fun. I'll give it a try, though now I'm interested in learning about the Pit Fighter. Killing things is fun; who cares if everyone else gets to play. :p

    About how long is each adventure (as in, about how many monster encounters should one expect?) Also, is there a difference between an adventure and a game? I notice that Teleport can be used once per game, but everything else says adventure.
  20. Oversoul The Tentacled One

    The problem with the Pit Fighter when I played him was that he could visit fighting schools, which is a pretty big part of the way he works. Events at fighting schools can give him extra level-up points. Unlike the other characters, who gain stat improvements and skills with each level, the Pit Fighter gains points, which he can spend on improving whichever areas he wants to focus on. That meant he could gain a D6 in damage every level, whereas the Barbarian gains one every four levels or something. Damage dice cost a lot of points, but by gaining extra ones, he could also invest in his number of attacks per turn and even some other stuff. Finally, his starting weapon gives +2 to attacks and lets him step into the space occupied by a monster he just killed (and this is supposedly balanced by it not being able to make death-blows). That meant by the time he was level 3, even though I let the Barbarian in the party have the good magical weapons they came across, he was cutting through multiple monsters per turn and leaving the poor Barbarian to maybe pick off the leftovers.

    Well, it depends on the dungeon. Some dungeons might be highly populated, while others focus on traps and the like. Also, some dungeons have multiple "deeps." A deep is a level in the dungeon and even though they are continuous, abilities that can only be used once per adventure can actually be used once per deep. Anyway, to give a rough idea of how many monster encounters there are in a dungeon, if I went with a dungeon similar to the ones generated by the dungeon deck, there probably would be 4-6 rooms with monsters in them, plus a random encounter when the roll for the Power Phase, which happens each turn, comes up 1 (house rule: only if the warriors aren't already fighting something, at least as long as they're level 1, since in the testing I've been doing, this tends to kill them). An unexpected event would, using the standard event deck, very probably generate monsters (it starts out with a decent chance of generating something else, like a trap, but then most of those cards cause a new event card to be drawn once they are resolved, which means monsters still arrive). So it's variable. Six rooms out of fourteen might have monsters already, but the rate at which random monsters appear increases the longer you waste time wandering around the dungeon. Of course, I'll be using customized event generation tables, so it won't be immediately clear how likely those monsters are to appear...

    The "game" thing on teleport was an error. It should read "adventure." I copied and pasted it from the document on my computer, then edited it for consistency, but missed that one. The basic version of Warhammer Quest is a bit odd about its wording. The roleplay book is consistent, but then the books with the character packs (which that information must have been lifted from) can't decide whether they're telling you about the character for basic Warhammer Quest, advanced Warhammer Quest, or Warhammer Quest roleplay.

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