Warhammer Quest Special Location – 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.
Equipment | B | D | E | W | Stock | Cost (Buy) | Cost (Sell) | Special Rules |
---|---|---|---|---|---|---|---|---|
Axe | Y | Y | N | N | 4 | 150 | 15 | Normal damage (as sword) |
Bastard Sword | Y | N | N | N | 9 | 600 | 100 | 1 Handed: +1 Damage, or 2 Handed: +2 Damage & may not use shield at the same time |
Battle-axe | Y | Y | N | N | 8 | 500 | 35 | +2 Strength; cannot use shield at the same time |
Blackjack | Y | Y | Y | Y | 5 | 50 | - | Strength 2; Delivers non-lethal damage |
Bludgeon | Y | Y | Y | N | 6 | 200 | 15 | As Sword; Delivers non-lethal damage |
Broadsword | Y | N | N | N | 7 | 500 | 25 | +3 Strength; -1 on all To Hit rolls. |
Caltrops(*) | Y | Y | Y | Y | 6 | 40 | 5 | See notes. |
Cavalry Hammer | Y | N | N | N | 11 | 500 | 50 | +1 Damage, or +2 on the first turn of each Combat |
Cestus (Pair)(*) | Y | Y | Y | N | 8 | 400 | 20 | See notes. |
Claymore | Y | N | N | N | 9 | 800 | 40 | +3 Damage; 2 Handed (can't hold a shield at the same time); |
Cosh | Y | Y | Y | Y | 5 | 40 | - | Strength 1; Delivers non-lethal damage |
Crowbill | Y | Y | N | N | 10 | 600 | 125 | As Warhammer; Ignores 1 point of Armour. |
Dagger | Y | Y | Y | Y | 4 | 75 | 20 | Strength 1; hand-to-hand or missile weapon; may be retrieved once al Monsters in the room are dead. |
Dirks (Bag) | Y | N | Y | Y | 7 | 250 | 75 | As Throwing Stars; Strength 2; |
Dwarf Mining Pick | N | Y | N | N | 7 | 500 | 75 | +1 Damage; Ignores armour on a natural 6 To Hit. |
Dwarf-Made Hammer | Y | Y | N | N | 8 | 500 | 50 | +1 Damage |
Dwarf-Made Warhammer | Y | Y | N | N | 11 | 600 | 150 | As Warhammer, +1 Damage |
Falchion | Y | Y | Y | Y | 8 | 550 | 55 | +1 Damage |
Flail | Y | Y | N | N | 9 | 250 | 100 | +2 Strength: -2 on all To Hit rolls. |
Glaive | Y | N | Y | N | 9 | 600 | 30 | +1 Damage; Cannot use shield at the same time; Attack in 2 ranks (see Goblin Spearmen). |
Great Sword | Y | Y | Y | N | 8 | 700 | 35 | +4 Strength; -1 Initiative; -1 Attacks; cannot use shield at the same time |
Great-Hammer | N | Y | N | N | 11 | 750 | 200 | As Warhammer, +2 Damage |
Halberd(*) | Y | N | Y | N | 7 | 250 | 75 | See notes. |
Heavy Staff | Y | N | Y | Y | 5 | 400 | 10 | +1 Toughness; Cannot use shield at the same time; Attack in 2 ranks (see Goblin Spearmen). |
Javelins | Y | N | Y | N | 4 | 20 (each) | - | Stock is for 2d6 Javelins; May be used once each; Strength 2; Missile Weapon; Range 1sq per Strength of the thrower; |
Katana | Y | N | Y | N | 9 | 500 | 25 | +1 Damage, Ignore Armour (1), 2 Handed (can't hold a shield at the same time) |
Katara (Pair)(*) | Y | Y | Y | Y | 8 | 300 | 150 | See notes. |
Knife | Y | Y | Y | Y | 2 | 40 | 5 | Strength 1; may be concealed inside Warrior's boot. |
Knuckle Duster | Y | Y | Y | Y | 8 | 100 | 25 | Strength 4; -2 on all To Hit rolls. |
Light Staff | Y | N | Y | Y | 4 | 150 | 5 | +1 Initiative, -1 Damage, 2 Handed (can't use shield at the same time) |
Longsword | Y | N | Y | N | 7 | 400 | 20 | +1 Damage; -1 on all To Hit rolls. |
Mace(*) | Y | Y | N | N | 7 | 250 | 20 | See notes. |
Meat Cleaver | Y | Y | Y | Y | 3 | 100 | 5 | Normal Damage, -1 To Hit |
Morningstar | Y | Y | N | N | 9 | 500 | 50 | +1 Damage; -1 To Hit; +1d6 Damage on a natural 6 To Hit |
Naginata | Y | N | Y | N | 8 | 700 | 35 | +1 Damage; +1 Initiative; Cannot use shield at the same time; Attack in 2 ranks (see Goblin Spearmen). |
Oriental Blade | Y | Y | Y | Y | 12 | 600 | 100 | Add Warriors WS instead of S to damage rolls |
Pick | Y | Y | N | N | 6 | 400 | 40 | Damage as Sword; Ignores armour on a natural 6 To Hit. |
Pike | Y | N | N | N | 10 | 500 | 20 | Fight 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. |
Poignard | Y | N | Y | Y | 6 | 100 | 10 | -1 Damage, ignores 2 points or armour |
Poleaxe | Y | N | Y | N | 9 | 500 | 150 | +2 Damage; -2 Initiative; Cannot use shield at the same time; Attack in 2 ranks (see Goblin Spearmen). |
Punch-Dagger | Y | N | Y | N | 9 | 500 | 100 | +1 Attack, +1 Initiative, -1 Damage |
Rapier(*) | Y | N | Y | N | 8 | 450 | 90 | See notes. |
Sabre | Y | N | Y | Y | 6 | 250 | 25 | +1 Damage on natural 6 To Hit |
Scimitar | Y | N | Y | N | 7 | 500 | 50 | Parry 6+ |
Scythe | Y | N | Y | Y | 9 | 600 | 60 | +2 Damage, -1 To Hit, on a natural 6 to hit does an additional +1D6 damage as well |
Short Sword | Y | N | Y | Y | 3 | 100 | 5 | -1 Damage; +2 Initiative; |
Shuriken (Bag) | Y | N | Y | Y | 9 | 400 | 140 | As Throwing Stars; Strength 3; |
Sickle | Y | N | N | N | 6 | 400 | 20 | +1 Damage, -1 To Hit, +1D6 Damage on a natural 6 To Hit |
Spear(*) | Y | Y | Y | N | 8 | 200 | 20 | See notes. |
Spiked Chain(*) | Y | Y | Y | N | 8 | 300 | 30 | See notes. |
Stiletto Knife | Y | N | Y | Y | 6 | 150 | 10 | Strength 1; Ignores non-magical armour, can be concealed like a knife |
Sword | Y | Y | Y | Y | 5 | 200 | 15 | Normal damage (1D6 + Str). |
Tachi | Y | N | Y | N | 10 | 600 | 30 | Or Daikatana, a larger, heavier Katana. +2 Damage, Ignore Armour(1), 2 Handed (can't hold a shield at the same time) |
Throwing Axe | Y | Y | N | N | 7 | 300 | 35 | +1 Strength; missile or hand weapon. If thrown, may be retrieved once all the Monsters in the room are dead |
Throwing Hammer | Y | Y | N | N | 7 | 400 | 35 | +1 Damage, may be used in hand-to-hand combat or thrown using BS. May be retrieved at the end of the combat. |
Throwing Knife | Y | N | Y | N | 6 | 100 | 10 | -1 Strength, thrown or hand-to-hand weapon (may be retrieved after the combat is over) |
Throwing Spear | Y | N | Y | N | 6 | 100 | 5 | Missile Weapon; Range - 6 Squares; Strength - As thrower; May be retrieved when the combat is over; No use in combat; |
Throwing Stars (Bag)(*) | Y | Y | N | Y | 6 | 100 | 35 | See notes. |
Warhammer | Y | Y | Y | N | 10 | 400 | 100 | If To Hit roll is a natural 6, roll extra 1D6 for Wounds |
*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.
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 🙂