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Registered: 04-2006
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Warrior Classes (Basic Rules -- in development)


This is for the warrior types which I intend to modify or create. The Chaso Warrior and the Undead Avenger are not here becasue their rules are already done. emoticon

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Uruk Hai (not sure on spelling yet)


Thoughts:

He will be somewhat like a dwarf in his fighting ability and toughness, but he will also have the Parry 6+ starting skill. This will work against melee attacks, but not (obviously) against ranged attacks.

Currently, I am trying to think of an offensive melee combat skill and/or weapon ability similar to the Dwarf's Great Axe for damage, and/or similar to a Barbarian Berserk skill or to the Elf Ranger Knght's Blades of Death skill.

Wounds 1D6+8
Movement 4
Weapon Skill 4
Ballistic Skill 5+
Strength 4 (+2 on a natural 6 to hit in melee combat)
Toughness 4 (5)
Initative 3
Attacks 1 (+1 if Furious Charge applies see below)
Damage Dice 1D6
Escape Pinning 5+

Beginning Equipment:

Reminder: only one weapon may be used in a turn.

Choose which two of these four melee weapons with which to begin the game:

Sword - does normal damage (1D6+ Uruk Hai's Strength of 4)

Mace - (same as found in Weaponsmith's) -1 on all to hit rolls, but if roll a natural 6 to hit it does +1D6 damage.

Battle Axe - (same as found in Weaponsmith's) +2 Strength modifier for damage, but it cannot be used with a shield, because it is two-handed.

Spear - (same as found in Weaponsmith's) +1 Initiative in first round of combat. Fight in Ranks. It does normal damage whether used as a missile or as a melee weapon. If thrown, it takes 4+ to hit and must be recovered after the combat before being used again. Does not do a death-blow from side-to-side, but may do so in a straight line away from the warrior (up to two enemies may be killed with one attack in this manner).

Hardened Leather Armour - +1 T, but roll 1D6 at the end of each adventure. On a roll of 1 or 2 the helm has cracked and is of no further use for protection.

Mordor Rations (1D3+1) - These work much like provisions in the normal game except that there is a chance they have spoiled before being consumed. Roll 1D6 for each time a Mordor Ration is to be consumed. On 1 or 2, it is spoiled and does no good; on 3-4 it restores 1 Wound; and, on 5-6 it restores 2 Wounds. Because of this built-in spoilage factor, these rations may be carried until used.

Skills:

Parry 6+ - Only works in melee combat. If successful, the Uruk Hai parries an attack that would have hit him. May be attempted for every incoming melee attack that would hit.

Furious Charge 5+ - In the first turn after each new group of enemies appears (after each new monster or "good guy" event), roll 1D6. If 5+ is rolled, the Uruk Hai gains an immediate extra attack (only to be used in this turn) with +2 to his current movement and he automatically breaks from pinning. Yes, this extra attack may cause a death-blow if he is using a weapon that allows it.

Skilled Combatant - In melee combat, whenever the Uruk Hai rolls a 6 to hit, his strength is augmented possibly causing extra damage (+2 Strength on 6 to hit in melee). This benefit is in addition to any weapon's Strength modifier).

Last edited by OldWarrior, 4/Apr/2008, 6:53 pm


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Orc Warrior


I am thinking of making this warrior somewhat similar to the basic Elf, since the orcs were originally created as a perverted mockery of the elves.

I think the orc warrior (LOTR) should be a bit faster (higher Initiative immediately and perhaps better movement at higher levels) than the WHQ orc monster.

The WHQ orc begins with the same BS as the Elf (4+) already. emoticon

Wounds 1D6+7
Movement 4 (more to come in the future?)
Weapon Skill 3
Ballistic Skill 4+
Strength 3
Toughness 3 (4)
Initative 4
Attacks 1
Damage Dice 1D6
Escape Pinning 4+

Beginning Equipment:

Normal Bow (like the Elf has) which is Strength 3 for damage.

Bundle of Arrows - good for one adventure (probably for one full chapter in which fighting enemies occurs).

Poisoned Arrows (1D6+2 of them) -- limited supply. These can inflict additional poison damage to the target. After working out normal damage, if any actual wounds are caused to the target, then roll another 1D3 for poison damage -- not modified for anything. Also, the target suffers the effects of the poison special rule (-1 Strength permanently).

Sword, of course, which does normal damage (1D6+ orc's Strength of 3)

Hardened Leather Helm - +1 T, but roll 1D6 at the end of each adventure. On a roll of 1 or 2 the helm has cracked and is of no further use for protection.

Mordor Rations (1D3+1) - These work much like provisions in the normal game except that there is a chance they have spoiled before being consumed. Roll 1D6 for each time a Mordor Ration is to be consumed. On 1 or 2, it is spoiled and does not good; on 3-4 it restores 1 Wound; and, on 5-6 it restores 2 Wounds. Because of this built-in spoilage factor, these rations may be carried until used.

Skill:

Evade 6+ - Only works in melee combat. If successful, the orc steps aside avoiding the blow that would have hit him. In order to use this skill, he must have an empty adjacent square to step into. Also, this might take the orc out of range from some other opponents. Yes, he may use this skill as many times as he is attacked in melee during the turn, even if it means that he steps back and forth between two spaces on the board.

Last edited by OldWarrior, 4/Apr/2008, 6:19 pm


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Ringwraith


Begins similar to the WHQ Ghost monster, but with some modifications to show LOTR info, Warrior conversion stuff, and a little bit more fear.

Wounds 1D6+10
Movement 4
Weapon Skill 2
Ballistic Skill -
Strength 2
Topughness 3
Initiative 3
Attacks 1
Damage Dice 1D6 (but see Chill below)
Escape Pinning N/A

The Ringwraith does NOT use missile weapons. He may choose to use a melee weapon instead of his Chill attack. Once he has 2 or more attacks, he may divide them up between a weapon and his Chill attacks as he pleases.

Ethereal -1 - It can never be pinned by non ethereal beings. Physical weapons except for those specifically classifed as a magic weapon, are at -1 to hit this creature (both melee and ballistic). This does not affect magic spells. Also, the Ringwraith may move through most solid walls and other models (but may not end his movement within any solid object or model). In some situations during game play, the ethereal aspect of the Ringwraith might not apply -- specific instructions will be noted at such times.

Chill 1 - The Ringwraith's attacks are very dangerous, because toughness and armour (unless it specifically protect against chill attacks) are NOT deducted from the damage. Roll 1D6, but no strength is added when determining damage. This attack may only be used in melee combat (upon an adjacent foe). Yes, a chill attack can cause a death-blow.

Fear 7 - all enemies must make a fear test before attacking the Ringwraith in melee combat. Roll 1D6 and add the opponent's Battle-Level or Dungeon-Level. If the total is 7+ then the enemy is not affected this combat by the Ringwraith's fear. If the test is failed, the Ringwraiths enemies are at -1 to hit him in melee combat.

Regeneration 1D3 - same as Regeneration 1, except he only regains 1D3 wounds at the end of each turn.

Sense the One Ring 6+ - Whenever the Ringwraith is in the same general vicinity as the Ringbearer (whoever carries the One Ring), roll 1D6 once per turn. For each successful roll (6+ in the beginning) the Ringwraith gains a piece of information as to where the Ringbearer is currently located. Also, once during each week of travel, roll 1D6. On 6+, the Ringwraith is able to determine the direction in which the Ring lies. At such a time, the party might change the direction of their journey in order to move toward the location of the One Ring on the Middle Earth map.

Furthermore, whenever the Ringbearer actually wears the Ring, this sense works on 3+ AND the Ringwraith can see the Ringbearer/wearer very clearly if he is within 20 squares of the Ringbearer even if there are solid objects or other models in the LOS.

Elf Shy - Whenever any nearby enemies include elves The Ringwraith may be compelled to leave their presence. Roll 1D6 each turn when one or more elves are present in combat. On a roll of 4 or less, the Ringwraith cannot bear to be near the elves any longer and runs from the combat. The GM will determine when and where the Ringwraith may rejoin the party thereafter, depending upon where the party is on the Middle Earth map and upon what is happening in the game. This tendency to run away becomes weaker as the Ringwraith grows stronger (at higher levels). As a Wraith (Champion title equivalant), he will only run away on 3 or less. As a Black Rider (Hero title) 2 or less and as a Ringwraith Lord, or Nazgul, (riding a fell beast) only on a roll of 1.

More to come I think. emoticon

NOTES:
(Other Advanced Rulesemoticon

Non-corporeal -- same as ethereal, but emphasis here is on food and water. The Ringwraith does NOT need to eat or drink, nor will he do so.

Black Steed - given to the Ringwraith when he reaches BL-5 -- either as soon as he reaches Mordor or by some chance that another Ringwraith brings it to him. He then becomes a Black Rider. This allows him much quicker movement across the lands of Middle Earth as well as some initial advantage in battle (only while riding into battle -- if possible). If the Ringwraith ever loses his steed, he might be able to receive a replacement by returning to Mordor.

Fell Beast - given to the Ringwraith upon reaching BL-9. This beast enables the Ringwraith, Nazgul, to traverse the lands of Middle Earth with tremendous speed, ignoring all land-based obstactles. The speed of transport limits the Ringwraith from closer searching unless of course he dismounts. He may use the fell beast in open battles (outside) to attack his foes with striking speed and the added benefit of the beast itself to fight them. More details to come if and when needed -- later in the game.

Note: whenever the Ringwraith leaves the party to track down the One Ring upon his Black Steed or Fell Beast, another warrior will be the leader of the party in his absence.

Also, other Ringwraiths might be prone to join him in his searches. The leader of the Black Riders or of the Nazgul will be determined at that time -- as needed -- by the GM (randomly determined). The greater the Ringwraith's success the more likely he might be able to be the current leader of the Ringwraiths -- at least of those near him at that time.

Fear of Fire - A Ringwraith will NOT willing enter a square that will put it in harm's way of fire. He is at -1 to hit any being that is near fire (within two squares of it). Also, any time the Ringwraith is directly attacked by magical fire or physical fire (as in fire arrows for instance) he will suffer an additional 1D3 wounds no modifiers for Toughness or Armour (unless the armour is fire resistant, in which case it may repell the fire damage.

Fear of Water - This is not as pronounced as Fear of Fire, but still needs to be mentioned. A Ringwraith will generally avoid directly entering any body of water. Water might be used in some instances to cause the Ringwraith to depart from his physical manifestation -- in which case he must return to Mordor to become rejuvenated and re-equipped. When riding a Black Steed, he will cross a body of water that his steed can manage, though he must still pass a Will Power Test to do so (once per turn until successful). But, his Black Steed could be destroyed in some cases by pwerful water forces mingled with magic. In such a case, he must return to Mordor as mentioned above.

Last edited by OldWarrior, 8/Apr/2008, 8:37 pm


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Stone Troll


Wounds 2D6+10
Movement 5
Weapon Skill 3
Ballistic Skill 6+ (5+ for Throwing Stones)
Strength 5
Toughness 4
Initative 1
Attacks 2
Damage Dice 2D6 (this means his normal damage at BL-1 = 2D6+5! With two attacks and death-blows, he will be a formidible opponent)
Pinning 6+ (but never pinned by anything smaller than he is except Aura of Slaanesh -- if even in the game -- and some other rare exceptions. If in doubt, roll a dice to decide which is the larger model.)

Equipment:

Huge Club Two-handed for most warriors, but the Troll can wield it with only one hand. Does normal Stone Troll damage (2D6+5 at BL-1).

Two-handed Weapon Rule - The Stone Troll may wield any two-handed weapon as though it were one-handed. However, if the Stone Troll ever decides to use a weapon other than a two-handed weapon, he rolls one less damage dice.

Mordor Rations (1D3+1) - These work much like provisions in the normal game except that there is a chance they have spoiled before being consumed. Roll 1D6 for each time a Mordor Ration is to be consumed. On 1 or 2, it is spoiled and does not good; on 3-4 it restores 1 Wound; and, on 5-6 it restores 2 Wounds. Because of this built-in spoilage factor, these rations may be carried until used.

Special Rules

Fear 6 - all enemies must make a fear test before attacking the Stone Troll in melee combat. Roll 1D6 and add the opponent's Battle-Level or Dungeon-Level. If the total is 6+ then the enemy is not affected this combat by the Troll's fear. If the test is failed, the Troll's enemies are at -1 to hit him in melee combat.

Drain Magic 6+ - Each turn, during the Power Phase, roll 1D6. On 6+ the Stone Troll's presence drains all the current magical power from the area. In such a case, magic users (both friend and foe) gain NO Power from the current turn's Power Phase.

Regenerate 1 - (I lessened this ability for BL-1 warrior) The Troll regenerates his wounds continually. At the very end of each turn, roll 1D6 and add this number of wounds to the Trolls current Wounds (up to his Starting Wounds maximum). At higher levels this ability will increase -- maybe something like Reg. 2 at BL-3, Reg. 3 at BL-6 and Reg. 4 at BL-9.

Throw Stones 4+ - If the Stone Troll pleases, he may choose to spend his attacks for the turn trying to find and throw stones at his enemies. For each attack roll 1D6, on 4+ he finds a stone to throw. Then he may choose a target and throw it (rolling to hit versus his Balistic Skill). Normally he is not very good at ballistic attacks, but he is a little better at throwing stones. He gains a +1 on his Ballistic to hit rolls whenever throwing stones. Each stone thrown causes normal damage (2D6+5 at BL-1). If the roll to find a stone fails, then the Troll has wasted his attack. Yes, the Stone Troll may try to pick up and throw stones in the same turn in which he has slain one or more adjacent foes, because he is fairly good at "random stone work". No, he may not attempt to throw stones while an enemy is adjacent to him. He may only do so after having slain any adjacent opponents.

Last edited by OldWarrior, 7/Apr/2008, 2:33 pm


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Vampire


Wounds 1D6+8
Movement 4 (more to come in the future)
Weapon Skill 4
Ballistic Skill 5+
Strength 4
Toughness 4
Initative 5
Attacks 1 (+ see Vampire and Necromatic Magic below)
Damage Dice 1D6
Pinning - N/A See Fly below

Ambush, Magic A - The Vampire gets to take one full turn as soon as his enemies appear. This ambush ability lets him act even before any magic can be cast and before any special abilities of his foes (like Throw Spears by beastmen). However, if he summons any undead creatures, they will not be able to attack until the Vampire's first non-ambush turn. When resolving this ability versus other warrior abilities, such as the Pit Fighter's Reaction Skill or the Barbarian's Reaction Strike, an opposing initative test will be done by the GM to determine who gets to act first.

Fly - This ability allows the Vampire to move freely about the board and land in any empty space within his movement range. The Vampire may not be pinned in combat (an exception would be the Aura of Slaanesh -- if it even comes into this game; another exception would be if he were to encounter a Friendly Giant warrior that has learned how to pin his enemies on purpose).

Necromantic Magic 1 (5+) - Once per turn, at the beginning of his turn, the Vampire may attempt to use necromantic magic. Roll 1D6, on 5+ he manages to tap into his knowledge of the dark magic. (More info to come, because I will need to modify the way this is worked out to give the player some options, chances of success perhaps and how to manage power if any is required.....)

Magic Resistance 5+ - same as the monster ability.

Vampire - Once per turn, at the beginning of his turn, the Vampire can act as a vampire. emoticon Roll on the table below to see what he does (table yet to come, because I will need to modify it for this warrior).

Last edited by OldWarrior, 4/Apr/2008, 9:06 am


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Necromancer


I think this one will need a lot of work. emoticon

I will be looking at one or two custom necromancers as I find them.

Here is one version that looks interesting. I think though that it will need some modification just to make it more balanced.

Necromancer
(This link now points to the modified file, which file is a work in progress.)


EDIT:One additional rule so far:

Staff of Souls - Transfer of Life (target must be within SIX squares range) The Necromancer points his Staff of Souls at his wounded comrade and a ghastly greenish mist is sent over them. His comrade gasps, grunting and grimmacing with the strange feeling of the life essence of departed souls seeping into his being....

The transfer of life may be attempted with or without the use of magical power (from the current turns' Power Phase). For each wound the Necromancer attempts to heal, he expends one soul from the Staff of Souls. Roll 1D6 for each wound he is attempting to heal.

On a natural 1 - the transfer goes awry and the target instead loses 1 wound (no modifiers)*.

On a roll of 2 - the soul is wasted providing no healing.

On a roll of 3+ - the target is restored 1 wound.

The Necromancer may augment the transfer of souls by spending current magic power, 1 power point per soul. For each soul augmented by 1 power the dice roll for that wound only fails on a natural 1.

*Yes, the target may be taken to below ZERO Wounds by this failed attempt to heal him. As usual, the target must be restored by some means to 1 or more wounds in order to avoid death at the end of the turn.

Here is another rule added to the document:

Regeneration 1 – At the end of each turn the Necromancer regenerates 1D6 wounds up to his Starting Wounds. This regeneration ability will not work if the Necromancer is on Zero or less Wounds.

EDIT: added the following item for this game -

Mordor Rations (1D3+1) - These work much like provisions in the normal game except that there is a chance they have spoiled before being consumed. Roll 1D6 for each time a Mordor Ration is to be consumed. On 1 or 2, it is spoiled and does not good; on 3-4 it restores 1 Wound; and, on 5-6 it restores 2 Wounds. Because of this built-in spoilage factor, these rations may be carried until used.



Last edited by OldWarrior, 7/Apr/2008, 2:33 pm


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