Warhammer Quest Special Location – The Weaponsmith

 
Warhammer Quest Special Location Trader - The Weaponsmith

Warhammer Quest Special Location Trader - The Weaponsmith

The Weaponsmith is an updated and extended version of the Warhammer Quest Special Location or Trader found in the Roleplay Book. You can include this Special Location / Trader in your games of Warhammer Quest by simply substituting the rules below for the ones found in the Roleplay Book.

EquipmentBDEWStockCost (Buy)Cost (Sell)Special Rules
AxeYYNN415015Normal damage (as sword)
Bastard SwordYNNN96001001 Handed: +1 Damage, or 2 Handed: +2 Damage & may not use shield at the same time
Battle-axeYYNN850035+2 Strength; cannot use shield at the same time
BlackjackYYYY550-Strength 2; Delivers non-lethal damage
BludgeonYYYN620015As Sword; Delivers non-lethal damage
BroadswordYNNN750025+3 Strength; -1 on all To Hit rolls.
Caltrops(*)YYYY6405See notes.
Cavalry HammerYNNN1150050+1 Damage, or +2 on the first turn of each Combat
Cestus (Pair)(*)YYYN840020See notes.
ClaymoreYNNN980040+3 Damage; 2 Handed (can't hold a shield at the same time);
CoshYYYY540-Strength 1; Delivers non-lethal damage
CrowbillYYNN10600125As Warhammer; Ignores 1 point of Armour.
DaggerYYYY47520Strength 1; hand-to-hand or missile weapon; may be retrieved once al Monsters in the room are dead.
Dirks (Bag)YNYY725075As Throwing Stars; Strength 2;
Dwarf Mining PickNYNN750075+1 Damage; Ignores armour on a natural 6 To Hit.
Dwarf-Made HammerYYNN850050+1 Damage
Dwarf-Made WarhammerYYNN11600150As Warhammer, +1 Damage
FalchionYYYY855055+1 Damage
FlailYYNN9250100+2 Strength: -2 on all To Hit rolls.
GlaiveYNYN960030+1 Damage; Cannot use shield at the same time; Attack in 2 ranks (see Goblin Spearmen).
Great SwordYYYN870035+4 Strength; -1 Initiative; -1 Attacks; cannot use shield at the same time
Great-HammerNYNN11750200As Warhammer, +2 Damage
Halberd(*)YNYN725075See notes.
Heavy StaffYNYY540010+1 Toughness; Cannot use shield at the same time; Attack in 2 ranks (see Goblin Spearmen).
JavelinsYNYN420 (each)-Stock is for 2d6 Javelins; May be used once each; Strength 2; Missile Weapon; Range 1sq per Strength of the thrower;
KatanaYNYN950025+1 Damage, Ignore Armour (1), 2 Handed (can't hold a shield at the same time)
Katara (Pair)(*)YYYY8300150See notes.
KnifeYYYY2405Strength 1; may be concealed inside Warrior's boot.
Knuckle DusterYYYY810025Strength 4; -2 on all To Hit rolls.
Light StaffYNYY41505+1 Initiative, -1 Damage, 2 Handed (can't use shield at the same time)
LongswordYNYN740020+1 Damage; -1 on all To Hit rolls.
Mace(*)YYNN725020See notes.
Meat CleaverYYYY31005Normal Damage, -1 To Hit
MorningstarYYNN950050+1 Damage; -1 To Hit; +1d6 Damage on a natural 6 To Hit
NaginataYNYN870035+1 Damage; +1 Initiative; Cannot use shield at the same time; Attack in 2 ranks (see Goblin Spearmen).
Oriental BladeYYYY12600100Add Warriors WS instead of S to damage rolls
PickYYNN640040Damage as Sword; Ignores armour on a natural 6 To Hit.
PikeYNNN1050020Fight in 3 Ranks (see Goblin Spearmen, but add an extra square range); May not use if moved that turn; +3 Damage vs. Monsters with the Large Monsters or those with Rides & their mounts.
PoignardYNYY610010-1 Damage, ignores 2 points or armour
PoleaxeYNYN9500150+2 Damage; -2 Initiative; Cannot use shield at the same time; Attack in 2 ranks (see Goblin Spearmen).
Punch-DaggerYNYN9500100+1 Attack, +1 Initiative, -1 Damage
Rapier(*)YNYN845090See notes.
SabreYNYY625025+1 Damage on natural 6 To Hit
ScimitarYNYN750050Parry 6+
ScytheYNYY960060+2 Damage, -1 To Hit, on a natural 6 to hit does an additional +1D6 damage as well
Short SwordYNYY31005-1 Damage; +2 Initiative;
Shuriken (Bag)YNYY9400140As Throwing Stars; Strength 3;
SickleYNNN640020+1 Damage, -1 To Hit, +1D6 Damage on a natural 6 To Hit
Spear(*)YYYN820020See notes.
Spiked Chain(*)YYYN830030See notes.
Stiletto KnifeYNYY615010Strength 1; Ignores non-magical armour, can be concealed like a knife
SwordYYYY520015Normal damage (1D6 + Str).
TachiYNYN1060030Or Daikatana, a larger, heavier Katana. +2 Damage, Ignore Armour(1), 2 Handed (can't hold a shield at the same time)
Throwing AxeYYNN730035+1 Strength; missile or hand weapon. If thrown, may be retrieved once all the Monsters in the room are dead
Throwing HammerYYNN740035+1 Damage, may be used in hand-to-hand combat or thrown using BS. May be retrieved at the end of the combat.
Throwing KnifeYNYN610010-1 Strength, thrown or hand-to-hand weapon (may be retrieved after the combat is over)
Throwing SpearYNYN61005Missile Weapon; Range - 6 Squares; Strength - As thrower; May be retrieved when the combat is over; No use in combat;
Throwing Stars (Bag)(*)YYNY610035See notes.
WarhammerYYYN10400100If To Hit roll is a natural 6, roll extra 1D6 for Wounds

Warhammer Quest Weapons and Equipment

*Caltrops

A Warrior can throw a Caltrop into any adjacent square. Place a Caltrop token on the square. Any Monster (or Warrior) moving into the square takes 1d6 Wounds, modified normally, and their movement ends in that square. When this happens, remove the Caltrop token from play. A Warrior can retrieve an unactivated Caltrop by ending their movement next to it and picking it up, doing nothing else that Turn.

In the heat of battle, Monsters generally will not notice Caltrops, so you should not alter their behaviour based on the presence of Caltrops on the board.

Caltrops do not affect Monsters with the Ethereal or Fly Special rules.

*Cestus (Pair)

Cestus are gladiatorial leather fighting gloves, often with metal plates or spikes worked into the material. A pair of Custus may be used on their own, granting +1 Attack at -1 To Hit and causing normal damage. Alternatively, may be used in addition to other weapons equipment, granting +1 Attack causing normal damage as they are used to throw surprise off-hand attacks.

*Halberd

+1 Strength; -2 Initiative; cannot use shield at the same time; attack in 2 ranks (see Goblin Spearmen).

*Katara (Pair)

Exotic punch daggers from Ind. Strength 1; May be used single-handed (Attack as normal), or one in each hand (may not use shield at the same time, +1 Attack, -1 To Hit)

*Mace

-1 on all To Hit rolls, but if to hit roll is an unmodified 6 roll extra 1D6 for Wounds.

*Rapier

Use (WS-1) instead of S when determining damage.

*Spear

Missile or hand-to-hand weapon. +1 Initiative in 1st round of combat; may attack in ranks (as Goblin Spearmen). No modifier on basic damage caused by wielder. If missile weapon, needs a 4+ to hit, Strength as thrower.

*Spiked Chain

+1 Damage; -1 To Hit; -1 Attack (Min 1 Attack); No Death Blow; Ignore 1 point of Armour; Range 2 squares, so long as there is not another model between you and your opponent.

*Throwing Stars (Bag)

Strength 1; missile weapon, thrown at -1 Ballistic Skill; ignore armour when rolling for damage; bag contains enough stars to last all adventure. The Warrior can throw as many stars per turn as he has Attacks.

Thanks to DelveLord for the Caltrops. Thanks to Sladeyman and G. Jones for numerous items.

  2 Responses to “Warhammer Quest Special Location – The Weaponsmith”

  1. Awesome, I hope to see more Special Locations from you in the future, and will continue to send you ideas. Also, thanks for the addendum to the Caltrop rules, I will modify my blog entry to incorporate that.

    • Thanks for your feedback DelveLord, I’m working on an updated version of several more of the Special Locations that come with the Roleplay Book, so any new ideas are most welcome :-)

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