Oct 062010
 

Cultists' Knives

As the Warriors search a ruined chapel on a lonely hill, the Leader is startled by some loose masonry falling from above. Looking up, he notices a hooded figure observing him from a balcony above. The figure immediately flees calling out in a strange voice, and cloaked figures dart from the shadows.

The Warriors are faced with a decision: flee the ruins, or stay and face the consequences of being spotted. A Witch Hunter or Warrior Priest must stay to cleanse the coven of Cultists.
If any stay, roll one dice for each remaining Warrior to see how many cultists there are, and roll another to see how many the Warrior manages to kill before fleeing. Any Cultists killed are worth 20 Gold each; each remaining Cultist reduces the number of wounds that the particular Warrior starts the next adventure with by 1. Note that these can be healed normally, and that the Warrior’s Starting Wounds characteristic remains unchanged.
A Witch Hunter that successfully completes this event by killing all of the cultists gains 1 point of Faith to be used in the next Adventure only.

Oct 062010
 

Cusltist Dagger

The Warriors finds a crude altar made of battered black stone. Upon the altar is a set of wicked looking knives that look like they have been recently used to make some kind of living sacrifice. The knives look valuable for those brave or foolish enough to risk stealing it, but the still-fresh blood is a warning that this place is not as deserted as it appears…

Roll a Fear Test for each of the Warriors as if for a Monster causing Fear 5. A successful test indicates that the Warrior keeps his nerve and steals one of the knives (it is worth 250 Gold in any City; it cannot be sold in a town or village as the locals are too superstitious).
If the test is failed, then the Warrior turns tail and flees the ruins, afraid of suffering the same fate as whatever (whoever?) lay upon that altar…

Oct 062010
 
Entrance to Ancient Ruins

Descending below the floor of a ruined temple by way of crumbling steps of black marble, your Warrior finds a vaulted crypt containing a heavy stone sarcophagus with strange inscriptions in tongue long passed from this world.

The Warrior may attempt to pry the lid off the sarcophagus, and will require a successful Strength Test in order to do so, requiring an 8 or more to succeed (roll 1D6 and add your Warrior’s Strength characteristic; on a total of 8 or more, the Warrior manages to lift the heavy stone lid).

If he succeeds, roll 1D6 to determine what he finds:

    1-2: The Warrior catches a tantalising glimpse of strange treasures and ancient artefacts, before a seething black mass surges from the now open coffin, lashing the Warrior with tentacles like dark, sinewy rope even as he flees the crypt. He is at -1 to all Fear and Terror tests and looses 1 Starting Wound for the duration of the next adventure.
    3-6: On any other roll, the sarcophagus contains D6 * 25 Gold and 1 Treasure card
Oct 062010
 

Beastman Horde

The Warriors enter a clearing in the woods, in the centre of which is a crude standing stone daubed in mutilated body parts and symbols in some dark tongue. Suddenly, out of the trees flies a volley of rough wooden spears, and a war-band of enraged Beastmen charge forth.
The party have stumbled upon a herdstone, and must fight their way to safety!

Roll 1D6 for each Warrior on the following table:

    1. Knocked out by a sneaky blow from behind, your Warrior awakes to find one of his weapons (determine randomly) and 2D6 x 100 gold stolen.
    2. Knocked out by a sneaky blow from behind, your Warrior awakes to find 2D6 x 100 pieces of his gold stolen.
    3. Knocked out by a sneaky blow from behind, your Warrior awakes to find one item of equipment stolen (determine randomly)
    4. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 10 gold.
    5. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 50 gold.
    6. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 100 gold.

After the event has been resolved, the Warriors find one item of equipment each as they get to search the bodies of those less fortunate than themselves. Generate one item of equipment from the Traders in the Roleplay book for each Warrior, and distribute them as the Leader sees fit.

Herdstone
The Warriors enter a clearing in the woods, in the centre of which is a crude standing stone daubed in mutilated body parts and symbols in some dark tongue. Suddenly, out of the trees flies a volley of rough wooden spears, and a war-band of enraged Beastmen charge forth.
The party have stumbled upon a herdstone, and must fight their way to safety!

Roll 1D6 for each Warrior on the following table:

    1. Knocked out by a sneaky blow from behind, your Warrior awakes to find one of his weapons (determine randomly) and 2D6 x 100 gold stolen.
    2. Knocked out by a sneaky blow from behind, your Warrior awakes to find 2D6 x 100 pieces of his gold stolen.
    3. Knocked out by a sneaky blow from behind, your Warrior awakes to find one item of equipment stolen (determine randomly)
    4. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 10 gold.
    5. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 50 gold.
    6. Fighting a glorious battle, your Warrior kills many Beastmen and gains 1D6 x 100 gold.

After the event has been resolved, the Warriors find one item of equipment each as they get to search the bodies of those less fortunate than themselves. Generate one item of equipment from the Traders in the Roleplay book for each Warrior, and distribute them as the Leader sees fit.

Oct 042010
 

Gnoblars

Gnoblar Fighters arm themselves with an assortment of broken bottles, swords, spear tips, false legs, fangweasels, pointy sticks and rusty daggers – basically anything they can lay their grubby little hands on.


Gnoblar Gnoblar Groinbiter
Wounds 2 5
Move 4 4
Weapon Skill 2 2
Ballistic Skill 4+ 4+
Strength 2 2
Toughness 3 3
Armour
Initiative 2 2
Attacks 1 2
Damage 1D6 1D6
Gold 20 60

Gnoblar

Sharp Stuff; Sneaky

Gnoblar Groinbiter

Sharp Stuff; Sneaky; Groinbiter

Sharp Stuff

Any Gnoblar not in combat can make 2 S1 ranged attacks as they throw anything they can get their grubby little hands on

Sneaky

Gnoblars are dumb but not too dumb to realise that they are no threat next to an ogre. They have perfected the skill of attacking warriors that are too busy fighting their ogre masters, darting between the Ogres’ legs and stabbing at ankles, knees and other tender areas. A Gnoblar in base contact with any Ogre may attack as if he had a spear. When fighting in this way he may use the WS of the adjacent Ogre and hits ignore 1 point of armour.

Groinbiter

These particular Gnoblars have developed an uncanny knack for striking a warrior in the tenderest of tender places; all attacks made by a Groinbiter ignore armour

Submitted By: G. Jones

Oct 042010
 
Warhammer Quest Ogre Bull

Ogre BullFar to the east of the Old World lie the savage Ogre Kingdoms, a land of eating and fighting. A single Ogre, with his massive frame and boulder-like gut, has enough brute strength to sack a village and an army of such monstrous warriors, the power to destroy empires.

Ogre Bulls – The term Bull is used for any adult male Ogre. Bulls make up the majority of any Ogre Kingdom. Big, brutish and extremely violent, a Bull is far taller than a human whilst retaining a massive girth and heavily set frame.

Ogre Ironguts – Ogre Ironguts are the Ogres of any given tribe that have the most status and the best weaponry. Although not markedly superior in strength than their fellows, Ironguts are afforded great respect, as they are usually hand-picked by the tyrant himself. So it is unsurprising that they are typified by their unshakable faith in their own superiority.

Ogre Leadbelchers – Few in number, these filthy and unhinged Ogres are equally obsessed with destruction and noise, and arm themselves with great portable black powder weapons called Leadbelcher cannons. These are gigantic guns, either scavenged from the remains of enemy artillery or earned as a reward from the great forges of the Chaos Dwarfs.

Ogre Bull Ogre Irongut Ogre Leadbelcher
Wounds 13 13 13
Move 6 6 6
Weapon Skill 3 3 3
Ballistic Skill 5+ 5+ 5+
Strength 4 4 (6) 4
Toughness 4/5* 4 (6) 4/5*
Armour 2
Initiative 3 3 3
Attacks 2/3* 2 2
Damage 1D6/2D6(5+) 1D6/2D6(5+) 1D6/2D6(5+)
Gold 400 480 600

Ogre Bull

Fear 5; Ironfist; Bull Charge

Ogre Irongut

Fear 5; Bull Charge

Ogre Leadbelcher

Fear 5; Bull Charge; Armed with Leadbelcher Cannon

Bull Charge

If an Ogre moves 3 squares or over to attack a warrior, it does 1 automatic S4 hit (1DD)

 

Ironfist

An Ogre Bull may use the ironfist to either gain +1A or +1T (The Games Master may choose at the start of each combat round, or randomise using a dice)

Leadbelcher Cannon

An Ogre may fire the cannon in the Monsters Phase. It fires in a straight line 2 squares wide and any Warrior in the path is hit on a D6 roll of a 4+, taking 2D6+4 wounds. The Ogre may reload by doing nothing for a turn, so long as there are no Warriors in base contact.

Submitted By: G. Jones

Oct 042010
 

Flayerkin

Flayerkin are twisted Chaos Marauders who have replaced their hands with wickedly sharp hooks and claws. These claws serve a dual purpose: First, they are extremely effective weapons, as they are an extension of the Marauder’s arms. Second, they allow the Flayerkin to gain purchase on nearly any vertical surface.

In addition to their modified limbs, Flayerkin are draped in ropes and chains that they use to help their brethren in the scaling of sheer surfaces, such as keep walls. Even a dead Flayerkin can be used as a sort of organic siege ladder for the other members of his warband, and indeed were in the Storm of Chaos.

Flayerkin Wallkeeper
Wounds 5 8
Move 4 4
Weapon Skill 2 3
Ballistic Skill
Strength 4 4
Toughness 4 4
Armour 1 2
Initiative 3 3
Attacks 2 3
Damage 1D6, 2D6(5+) 2D6
Gold 160 280

Flayerkin
Fear 4

Wallkeeper
Fear 4

Oct 042010
 
Cultists of Tzeench

 

Cultists of Tzeench

Chaos Cultists are a new type of Monster to include in your games of Warhammer Quest. Warhammer Quest Cultists  can be used at any Battle Level, and can be included in either a custom Monster Table of your own creation or can be added to a custom Event Card.

Warhammer Quest Cultists

Within the Empire and the other nations of mankind, secretive cults gather in towns and cities to worship the gods of the Realm of Chaos. In times of peace the Chaos Cultists go about their daily lives as normal, living undetected as regular citizens, whether they be lowly beggars or high class nobles, but always striving to gain the favour of their Dark Gods and undermine civilisation from within. It is only when the forces of Chaos approach from the frozen North that these cults reveal themselves, fighting for their dark masters from within the Empire.

Demagogues – Orators without peer, Demagogues use their charisma and talent to spread discord and chaos through society. These fiery individuals are utterly devoted to the Ruinous Powers, and often form the centre of an insidious band of Cultists.

Warlocks – There are always those wretched individuals among the seething masses of humanity who devote themselves to the search for forbidden knowledge and power. Some of these succeed in learning to wield the Winds of Magic in their most corrupt form. This is highly dangerous as these hedge-wizards do not normally have the skill or experience to control their magic unlike the more dedicated practitioners of Chaos Magic like Chaos Sorcerers or even Beastman Bray-Shamans.

Mutants – In the lands of civilized men, mutations are less frequent than in the north, but still appear quite often. In places such as Sylvania or Mousillon where Dark Magic is stronger, mutations are even common. These mutants are often killed at birth or hidden from the spying eyes of the Order of Sigmar in the Empire or the Fay Enchantress in Bretonnia and other like-minded institutions in other nations. If they survive the hunt, they have to live a hidden life and flee into remote places where they band together creating groups of mutants ranging from people with small marks to the Beastmen and much worse. When the power of Chaos rises, they might take up arms and break free from their hidden existence to execute their revenge upon a civilization from which they were banished.

Cultist Demagogue Warlock Mutant
Wounds 3 5 3 4
Move 4 4 4 4
Weapon Skill 2 3 2 2
Ballistic Skill 5+ 4+ 5+ 6+
Strength 3 3 3 3
Toughness 3 4 4 3
Armour 1
Initiative 3 3 3 3
Attacks 1 1 1 1
Damage 1D6 1D6 1D6 1D6
Gold 45 100 250 85

Cultist

Craven (Break); Armed with 2 Knives (+1 A)

Demagogue

Armed with 2 Knives (+1 A); Catechisms of Hate; Frenzy 6+

Warlock

Magic Item; Lesser Chaos Magic 1; Hedge-Wizard

Mutants

Chaos Mutations 1;

Catechisms of Hate: A Warrior attacking the Demagogue is distracted by a constant tirade of hate-fuelled abuse, or silver-tongued heretical arguments and taunts. Each turn, before rolling to hit the Demagogue you must make a Willpower Test for your Warrior (1D6 + WP, 7+ to pass). A pass indicates that the Warrior is unaffected by the rants of the heretic and may attack normally – there is no need to roll again in future turns for this rule for this Monster. A failure indicates that the Warrior cannot shut out the meaning of what they hear, and suffers a -1 To Hit penalty with missile weapons and close combat weapons. Roll again next turn.

Finally, this rule has the opposite effect on other Cultists on the Board Section; so long as the Demagogue is on the same board section, all Cultists ignore the Break rule.

Hedge-Wizard

Chaos Magic is dangerous to wield for anyone other than a fully-fledged sorcerer. Each time a Warlock successfully casts a spell, roll 1D6. On a 1, the spell goes wrong and it targets a random Monster instead. The Warlock is included when determining which Monster is affected in place of the original target.

Chaos Mutations n

Roll 1D6 on the Following table:

1D6 Result
2 Crushing Claw – One of the mutant’s arms ends in a massive crab-like pincer capable of crushing and rending flesh and armour with ease. Grants +1 Strength, ignores armour.
3 Tentacle – A thick tentacle replaces one of the warrior’s arms. Strong and muscular, this tentacle is capable of grabbing the weapons of the enemy or squeezing the life from their bodies. Reduces the attacks of the first Warrior to attack the mutant in combat by -1, down to a minimum of 1.
4 Horns – Great curving horns sprout from the warrior’s brow, which he can use as a weapon when he charges into the foe. Grants +1 Attack at +1 Strength and -1 To Hit.
5 Bestial Visage – The face of the mutant is twisted and contorted into an unnatural and terrifying form, often changing to resemble the mutant’s patron god. +1 to the Monster’s Fear rating. Causes Fear 4 if the Monster does not already cause Fear.
6 Extra Arm – An extra arm has sprouted from the warrior’s body, from his chest, shoulder or even his head, clearly marking him out as one of the gods’ favoured. +1 Attack.
7 Cloven Hooves – The mutant’s legs end in cloven hooves, giving him a particularly feral, animalistic appearance. + 1 Movement.
8 Secondary Jaws – The mutant has a snapping, drooling maw that shoots out of his own mouth to maul the Warriors. +1 Attack at Strength 2, ignoring armour.
9 Massive Bulk – Hugely obese and bloated with foulness, the mutant is almost immune to pain. His clothing has split under the strain of holding his enormous bulk, and puss and slime seeps from his body cavities. Ignore Pain 2, -1 Movement.
10 Conjoined Familiar – A hideous familiar has sprouted from the body of the mutant, and it to him… Grants Dodge 6+, +1 I
11 Protean Form – The bodily form of the warrior is constantly in flux, changing from one shape to another, remoulding into ever more bizarre, alluring and horrific guises. Wounds inflicted on the warrior merely disappear as the mutant’s body alters into different shapes. Grants Regenerate (1D6).
12 Wings – Mighty wings sprout from the warrior’s shoulders, which are capable of carrying him swooping across the battlefield. Grants the Fly special rule.

Lesser Chaos Magic n

Roll 1D6 n times on the Following table:

1D6 Result
1 – 2 Failure. The Warlock fails to cast a spell.
3 Battle Lust. The Shaman gives an extra (1 x the Dungeon level) Attacks to the Monsters in combat with the Warriors, distributed as evenly as possible.
4 Doombolt. A bolt of black fire bursts from the Shaman’s palm towards one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. The Doombolt inflicts (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour.
5 Hand of Dust. The Shaman may attack any single adjacent Warrior. If there is more than one eligible target, take a Warrior counter to determine which one the Shaman attacks. Roll 1D6 for the chosen Warrior and add his Strength to the score. Roll 2D6 for the Shaman and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails.If the Shaman wins the Warrior suffers (2 x the Dungeon level) Wounds with no modifiers for Toughness or armour. If the Shaman is not in hand-to-hand combat ignore this result and re-roll on this table.
6 Blade Wind. The Shaman summons a storm of slashing blades.Take a Warrior counter to determine who is affected. That Warrior suffers (the Dungeon level) D6 Wounds, modified for Toughness and armour as usual.
Oct 042010
 

Empire Knight Templar's Shield

The Empire Knight Templar has been added as a new type of Warrior for your games of Warhammer Quest.
Elite soldiers of the Empire, a combination of skill, bravery and armour make the Knight Templar a powerful fighter.

The Knight Templar is a work-in-progress Warrior that I am currently play-testing with my own Warhammer Quest group, any future changes will be announced here. If you have any comments or feedback about the Empire Knight Templar, please let me know using the Contact page.

Take a look over in the Warriors section: The Knight Templar

Oct 042010
 

The Imperial Vault

Welcome to the Imperial Vault, a place to find new rules, adventures, Warriors and all things Warhammer Quest. If you have any feedback or requests, or even a new article to post, let me know using the Contact page and I’ll take a look.

Have a good look round, and enjoy your stay at the Imperial Archive!

The Scribe