For those who are unaware, the main Warhammer Quest game originally came with several Spell Cards for the Wizard character to use, and the Roleplay book had many more spells to use, but these were never officially released by GW. Many of us who play have versions of the expanded spell cards for easy use while gaming.
In the spirit of making gaming more fun (don’t we all like holding cards and flipping through them when we’re weighing our options?), here’s a preview of the new spell cards.
Basic template
Examples
There are, in fact, 43 spells in total in the new expansion Roleplay book. That’s fewer than the original list of spells for the Wizard character, but let’s face it - a lot of them were pretty wimpy and not the kinds of things Dawi Zharr Sorcerer’s would waste their time with. Sting, Create Food, Healing Hands, Glory, Dazzle… no way. Speed and even the spell Fleet of Foot got the axe, so-to-speak, because they just didn’t fit with the Chaos Dwarf theme… although they were tough ones to cut from the list as the Chaos Dwarf’s Movement of 3 really hurts at times, but that’s the trade-off.
Special thanks to Baggronor for permission to use his artwork in this unofficial expansion.
PS I noticed I screwed up the background for the Daemonsmith, Hobgoblin Sneaky Git and the Bull Centaur, they’ve been fixed on my end for the final release but I didn’t bother uploading the corrected pic.
Mostly minor things to fix up for the final version, such as table of contents, internal page-number references, finalize the bestiary section and streamline the Adventures at the end.
Final corrections, etc aside it’s fully playable for the first few Battle-levels on its own, with the caveat that you’ll need the Warhammer Quest core rules, board sections and a decent collection of models to play (as per usual).
A month after you posted it, I know, but I just read your session report and have downloaded the newest version of your rules. The report was very entertaining, well done! Shame about half the party dying…
Just a quick heads-up that I haven’t forgotten about this project or abandoned it!!
I’ve been working on it little by little (daily for the past month) finishing all of the Monster Tables for Battle-levels 1-10. Man, it’s not easy!! While a number of entries are the same as the main Roleplay book ones I still needed to make up Empire, Elf and Dwarf troops… as well as a few bonus Monster entries that aren’t in the Monster Tables, but will go into specific adventures in the forthcoming Adventures Book.
Finished a marathon edit and update to the Monster Tables, which only leaves some very minor changes and corrections outstanding. The Roleplay Book will be out in the next couple of days…
Finished a marathon edit and update to the Monster Tables, which only leaves some very minor changes and corrections outstanding. The Roleplay Book will be out in the next couple of days....
Nicodemus
Looking foward to it. Have to try this out now my box is complete again.
Thanks for the new content. I will getting my group back into Warhammer Quest starting next weekend. Glad to see that it is still floating around. Again I look the new boards.
I’m dredging this thread up from the depths of the most fetid slave pit in the Darklands!!
Despite the lack of updates I’ve been working on the Adventure Book as well as the 2nd edition of the Roleplay book.
Here’s a preview of me trying to sort out the prerequisites and linked missions that are included in the in-progress Adventure Book.
Within each plot line the missions must be completed in the order they are shown, from first to last. In addition, the arrows between plots indicate some story lines that are linked, and the arrows indicate a prerequisite mission from an alternate story line that must also be completed first.
Like the original Warhammer Quest, there are stand alone missions that aren’t related to each other, so you can just sit down and play a one-off game. However, unlike WHQ there is also a campaign with considerable more advancement of the background, story and development of the player’s characters. In order to make it all the way through the main arc of the story it would require playing a minimum of 18 Quests, completing with “In the Name of the Dark Father”.
As for the 2nd Edition of the Roleplay Book - I’ve made some modifications to the parts of the back story I didn’t like, changed how a few game mechanics worked with the slaves, including allowing more than one slave to occupy the same space. It was way too easy, even at low levels to fill an entire room with slaves and you couldn’t get to your enemies and vice versa. The change drastically cuts down how how crowded it gets in the small dungeon rooms, but it leaves the option there to spread slaves out one per space in order to use them as meatshields as well. Slaves are pretty squishy, so they only buy a turn or two beyond Battle-level 1-2. I changed how a couple of abilities and spells worked, and I nerfed a couple of things with the Blunderbuss and Annihilator character that were overpowered. I’ve also cleaned up the wording of rules in a few sections, fixed lots of typos and unfortunate grammar issues that I missed previously with the multiple rewrites. I also identified a table of Treasure items that I forgot to complete in the last version, so they’re being filled in too.
Previously it was possible for a Warrior character who was particularly lucky to alter their progress beyond level 5 and progress as an Immortal instead, provided they had high enough Wounds and had received the ability “Hashut’s Call”. I relaxed the # of Wounds prerequisite a little and let him receive a free suit of Immortal’s Stone Armour as part of his rite of passage (instead of requiring him to purchase this very expensive item). He is immune to Fear and Terror and bestows a bonus vs. Fear/Terror to the rest of the party, which becomes very useful at higher levels! He also maintains his potential to add +1D6 damage when he rolls to hit at high levels, which the other characters don’t get once they get their next Damage Die. I did, however, increase the amount of Gold required for each subsequent Battle-level, not by a lot, but by enough to justify the slightly better stats and boons the character gets above and beyond being a Warrior.
As you can see, I also used the Immortal template as a guide to build new advancement paths for each of the main Chaos Dwarf types. It felt odd that it was only the Warrior type that got the advancement, however, as there are also Hobgoblin and Black Orc Slave characters in the expansion I think keeping a special advancement path for only the Chaos Dwarf characters also gives it a little more of an elitist feel. A few of the states for each character type also increase a little earlier than they otherwise would, but it’s pretty subtle.
The Annihilator (expert with Blunderbuss and Fireglaive) can become an Infernal, which basically makes him into an exceptionally deadly ranged combatant - he gets +1 ranged attack per turn and can roll two Ballistic Skill dice, choosing which to keep and which to discard. I felt like the Annihilator already has enough tools in his toolkit that I didn’t need to go too overboard on his bonuses though, as these abilities can stack with other abilities he can gain during advancement anyway!
The Sorcerer can become a Sorcerer-Prophet, but he needs lots of slaves (status) in addition to his other prerequisites. He gets a boost in the spells (either more of them or more powerful ones), and he gains the ability to channel his Sorcerer’s Curse into other ‘friendly’ targets, such as slaves or player characters. The difficult part is that because of his increased status the Sorcerer-Prophet must also sacrifice slaves in addition to paying the Gold cost to increase his Battle-level. It just seemed like the right thing to do seeing has the “Prophet” part of his title implies that his more closely associated with the Temple of Hashut and the religious aspects of Dawi Zharr society.
The Daemonsmith can become a Daemonbreaker, provided he has proven himself through the fashioning of Daemonic artifacts, among other things. On this new path he becomes exceptionally good at successfully fashioning more powerful Daemonic items, wielding said items, and also withstanding their negative effects during Unexpected Events. He also gains bonuses when in combat against Daemonic Monsters, which is unique to only this character type and exceptionally beneficial when battling against foes from the higher level Monster Tables.
That’s it for now… the Quests are going to take a while to organize and written properly. The framework and notes for all of the missions are worked out and the story lines are all worked out, but they need to be tightened up, so they won’t be done any time soon :hat off
Well that’s awesome MadHatter!! Let me know how it all pans out!! We had some fun playing with the Chaos Dwarfs. It was a lot of fun hunting down Dwarfs and other “goody goodys” and generally playing WHQ as bad guys
Version 0.99 is up. The first number of pages are still pretty rough as the Table of Contents aren’t in there yet and a lot of the internal references to specific page numbers are marked with *'s. The four intro adventures still need to be cleaned up a little as well.