WQ_Warrior.gz -- A basic fighter-type based on AHQ and Talisman --- snip snip snip --- Warhammer Quest: The Warrior by T. Jordan "Greywolf" Peacock 23 JUL 1995 -*- The following is a home-made profession for _Warhammer Quest_ created by myself, partially inspired by the "Warrior" character from _Talisman_, and partially by the "Warrior" character from _Advanced HeroQuest_. Basically, I was looking for a nice, run-of-the-mill, all-around fighter type, with skills that seem more "generic" for a general warrior-type. Of course, this name can lead to some confusion, given that a Warrior applies to all of the PCs so far. I chose to title this as such just to draw a connection with the "Warrior" from the aforementioned games. Hopefully the context will make it clear to which kind of "Warrior" I am referring. At this writing, these rules are completely untested, though I don't expect that status to last for very long, given local desire for an "ordinary" fighter type character. -*- THE WARRIOR -*- Many great heroes head into the dungeons under the World's Edge Mountains in search of fame and fortune. They are generally known as Warriors, whether they are Barbarians from the lands of Norsca, spell-casting Wizards, Elves from the forests of Loren, axe-wielding Dwarves, or what-have-you. Some, however have a more ordinary background, perhaps having served in an army, or perhaps having just taken up a sword to begin an adventuring life. This is the archetypical Warrior, focusing primarily upon his swordplay, and not necessarily having any particularly fancy skills based upon his race, culture or the use of magic. -*- WARRIOR STATISTICS -*- Wounds: 1D6+7 Move: 4(3) Weapon Skill: 3 Ballistic Skill: 5+ Strength: 3 Toughness: 3(6) Initiative: 3 Attacks: 1 Equipment: None. Weapon: Sword, causing 1D6+3 Wounds Armour: Chainmail, giving +2 Toughness, -1 Movement; Shield, giving +1 Toughness. Pinning: Breaks from pinning on a roll of 5+. Special Rules The Warrior is particularly skilled in the offensive use of hand weapons, able to re-roll any roll to hit with a hand-to-hand weapon, although he must keep the second roll whether better or worse. ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 4 4 4 4 5 5 5 6 -*- WARRIOR ADVANCED PROFILES -*- Battle Level 2 Wounds: 2D6+7 Wpn./Bal. Skill: 3/4+ Strength/Dice: 3/1 Toughness: 3(6) Initiative: 3 Attacks: 1 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 1 TO HIT 2 3 4 4 4 4 5 5 5 6 Will: 2 SKILLS: 1 Pinning: 5+ Battle Level 3 Wounds: 2D6+7 Wpn./Bal. Skill: 4/4+ Strength/Dice: 3/1 Toughness: 3(6) Initiative: 3 Attacks: 1 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 2 TO HIT 2 3 3 4 4 4 4 4 5 5 Will: 3 SKILLS: 1 Pinning: 5+ Battle Level 4 Wounds: 3D6+7 Wpn./Bal. Skill: 4/3+ Strength/Dice: 3/1 Toughness: 4(7) Initiative: 4 Attacks: 2 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 2 TO HIT 2 3 3 4 4 4 4 4 5 5 Will: 3 SKILLS: 2 Pinning: 5+ Battle Level 5 Wounds: 3D6+7 Wpn./Bal. Skill: 5/3+ Strength/Dice: 3/2 Toughness: 4(7) Initiative: 4 Attacks: 3 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 2 TO HIT 2 3 3 3 4 4 4 4 4 4 Will: 4 SKILLS: 2 Pinning: 4+ Battle Level 6 Wounds: 4D6+7 Wpn./Bal. Skill: 5/3+ Strength/Dice: 3/2 Toughness: 4(7) Initiative: 5 Attacks: 3 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3 TO HIT 2 3 3 3 4 4 4 4 4 4 Will: 4 SKILLS: 3 Pinning: 4+ Battle Level 7 Wounds: 4D6+7 Wpn./Bal. Skill: 5/2+ Strength/Dice: 4/2 Toughness: 4(7) Initiative: 5 Attacks: 3 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3 TO HIT 2 3 3 3 4 4 4 4 4 4 Will: 4 SKILLS: 4 Pinning: 4+ Battle Level 8 Wounds: 5D6+7 Wpn./Bal. Skill: 6/2+ Strength/Dice: 4/2 Toughness: 4(7) Initiative: 5 Attacks: 4 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3 TO HIT 2 3 3 3 3 4 4 4 4 4 Will: 4 SKILLS: 4 Pinning: 3+ Battle Level 9 Wounds: 5D6+7 Wpn./Bal. Skill: 6/2+ Strength/Dice: 4/3 Toughness: 4(7) Initiative: 6 Attacks: 4 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3 TO HIT 2 3 3 3 3 4 4 4 4 4 Will: 4 SKILLS: 4 Pinning: 3+ Battle Level 10 Wounds: 6D6+7 Wpn./Bal. Skill: 6/2+ Strength/Dice: 4/3 Toughness: 4(7) Initiative: 6 Attacks: 4 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 4 TO HIT 2 3 3 3 3 4 4 4 4 4 Will: 4 SKILLS: 5 Pinning: 2+ -*- WARRIOR'S SKILLS -*- The Warrior has the following skills available to him as he goes up his Battle- Levels. To determine which specific skill he learns when given the opportunity roll 2D6. 2 FEINT You flash your sword toward your enemy's throat, but as he moves to defend, you snake it about and thrust into his gut instead, neatly bypassing his defenses. Once per turn, your Warrior may attempt to make a feinting maneuver to put his enemy off-balance and to get past his defenses. Instead of making the normal roll to hit, your Warrior should roll 1D6 and add it to his WS, and have his opponent do the same. If your Warrior's total is equal to or greater than the target's, then he succeeds in striking. (The Warrior's ability to re-roll his attack roll applies here as well.) If not, then the feint is unsuccessful and he misses entirely with this attack. 3 THRUST Mindless of your own defense, you put your full force into an all-out thrust. This maneuver may be declared before making any Attack on an opponent. It must be the last Attack made for a turn, and if it kills the opponent, it cannot carry through as a Death Blow. For this single Attack, the Warrior gains +1 on his roll to hit, and he may double his Strength when determining damage. For any attacks made against your Warrior for the remainder of this turn, however, he is considered as being at WS 1 for chances to hit. 4 PROTECT Seeing that your wounded comrade would surely be killed by the incoming blow, you bravely intervene, using your body as a human shield. Once per turn, your Warrior may take damage from a single successful attack that would have hit another Warrior adjacent to him. This may be declared before or after the damage is actually rolled, and may be used to defend against "Gang Up" attacks as if they comprised a single attack. 5 PARRY With a practiced maneuver, you hook your sword around your enemy's weapon and twist it down and to one side. This skill allows your Warrior to parry an incoming blow. When your Warrior is attacked in hand-to-hand combat, roll 1D6. On a score of 6, he turns the blow, and it does no damage. 6 DISARM You outfox your opponent, sending the monster's blade flying. Your Warrior is counted as having +1 to his Battle-Level when attempting to Disarm an opponent as described on page 161 of the Roleplay Book. 7 PENETRATE Carefully taking in your enemy's weak spots, you finally make your move, thrusting for a kink in his armor. On a natural roll of 6 to hit, any damage inflicted in a hand-to-hand attack bypasses your opponent's armor. 8 DELAY The odds are too slim, so you bravely hold off the teeming hordes while your allies beat a hasty retreat. Once per turn, your Warrior may allow another Warrior adjacent to him to be able to break free without having to make a Pinning test. However, your Warrior must give up 1 Attack while using this skill, and may not making any Pinning rolls on his own. 9 BLOCK You neatly block the incoming attack, and lock weapons, holding your opponent at a stand-still. Upon making a successful roll to hit your opponent, instead of rolling normally for damage, you may elect to lock weapons, so long as your opponent's Strength does not exceed yours by more than one point. Your opponent will be unable to make any attacks in his subsequent turn, unless he can break pinning and move away before attacking again. You may continue to hold an opponent in check by foregoing any movement or attacks during subsequent Turns, though in so doing both you and your opponent are considered as being at WS 1 while so locked in combat. This skill cannot be used against creatures which do not use weapons per se (such as Giant Rats, Giant Spiders, Giant Bats, etc.) or which are Ethereal or Daemonic in nature. 10 HEAD BUTT In an act of desperation, you smash your skull into your opponent's face! This attack may not be used against Undead creatures, Daemons, Large Monsters, or anything smaller than man-sized (Skaven, Giant Rats, Giant Spiders, Giant Bats, etc.), let alone anything which doesn't /have/ a head to butt! This is made as an extra Attack following any others for the turn, and hits on anything but a natural roll of 1. Each combatant must roll 1D6 and add it to his base Toughness, adding any Armor protection given by a helmet. Whomever has the lower total is stunned by the blow, unable to take any action for his next Turn, though he may still defend himself at his normal WS. If the two totals are equal, then BOTH combatants are stunned for their next Turns! 11 MIGHTY BLOW Putting all your strength behind your blow, you bring your weapon crashing down on your opponent's body. Your Warrior may forgo extra Attacks in order to inflict more damage on a single blow. Once per turn, you may declare use of this skill before rolling the to hit dice. For each Attack your Warrior gives up, he may add an extra 1D6 Wounds on one of his remaining Attacks. 12 SHIELD WALL You barely manage to turn the blow as it slams toward you, glancing it off your shield with a flick of your wrist. This skill allows your Warrior to catch the impact of a single blow on his shield, deflecting all the damage that may have been caused. If your Warrior does not have a shield, he may not use the Shield Wall skill. This skill may be used once per dungeon. -*- ADDITIONAL RULES -*- * When or if your Warrior should visit the Alehouse, roll 2D6 to determine the results of that visit. * When your Warrior must fight a diced battle during a Hazard, Settlement Event, fighting in the Alehouse Wolverine Pit, etc., your Warrior may re- roll each die once, though he must keep the second result whether better or worse. * The Warrior may use any equipment, armor or weapons that the Barbarian may use, with the exception that he is able to wear Plate Armour (while the Barbarian normally would not). -*- OTHER RACES -*- If you want an "Elf Warrior", you'd essentially just pick an Elf. If you want a "Dwarf Warrior", you'd just pick a Dwarf. However, for those who want a more "generic" representative of a given race, the following modifiers may be applied: WOOD ELF WARRIOR The Wood Elf Warrior has a base Pinning roll of 4+ and a BS of 4+. (i.e., deduct 1 from the Pinning and BS listed for any given Battle-Level as appropriate.) He starts with Partial Chainmail Armor and a Shield, which collectively offer +2 Toughness with no Move penalty. The Wood Elf Warrior may use any item usable by the Elf, and may visit the Elf Quarter. Also, if applicable, he may move at full speed through any "wooded" area without the normal half-rate movement penalty. If he visits the Alehouse, he rolls 2D6-4 for the results. HIGH ELF WARRIOR The High Elf Warrior has the same statistics as the Wood Elf, though he is subject to any normal movement penalties for wooded areas. For starting equipment, he has a sword and Partial Chainmail Armor (+1 Toughness), and a choice between either a Bow (Strength 3) with enough Arrows for one adventure, or else a Shield (+1 Toughness) and Spear (see p. 30 of Roleplay Book). If he visits the Alehouse, he rolls 2D6-5 for the results. DWARF WARRIOR The Dwarf Warrior adds +1 to his Strength, +1 to his Starting Wounds, does not suffer a Movement penalty for Chainmail, may visit the Dwarf Guildmasters, and may use any item available to the Dwarf. However, he does not start with a Shield, and starts with a Pinning Roll of 6+. HALFLING WARRIOR The Halfling Warrior has a starting BS of 4+, base Pinning Roll of 4+, with -1 Wounds. He may not have any pack animal larger than a mule, and will not be able to wear Dwarven or human-sized armor or apparel. He cannot wear footwear, as all Halflings go barefoot. -*- REPRESENTING YOUR WARRIOR -*- I had in mind the Warrior from AHQ, or else from _Talisman_ to represent this character. Finding a general warrior-type manufactured by various miniatures companies shouldn't be tough at all. For the High Elf Warrior, I had the plastic Archers and Spearmen from WFB in mind. -*- DISCLAIMERS AND SUCH -*- _Games Workshop_, _Warhammer Fantasy Battle_, the _Old World_, _Talisman_, _Advanced Warhammer Quest_ and _Warhammer Quest_ are trademarks of Games Workshop, Ltd., and their use here does not constitute a legal challenge to that status. This article may be considered copyrighted by T. Jordan "Greywolf" Peacock (me =) ), though it may be freely distributed so long as no alterations are made and no fees are charged for its use. If you'd like to contact me for whatever reason, you can write to me at: Jordan Peacock 1610 Parker Cedar Falls, IA 50613 -*- HAPPY QUESTING! -*-