Warhammer Quest [characters] Bretonnian Knight.pdf

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Warhammer Quest Bretonnian Knight
· BRETONNIAN KNIGHT ·
v1.00
This is a completely unofficial, unsupported, and unauthorised electronic version of Games Workshop’s Warhammer Quest Bretonnian Knight Warrior
pack.
As much as possible this electronic version resembles the original, though colour depths and the resolution of the images has been reduced where possible in
order to produce a smaller file size.
Due to the licensing restrictions on the fonts used, they can not be embedded in the PDF. So to ensure that the manual looks as it is intended to you'll need the
“Casablanca Antique” and the “Book Antiqua” fonts (otherwise it looks terrible).
Enjoy.
A.
T he Kingdom of Bretonnian is defended by heroic knights bound by
a sacred code of honour and chivalry. In order to become a knight, a
young man must prove himself worthy of the honour by
accomplishing a feat of arms. He may be the son of a knight or even
a lowly peasant. but he must earn his knighthood by a brave and
noble deed.
the Lake is the goddess of Bretonnian chivalry. the guardian angel of
honour and all that is good and noble. She is a magical, ethereal
being who only ever appears to the purest and bravest knights, and
then only after they have endured and overcome the greatest perils in
her service. When, finally, she appears. legend has it that she will
allow them a sip from the Grail cup she bears, before she disappears
once more. This holy chalice overflows with pure earth magic. Any
knight who sips from the Grail becomes awesome and invincible. It
is the greatest of honours and the greatest of blessings! Many seek
her, but few succeed.
According to the ancient customs of Bretonnian. whenever a domain
of the realm lacks a knight, the fairest damsel in the village must
appoint a perilous task, which is often to slay a fearsome monster.
This task is known as the Errand of Knighthood. and whoever comes
forward to attempt the task is invested as a Knight Errant. He must
ride forth in borrowed armour to succeed in his allotted task or die in
the attempt!
A Questing Knight bears the blazon of the Fleur de Lys upon his
shield; it is the Lady of the Lake's emblem, a magic lilly which grows
where she appears. He then rides forth guided only by visions.
dreams and tantalising glimpses at the lady through the deepest
forests and most hostile wilderness. He must slay Orcs. Dragons and
countless other foes, fight duels with Chaos Knights and resist all
manner of worldly temptations. If he is true to his Quest. he will one
day find his way to a hidden glade and behold the Lady appearing
from the rising mist of a sacred lake. If he is worthy. he will be
allowed to drink from the Grail- Then he will return to dwell in a
Grail Chapel, guarding its ancient relics and ready to challenge any
enemy of all that is good and pure. He will be permitted to bear upon
his shield the image of the Grail. Now all will know he is a Grail
Knight.
If the Knight Errant succeeds in his task and returns victorious. he
earns for himself the honour of knighthood and wins the hand of the
damsel and the right to live in a castle He is dubbed a Knight if the
Realm and bears a representation of the monster's head on his shield
as his heraldic blazon and crest Then for many years he serves his
liege lord, the king. and defends the realm against all threats.
The life of a Knight of the Realm is full of heroism and chivalry, but
there are some knights for whom that is not enough. They seek yet
more honour. yet more tests of their piety. yet more fearsome perils
to overcome. When sons are grown to manhood and ready to become
Knights Errant in their own right, their father will sometimes
relinquish his lands and take up the Grail Quest. Some younger
knights, thirsting for honour, may even take up the quest as soon as
they film their knighthood and nobly refuse to accept a castle and
lands!
There are many Questing Knights roaming far and wide across the
Old World on their Grail Quest. Each one sees every peril, every
adventure as a challenge and a test of his knightly virtues. He knows
that every opportunity to prove himself worthy of the Grail is a task
sat for him by the Lady herself, and success may lead him nearer to
her. Such a knight will readily join with a band of adventurers
seeking to delve into the perilous chambers of a dungeon or
anywhere else where monsters lurk and sacred relics await discovery!
Such knights become Questing Knights. They make solemn vows to
serve the Lady of the Lake and seek for her sacred Grail. The Lady of
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· INTRODUCTION ·
This pack contains everything you need to introduce a new Warrior -
the Bretonnian Questing Knight - to your games of Warhammer
Quest. Including his Warrior card, Warrior counter. Equipment card.
a rulebook, any special cards and a Citadel miniature to represent the
Warrior himself.
Remember too that if there is not a Barbarian in the party, then one of
the other Warriors will have to carry the lantern and be the leader.
This rulebook is split into three sections: a basic Warhammer Quest
section, an Advanced Warhammer Quest section, and a Roleplay
section.
BIGGER GROUPS OF WARRIORS
If you want to, you can take more than four Warriors into an
adventure, but you will have to male sure that there are enough
Monsters to go round! The cards and tables from the Warhammer
Quest game are based on there being four Warriors. so of you have
fifteen different Warriors in the party, then the game as it stands will
present no challenge at all! As a general rule, stick to parties of four
Warriors, but if you have a party of five or six, then increase the
number of Monsters by an equal proportion.
The Warhammer Quest rules contain ate the rules for using this
Warrior in your games. The Advanced rulebook covers the rules for
progression of the Warrior through the Battle-levels. Including spells,
skills or special rules. and the final section is a guide to using the new
Warrior in the Roleplay system.
RULES FOR WARHAMMER QUEST
If you wish you may replace one of the Warriors from the
Warhammer Quest flame for the Bretonnian Questing Knight, The
rules which follow explain how to use the Questing Knight in your
games, Remember to put the Warrior counter in the box, replacing it
with the counter for the Questing Knight!
For example. It you have six Warriors in the party. that is 50% more
Warriors then the Event cards are set up to deal with. In this case.
you should make sure that each time Monsters appear. there are 50%
more of them. If the card says '1D6 Orcs', roll the dice as usual and
then multiply this result upwards to match the party size - so a dice
roll of four Orcs becomes six Orcs. and so on.
· STARTING AS A QUESTING KNIGHT ·
Any player may start the game as a Questing Knight rather than one
of the Warriors in the Warhammer Quest box. All the rules for
creating a new character apply unless stated elsewhere in this
character pack
WOUNDS
The Questing Knight begins with 1D6+7 Wounds, if you roll any 1's,
when rolling Wounds, you can re-roll, but if the dice comes up with 1
a second time, you must keep it.
The Questing Knight's profile is as follows
Wounds
1D6+7
Move
4
WEAPONS
The Questing Knight has sworn an oath to always fight in a fair and
just manner. As a result, no will never use any form of missile
weapon, but will always seek to engage his foe in land-to-hand
combat.
Weapon Skill
4
Ballistic Skill
6 +
Strength
3 (6)
Toughness
3 (5)
The Knight starts the game with a mighty Broadsword. When he
wields this it adds +3 to his Strength for determining Wounds,
making a total of 1D6+6 Wounds- The Knight is trained from youth
to wield the Broadsword. so does not suffer any to hit penalty as
other Warriors would .
Initiative
4
Attacks
1
Pinning Roll
6+
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Wielding the Broadsword while wearing Knightly Armour is very
tiring, and if the Knight strikes and kills a monster with one blow, the
death-blow is resolved as follows. If the death-blow hits and kills the
next monster. It will carry on as usual. However, if it continues
against the next monster, and the beast has a Toughness 3 or more,
the Knight counts -1 on his next to hit roll, before resolving damage
as usual. If this kills the monster. the Knight's to hit roll against the
next monster in the way of his death-blow is made at -2. and so on (-
3, -4, etc). Any monster in the sequence with a Toughness less than 3
does not impose a penalty.
EQUIPMENT
The Questing Knight starts the game with a Questing Favour. This is
a magical token given to him by a fair damsel of Bretonnia in the
hope of bringing him luck in the Quest to come.
At the start of each adventure, roll one dice and look up the result on
the table on the card to see whose favour the Knight has been
fortunate enough to receive. The Favour's bonuses apply for this
adventure only.
ARMOUR
The Knight wears Knightly Armour, which gives + 1 Toughness. and
carries a Shield. for a further +1 Toughness (so the total protection of
the Knight's armour is +2 Toughness). He may wear certain items of
magical armour, specifically a helm or a shield. but he will not
exchange his Knightly Armour for another suit.
THE KNIGHT'S QUEST
The Knight's Quest is to find and recover a lost relic from the
dungeon. Roll one dice before the adventure starts to see what kind
of relic he seeks:
1-2
Magic Sword
3-4
Magic Amour
5-6
Magic item
If any treasure is found in the dungeon, and it is of the kind which the
Knight seeks. roll one dice to see if it is indeed the actual relic. On a
score of 5+ it is the very relic and the Knight can rightfully claim it.
If he already has his fair share of treasure. he can leave one item
behind to obtain the required relic. or swap an item for the relic with
another Warrior The Warrior with whom he is swapping will be so
impressed by the rightness of the Knight's Quest that they will hand it
over without argument. The Knight will not be able to use this item
(to fight with, say. In the case of a magic sword). for he has been
charged to return it safely. Other. ordinary treasure items are treated
normally.
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· ADVANCED RULES ·
KNIGHTS AND TREASURE
The Knight may use a weapon other than the Broadsword as long as
a is either a sword, an axe or a mace. It is dishonourable for the
Knight to use missile weapons, magic other than magical hand-to-
hand weapons, magic armour or a healing potion.
Cowardly Blow
If the Knight slays a Monster which has peen reduced to less wounds
than his Battle-level by the other Warriors, the Knight loses D6
Honour Points for every 100 gold that the monster is worth.
Completing an Adventure
If the Knight successfully completes an adventure he gains 1D6 x his
Battle-level in Honour Points.
HONOUR POINTS
The Questing Knight lives by the Code of Chivalry. It is up to you to
play your Knight in an honourable way; there are no rules which
compel you to do a certain act or stop you from doing something.
However, as you go down dungeons, complete adventures and visit
distant lands there will be occasions where your Knight's honourable
behaviour is recognised. In Warhammer Quest. this is represented by
Honour Points
Failing an Adventure
If a Knight ever fails to complete an adventure but survives to fight
another day. his Honour Points are halved!
Using a Missile Weapon
If the Knight breaks the rule of using dishonourable weaponry, such
as a missile weapon of any type. his Honour Point total is
immediately reduced by the gold value of the weapon! This penalty
is applied every time he uses the weapon.
However. If you perform a valiant deed or complete a quest
successfully you gain Honour Points. If you act in a cowardly
manner or perform a dishonourable deed you will lose Honour
Points: maybe even all of them! Keep a record of your Honour Point
total on your Warrior record sheet. Honour Pouts are used to keep a
track of the chivalrous deeds that a Knight has performed and are
used to increase a Knight's chance of success in certain settlement
locations.
Poor Knight
A Knight with no gold is considered shabby and disreputable. If,
during the course of an adventure, the Knight's gold total ever falls to
zero, his Honour Points are halved. If he is away from society. down
a dungeon for example. the Knight will not lose half of his Honour
Points for being a Poor Knight until he arrives at a settlement (with
luck he will have obtained more gold by then).
The Questing Knight may win Honour Points by his valiant actions
or lose them by cowardly actions. He may also win or lose Honour
Points as a result of hazards. events and activities that can occur in a
settlement
When the Knight gains more gold, his Honour Points are not restored
- he must rebuild his Renown through more brave deeds!
Valiant Strike
If the Knight single-handedly slays a monster, the Knight gains 2D6
Honour Points for every 100 gold that the monster is worth. (This
means that if the monster is worth less than 100 gold the Knight
won't gain any Honour Points: if it is worth 100 to 199 gold he gets
2D6 points, and so on). According to the Knight's Code of Chivalry,
there is far greater honour to be gained by slaying the biggest and
most dangerous monsters in single combat. and not much honour at
all in slaying hordes of Gobbos.
Resisting Temptation
There are many temptations in this wicked world for a goodly Knight
to resist! If the Knight visits the Alehouse he loses 2D6 Honour
Points for being seen in such a disreputable place. If the Knight visits
the Gambling House he loses 3D6 Honour Points not only for the
dishonour, but for being a fool!
Of course, sometimes these are risks the Knight will have to take.
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RENOWN
Honour Points count towards the Knight's Renown. Renown
represents a particular Knight's reputation throughout the Old World,
his fame, piety and courage - or lack of it The number of Honour
Points which the Knight has gained determines his Renown. Just like
with Honour Points, you should keep a record of your Renown on
your Warrior's record sheet. Your Renown will influence your
chance of success at certain locations and in certain circumstances.
Note that Renown can go down as well as up: a Knight who
continually does dishonourable deeds will soon become scorned by
the common people!
500-999 Honour Points: Widespread Renown
Your fame has spread throughout this part of the land. Nearly
everybody has heard about your brave deeds. Fair damsels bat their
eyelids at you in the street as you approach and call out to you from
windows. You may start to hear songs of your deeds being sung by
minstrels.
1,000 Honour Points or more: Legendary Renown!
You have earned the reputation of a formidable and invincible
Knight. Everyone you meet has heard of you and minstrels stroll
alongside you singing your praises in the street as you go on your
way! If you lift your visor fair damsels rush to kiss you and give you
tokens of their affection. Your way is strewn with flowers scattered
by the townsfolk. All look up to you as a paragon of virtue and
courage.
No Honour Points: Meagre Renown
You are a Knight totally lacking in honour! No one has ever heard of
you and no one knows or cares who you are. Barking dogs and street
urchins follow you about.
1-499 Honour Points: Modest Renown
You have earned the reputation of a brave and honest Knight. The
people in this barony have heard rumours of your exploits and show
due and proper respect as you pass
KNIGHTLY VIRTUE
The Questing Knight has a knightly virtue common to all Bretonnian
Knights- Protected by the Lady of the Lake and sure of the rightness
of his quest, he has a certain protection against Fear and Terror dice
rolls, according to the level of his Renown.
DICE ROLL MODIFIER
Renown
Fear
Terror
Meagre renown
+2
+1
Modest renown
+3
+2
Widespread renown
+4
+2
Legendary renown
Immune
+3
· VISITING SETTLEMENTS ·
When the Knight arrives in a settlement, he is honour-bound to visit
the Baron's Castle to pay his respects. or must lose half of his current
Honour Points.
Animal Trader or the Weaponsmith. The Knight follows all of the
normal rules in the above locations, and rolls two dice with no
modifications in the Alehouse. Whilst in a settlement, he may also
search for a Grail Chapel, Each visit to any of these locations takes
one day as usual. though he may be detained at the Baron's Castle for
longer.
Once he has visited the Baron's Castle, or paid the penalty, he may
visit the General Store. the Temple. the Armourer, the Alehouse (but
note the Honour Point penalty), the Gambling House (ditto), the
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