Runboard.com
Слава Україні!

Old Warrior's Message Board
(page background image by Cutlass)

Warhammer Quest-specific Message Board
(Disclaimer)

Message Board Rules - Questions for Old Warrior - Email

Custom Warhammer Quest Stuff @

Old Warrior's Online Journal Members of Private Forums, Click Here to See all Forums
(must be logged in)
Old Warrior's Mutant Chronicles

Welcome to Old Warrior's Message Board. Please click here to read the welcome topic and board rules. Visit the Feature Page link to see The Pit Fighter Revised.

Dectective with Book

Stronghold Feature Page
CURRENT FEATURE: The Pit Fighter Revised

NEW: Warhammer-Quest -A-Pedia (wiki)

New: Unique
User Titles

Game Reminders
For PBEM games

Check Your WeaponS:

Name your weapon each turn
(default weapon?)

Read these:
Turn Text
Last Turn Text
Chat/Orders


runboard.com       Sign up (learn about it) | Sign in (lost password?)

 
OldWarrior Profile
Live feed
Blog
Friends
Miscellaneous info



Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
Shur Hittem, Martial Artist, the leader (Played by Old Warrior)


Image
Shur Hittem
Martial Artist


 bio here(?): (not yet so I don't have to think too much. emoticon)

Played by Old Warrior

Battle Level 1 (White Belt)

Wounds 14
Move 4
Weapon Skill 4
Ballistic Skill 5+
Strength 3
Damage Dice 1 (+1D6 on 6 to hit; but, see DRT below)
Toughness 3 (4 w/Vest of Honour)
Initiative 4
Attacks 1
Luck 0/1
Willpower 3
Escape Pinning 5+
Gold 808
Experience 105


Image


Image


Skills:

KILLING BLOW: + 1D6 ON 6+ TO HIT (5+ @ LEVELS 6 AND ABOVE). This skill is only good in hand-to-hand combat (including feet & martial Arts weapons, even counts with flying kick skill); it does not apply to ballistic weapons.

DODGE ON 6+ (5+ @ LEVELS 6 AND ABOVE)

FIGHTING ACROBAT: He may deal out deathblows and additional attacks as long as he can hit, free from pinning (when desired and needed), and has enough movement to reach another enemy. He may move and attack in any order death-blow to any monster he can reach regarless of monster placement and obstacles.

KICK BACK ATTACK: If an adjacent monster has one or more empty spaces behind it, the Martial Artist may attempt a Kick Back Attack instead of a normal attack. He may attempt this as many times as he has attacks (trading 1 attack for each Kick Back Attack). He should roll to hit as normal. If successful, he does normal damage minus 1D6 damage, rolling on the Damage Result Table (DRTR), without any weapon modifiers (but Killing Blow skill still counts), and his target is kicked backwards one square and the Martial Artist takes the monster's original square without any movement cost. If more than one square is available, the Martial Artist chooses which square. This is especially useful to move monsters away from vulnerable or gravely wounded warriors. Also, he may use this method to increase the distance he may travel in one turn. Of course, he sacrifices some of his killing power to do so, because of the -1D6 modifier to damage.



Special Martial Arts Damage

When a successful hit has been made roll 2D6 and look up the result below. This is called his Damage Result Table Roll (DRTR). This table applies to bare-handed [or bare-footed] attacks and weapons normally classified as "unarmed" and to the use of nunchaku or a katana. But, this is not to be used with any other weapons.) For example: should he want to use some magical sword, he would have to forfeit using his SPECIAL MARTIAL ARTS DRTR for all attacks made with the sword, though he could still conceivably do a karate chop (see KARATE CHOP skill) with one hand while holding a one-handed sword in the other.


Damage Results Table

2-4 - LESSOR BLOW - Normal Damage Dice no strength added + any special skill (i.e. Killing Blow +1D6) + any weapon bonus (i.e. wooden nunchaku adds +1 wound)
5-8 NORMAL DAMAGE - Normal Damage dice + STR + any special skill + any weapon bonus
9-10 HEAVY BLOW - Same as Normal Damage (5-8), but causes + 2 wounds
11 HEAVY STUNNING BLOW - Same as HEAVY BLOW (9) & target is stunned (-1D3 attacks) this turn, gets -1 to dodge this attack (a dodge 6+ gets no dodge attempt), may not attempt to dodge any more attacks this turn and is at +1 to be hit this turn.
12* CRITICAL STRIKE -Same as Heavy Stunning Blow (11) + has hit a vulnerable body part (such as eye, nose [as in broken], stomach, or groin), thus ignores all non-magical armour, & toughness; and, the target may do nothing for one whole turn. No special abilities (such as: dodge, ignore blow, ignore pain, & etc.) are allowed in defense against this lightening-fast, expertly-placed blow. But, magical protection does count.

*Roll another D6, if 5+ he instantly kills his ogre-sized or smaller opponent. If his opponent is larger than an ogre, on a 5+ he does an additional unmodified 2D6 wounds (no modifiers of any kind, not even magic). When in doubt as to whether a monster is larger than an ogre, as a last resort roll 1D6, on 4+ the monster is ogre-sized or smaller, on 1-3 it is larger than an ogre.


Equipment:

Lantern - designates leader and illuminates the dungeon. See Rule Book for more details.


Weapons (non-treasure weapons) - only his hands and feet in the begiining...


Armour:

Vest of Honour (+1T @ BL 1) - magically resistant against loss (including destruction) of any type.

Meditation/Healing
Once per turn he may meditate (cannot be on zero wounds, attack or be attacked this turn, though standing adjacent to monsters is okay). He may move and meditate in the same turn, but may not use any of his offensive fighting skills. There is also a chance that the magical vest may restore him to 1 wound at the end of any turn in which he is at zero wounds, but not yet dead. Roll 1D6, on a 4+ he stands back up with 1 wound, but may not begin meditation until after the power phase (beginning of very next round). The Martial Artist receives 5 gold (or XP) per wound healed on another warrior.

Meditation/vest healing Result (1d6)
1 The vest fails to heal.
2 He is healed 1 wound.
3 He is healed 1D6 wounds.
4 He is healed 1D6+BL* and/or may share (some or all of) these wounds with warriors on the same board section.
5 He is healed 1D6+BL* and 1D3 warriors on the same board section are each healed 1D6 wounds.
6 He is healed 2D6+BL* wounds and 1D6 warriors anywhere on the board are healed 1D6+BL* wounds each.

*BL refers to the Martial Artist's current BL.

 
Treasures:

 Ring of Sure Seeing - 200g. Allows the warrior to re-roll one single Settlement Event or Hazard roll, then crumbles, the second result must be taken.

Rope (BDEW) 5 gold. Use to escape pit; After each use, roll 1D6; on a 1 or 2, the rope breaks and must be discarded.

Notes:


Special Gold Rule

The Martial Artis spends much time meditating upon how better to honour his fallen master. Therefore, he is not always as likely to pick up the gold lying about after a battle. At the end of each combat, roll 1D6. On 1 or 2, the Martial Artist is taken up in his meditations and collects no gold (monster gold/XP), while his comrades split his share between them.

Armour

He may wear leather or padded armour over his Vest of Honor, 1 point of helmet armour made of flexible material (like leather, but not steel, ceramic, or iron), but may not use a shield of any sort, because it greatly cramps his style. Remember that his Vest of Honor gives him a tremendous amount of protection.

Melee Weapons Penalty

He is at -1 to hit using any hand-to-hand weapon other than a single-handed sword or martial arts specific weapons. Martial Arts weapons include his hands and feet, when not using another weapon. He may not use any two-handed or magically enhanced axes or hammers. When making any attacks with other than martial arts weapons, he forfeits his special martial art techniques (i.e. his special Damage Result Table Rolls, DRTR, and his Fighting Acrobat skill).

Ballistic Weapons Rules

He will never use any gun powder or crossbow weapons. They are too cumbersome for his fighting style. He may use bows, throwing axes, knives, throwing stars, and SHURIKENS (a ninja throwing star?). If he cannot get adjacent to an enemy in his turn he may even attempt throwing a spear or javelin.

HE will never use ballistic weapons unless unable to close with an enemy in hand-to-hand (or foot-to-face) combat. This means if he has the Flying Kick/Flying Jump skill, he would use it where POSSIBLE TO REACH AN OPPONENT RATHER THAN TAKE A BALLISTIC SHOT. Also, he is so very agile that if he has no more movement left and no more adjacent monsters, but still has one or more attacks, he may switch from a hand-to-hand weapon to any of his ballistic weapons that allows more than one attack per turn (such as the short bow, or throwing stars). He may then use the rest of his attacks on missile weapons. He does not get his special martial arts damage roll (see below) when using ballistic weapons.

Treasure
The Martial Artist may use anything that both the Barbarian and the Elf may use within the guidelines listed above. He may not use anything that only one type of warrior may use (i.e. Barbarian only, Wizard only, & etc.).


~ ~ ~ ~ ~ ~ ~ ~


Handy Game Links

Turn Text
Game Chat & Orders
Adventure and Combat Stats
Old Warrior Rules:
OW Gamer Reference (Access Restricted)

Image
Email for dice rolls: [email protected]

Image _ Image _ Image _ Image


Last edited by OldWarrior, 5/Oct/2008, 10:38 am


---
Old Warrior

Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
23/Apr/2008, 9:17 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 




You are not logged in (login)

Back To Top

To Hit Chart