Warhammer Quest Rule Book.pdf

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Warhammer Quest Rulebook
WARHAMMER QUEST, RULEBOOK
THE BARBARIAN
The land of Norsca lies to the north of the Empire, across the Sea of Claws.
It is a bleak realm: a land of frozen fjords and towering snow-capped
mountains: of ice, 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 Horse 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 Horse warriors hunt the wolves
and bears that prowl the icy wastes, and wear their pelts as protection
against the cold.
Horse Barbarians are big, muscular, hardy fighters. They make great
Warriors and sea-faring adventurers, and their exploits are famous the
world over. These barbarous crews, in their dragon-headed longships, have
plundered every shore from Araby to the Southlands.
Their love of battle makes the Horsemen excellent companions when
venturing into danger. They are stalwart allies, unwilling to flee in even the
most dangerous of situations. Their skill and courage in combat are
renowned, and their love of plunder often leads them into places not
frequented by saner men.
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.
THE DWARF
The Dwarfs are an ancient race, and have lived in the Old World for
thousands of years. Their cities have always been built beneath the
ground. Tunnelled under the rocks and through the mountainsides they
formed 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 valuable 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 and immensely proud. They are
very honourable, and never forget a debt they owe to another. They do
tend to be bad-tempered, brusque, and intolerant of fools, but these bad
points are more than offset by their steadfastness, reliability and
loyalty to their companions. Though short, they are immensely strong
and resilient, and wield their massive axes with great power and skill.
Dwarfs have long memories, and never forget any wrong they or their
family have suffered. They 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 squalid homes in the Darklands.
All Dwarfs love treasure, especially gold. 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.
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WARHAMMER QUEST, RULEBOOK
-INTRODUCTION-
Warhammer Quest is the game of adventure in the Warhammer World. You take the part of a heroic Warrior as you set out on the road to
immeasurable power and riches. Your adventures will take you deep into the dark dungeons of the Worlds Edge Mountains, down tunnels filled with
terror and danger, hopefully to find lost treasure, hoards of gold and lasting fame.
I t is a time of battle and magic, where Wizards and Warriors must fight
for survival against implacable foes. It is also an age of adventure, where
fame and fabulous wealth lie waiting for those brave enough to seek
them.
In Warhammer Quest each player takes the role of a warrior, one of four
brave adventurers willing to test their courage in the search for wealth
and glory. Each hero comes from a different people. The Barbarian has
travelled far from the savage north, a land of bitter cold and ferocious
warriors. The Wizard hails from the cities of the Empire, the largest and
most important of the realms of men. The Dwarf is drawn by the gold-
lust for which his race is famous. Dwarfs are grim and rather abrupt, but
they are good fighters and loyal friends who remember debts of gratitude
as readily as debts of coin. The Elf comes from the green woods of Loren
where his kin spend their days hunting and making merry, protected from
evil by the strange magic of their land. Elves are incredibly quick and
agile, and they are also the best archers in the world.
the others, all the players must co-operate if they are to win. Also, there is
no single board. Instead, the different rooms and corridor sections are
clipped together to make a dungeon that is different every time you play.
The game rules may seem a little complex at first - but don't worry a lot
of the rules are designed to extend the game and are not vital to begin
with. The actual game rules you need to play are in this book or printed
on the various cards. The hugely thick Role-play Book is all extra and
alternative material that introduces you to a whole new hobby of
role-playing Warhammer Quest.
The four Warriors are ready to begin their adventures. Like all treasure
hunters they are inspired by tales of fabulous riches beneath the Worlds
Edge Mountains: dragon hoards, age-old temples crammed with
treasures, lost silver mines, and the gold of forgotten tombs.
The bleak mountains are riddled with passageways, stairs, caverns and
tunnels leading deep beneath the earth. All these underground
passageways are known as dungeons. Many were built by the Dwarfs
long ago, before the Goblins attacked and destroyed the oldest and most
famous Dwarf holds. The Dwarfs bitterly record the tale of their loss in a
weighty tome called the Great Book of Grudges, said to be written in the
blood of Dwarf kings.
Warhammer Quest is a game but it is also a hobby. The contents of this
box provide you with enough to play, including four different warriors
and a large selection of monsters. Whilst this will undoubtedly keep you
busy for a good while, you will be happy to know that there is an exciting
range of extra models, special adventures, and accessories. You can
obtain new types of Warrior models together with the rules needed to
play them. There are special adventure packs with new dungeon rooms,
new monsters and new cards. You can also purchase card packs of
treasure separately. In addition, there is the whole Citadel Miniatures
range of Warhammer models and Citadel Colour paints and hobby tools!
Not all the dungeons are old Dwarf works. Some are the squalid delvings
of Goblins, malicious creatures whose narrow and often unstable tunnels
extend throughout the mountains. Deeper still can be found the burrows
of the Skaven, vile mutant ratmen whose scratchings undermine the entire
world from coast to coast.
If you would like to know more about Games Workshop's range of games
and models why not drop into your local Games Workshop store or
stockist. Our shop staff will be pleased to demonstrate the various games,
explain how the different rules work, and chat about any aspect of
modelling and gaming. If you would like more information please send a
stamped self-addressed envelope to:
In the Warhammer Quest game the players enter a dark and forbidding
dungeon. Together they must face the horrific dangers that wait for them.
They will be attacked by monsters such as Orcs, Goblins, Skaven and
Minotaurs. Other perils lurk in the darkness: scurrying venomous things
like spiders, deadly pit traps, and decayed tunnels that cave in at the
slightest touch. If they complete their quest the players will be rewarded
with gold, treasure and artefacts of magical power. The more gold and
treasure you can discover the better.., and the player whose warrior
amasses the greatest fortune has done best of all!
UK: Games Workshop, Chewton St., Hilltop, Eastwood, Notts NG16
3HY.
US: Games Workshop, 3431-C Benson Avenue, Baltimore, Maryland
21227-1072, USA.
Warhammer Quest is probably unlike other games you have played.
Rather than each player competing against
Australia: Games Workshop, Unit 7/7-9 Kent Road (Cnr Church), Mascot
NSW 2020, Australia.
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WARHAMMER QUEST, RULEBOOK
-THE WARHAMMER QUEST BOX-
The Warhammer Quest box contains ail you need to play the game - lots of Citadel miniatures, full-colour card counters, board sections, card decks,
dice and books.
CITADEL MINIATURES
W arhammer Quest contains the following Citadel miniatures:
this, remove the model's tag with a pair of snips and glue its feet directly
to the slottabase.
If you are an inexperienced modeller please remember that craft knives
and other modelling tools must be handled with care. Before making any
cut always rest the model directly on a hard surface, and then cut
downward onto the table and away from yourself.
4 Warrior models: Barbarian, Dwarf, Elf and Wizard
6 Orc Warrior models
6 Orc Archer models
6 Goblin Spearmen models
6 Night Goblin Archer models
12 Skaven models
3 Minotaur models
12 Giant Spider models
12 Giant Bat models
12 Giant Rat models
12 Snotling models
10 Dungeon Doorways
Orcs
The Orcs are designed to fit into the larger, 25mm square slottabases.
They can be attached to their slottabases in the same way as Warriors,
Goblins and Skaven.
Minotaurs
Minotaur models have an integral base, and therefore do not need to be
mounted onto slottabases.
Dungeon Doorways
The ten dungeon doorways are used to clip together the board sections
and create the dungeon.
All of the Warhammer Quest miniatures are supplied on plastic sprues.
Before assembling them carefully remove each model from its sprue
using either a craft knife, snips, or an old pair of nail clippers. Do not
twist or pull the pieces to detach them, as they might break. Any scars or
marks left on the models may be gently cleaned off with a craft knife or
small file.
BOARD SECTIONS
Unlike conventional board games, where the board is the
same every time, the Warhammer Quest board is made up
of separate pieces that can be arranged in hundreds of different ways. In
other words, every dungeon that the Warriors explore will be new and
exciting.
Warriors, Goblins and Skaven
These models are designed to fit into the open diagonal slots in the 20mm
square slottabases. We recommend that they are glued into the slottabases
using a suitable adhesive such as polystyrene cement or superglue.
There are three different types of board sections: dungeon rooms,
objective rooms and corridors.
If you wish, a model may be positioned on its slottabase without using
the slots, facing forwards for example. To do
The differences between the three types of board sections, and how each
is used, are explained in more
detail in the rules.
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WARHAMMER QUEST, RULEBOOK
-WARHAMMER QUEST MONSTERS-
Snotlings are the tiniest of the
green-skinned races. They have
only a rudimentary intelligence,
but can wield simple weapons
such as wooden clubs. Snotlings
are cowardly creatures, and
attack in large packs to try and
bring down their foes by sheer
force of numbers.
Orc Warrior
Orc Archer
Skaven are foul mutant ratmen,
who can walk on their hind legs
in the manner of men. They are
highly intelligent, but utterly
evil. Skaven continually plot to
bring about the destruction of
human civilisation. They live
underground, and their foul
tunnels traverse the length and
breadth of the Old World.
Orcs are brutal, green-skinned creatures that live in the wastelands and
mountains of the Warhammer World. They are slightly taller than men, as
well as being broad and very well-muscled. Their physical prowess is not
matched by their intellect however, as Orcs are not very intelligent,
though they do have a certain low cunning. They are warlike and
aggressive creatures, and their size and strength make them excellent
fighters.
Skaven Warrior
Giant rats, swollen with disease, prowl
the empty tunnels and abandoned
passageways in large packs.
Maddened by hunger, they throw
themselves at their prey in a frenzy of
snapping teeth and slashing claws.
Goblins are smaller
relatives of the Orcs, and
the two races often co-
operate with each other.
Though not as strong as
Orcs, Goblins are more
intelligent, and less
inclined to squabble
among themselves Goblins
dislike the sunlight, and
tend to live in squalid
tunnels and caves
burrowed under the hills
and mountains..
Flocks of giant bats huddle on the roofs of musty caves, waiting for a
chance to swoop down onto their prey. The sound of their high-pitched
chittering and flap of their heavy leathery wings strike terror into their
victims.
Goblin Spearman
Night Goblins live in the caves
and tunnels beneath the Worlds
Edge Mountains. They have
grown so accustomed to living
in the dark that when they
venture above ground they have
to shield themselves from the
sunlight by wearing hooded
cloaks.
Giant Bat
Minotaurs are
huge, bestial
creatures that
live in the
wildest places
of the
Warhammer
World. They are
immensely
strong, and can inflict terrible wounds with their massive axes. Minotaurs
are not very bright, but they are incredibly savage and attack ferociously
in combat. A single Minotaur is a dangerous opponent, but they
sometimes hunt in groups of two or three!
Night Goblin Archer
Giant spiders are a common danger in the lost
places under the ground. They leap out of the
shadows onto their prey, biting them with their
venomous fangs then immobilising them with
their sticky webs.
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WARHAMMER QUEST, RULEBOOK
SPELL CARDS
The Wizard character in the Warhammer Quest game has the ability to
cast magic spells. These are represented by cards which are held by the
Wizard player. Full details of Spell cards and the Wizard character are
given in the Spellcasting section.
DICE
Warhammer Quest comes with a number of six-sided dice in two
different sizes. The larger dice are used extensively in the game to resolve
combat, and wherever a dice roll is required. The smaller coloured dice
are not rolled but are placed next to models or on record sheets to keep
track of various game details. For example, a small dice is placed by a
Monster to show how many Wounds it has left during combat. As the two
kinds of dice are a different size and colour there is no danger of
confusing them while you play.
River Troll
CARD DECKS
W arhammer Quest comes with three different packs of cards: Dungeon
cards, Event cards and Treasure cards. (Note however, that for
manufacturing reasons the cards are supplied in two packs in the box - the
Dungeon pack is split across the two packs and must be separated out
before you play.)
For convenience, especially on cards and tables where space is limited,
we refer to six-sided dice as D6.
If the text tells you to roll 2D6 it is instructing you to roll two dice and
add the scores together, to get a number from 2 to 12. In the same way,
3D6 is three dice added together, 4D6 is four dice added together, and so
on.
We'll explain how to use these cards later.
Similarly, if the text tells you to roll 2D6+3 roll two dice, add the scores
together, and then add 3 to the result. This gives you a number from 5 to
15. Other dice and modifier combinations are treated the same way.
If the text tells you to roll 1D3 it simply means that you should use a D6
to randomise a number from 1 to 3. If you roll a 1 or a 2 take the result as
a 1, a 3 or a 4 becomes a 2, and a 5 or a 6 becomes a 3. Effectively, you
are rolling 1D6. halving the result and rounding the number up.
ADVENTURE RECORD SHEETS
In the Warhammer
Quest box you will find
a pad of 50
Adventure Record
sheets. You can use
these while you play to
record details of your
character, such as how
much gold he has
collected.
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