WQ_Warrior.gz  -- A basic fighter-type based on AHQ and Talisman

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                          Warhammer Quest: The Warrior

                        by T. Jordan "Greywolf" Peacock

                                  23 JUL 1995


                                      -*-

    The following is a home-made profession for _Warhammer Quest_ created by
myself, partially inspired by the "Warrior" character from _Talisman_, and
partially by the "Warrior" character from _Advanced HeroQuest_.  Basically, I
was looking for a nice, run-of-the-mill, all-around fighter type, with skills
that seem more "generic" for a general warrior-type.  Of course, this name can
lead to some confusion, given that a Warrior applies to all of the PCs so far.
I chose to title this as such just to draw a connection with the "Warrior" from
the aforementioned games.  Hopefully the context will make it clear to which
kind of "Warrior" I am referring.  At this writing, these rules are completely
untested, though I don't expect that status to last for very long, given local
desire for an "ordinary" fighter type character.


                              -*- THE WARRIOR -*-

Many great heroes head into the dungeons under the World's Edge Mountains in
search of fame and fortune.  They are generally known as Warriors, whether they
are Barbarians from the lands of Norsca, spell-casting Wizards, Elves from the
forests of Loren, axe-wielding Dwarves, or what-have-you.  Some, however have a
more ordinary background, perhaps having served in an army, or perhaps having
just taken up a sword to begin an adventuring life.  This is the archetypical
Warrior, focusing primarily upon his swordplay, and not necessarily having any
particularly fancy skills based upon his race, culture or the use of magic.

                           -*- WARRIOR STATISTICS -*-

Wounds:             1D6+7
Move:                4(3)
Weapon Skill:           3
Ballistic Skill:       5+
Strength:               3
Toughness:           3(6)
Initiative:             3
Attacks:                1


Equipment:  None.
Weapon:  Sword, causing 1D6+3 Wounds
Armour:  Chainmail, giving +2 Toughness, -1 Movement; Shield, giving +1
Toughness.
Pinning:  Breaks from pinning on a roll of 5+.
Special Rules
The Warrior is particularly skilled in the offensive use of hand weapons, able
to re-roll any roll to hit with a hand-to-hand weapon, although he must keep
the second roll whether better or worse.

ENEMY'S WS     1    2    3    4    5    6    7    8    9    10
TO HIT FOE     2    3    4    4    4    4    5    5    5    6


                       -*- WARRIOR ADVANCED PROFILES -*-

Battle Level 2      Wounds:        2D6+7          Wpn./Bal. Skill:      3/4+
                    Strength/Dice:   3/1          Toughness:            3(6)
                    Initiative:        3          Attacks:                 1

ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     1
TO HIT         2    3    4    4    4    4    5    5    5    6    Will:     2
SKILLS:   1                                                      Pinning: 5+


Battle Level 3      Wounds:        2D6+7          Wpn./Bal. Skill:      4/4+
                    Strength/Dice:   3/1          Toughness:            3(6)
                    Initiative:        3          Attacks:                 1
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     2
TO HIT         2    3    3    4    4    4    4    4    5    5    Will:     3
SKILLS:   1                                                      Pinning: 5+


Battle Level 4      Wounds:        3D6+7          Wpn./Bal. Skill:      4/3+
                    Strength/Dice:   3/1          Toughness:            4(7)
                    Initiative:        4          Attacks:                 2
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     2
TO HIT         2    3    3    4    4    4    4    4    5    5    Will:     3
SKILLS:   2                                                      Pinning: 5+


Battle Level 5      Wounds:        3D6+7          Wpn./Bal. Skill:      5/3+
                    Strength/Dice:   3/2          Toughness:            4(7)
                    Initiative:        4          Attacks:                 3
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     2
TO HIT         2    3    3    3    4    4    4    4    4    4    Will:     4
SKILLS:   2                                                      Pinning: 4+


Battle Level 6      Wounds:        4D6+7          Wpn./Bal. Skill:      5/3+
                    Strength/Dice:   3/2          Toughness:            4(7)
                    Initiative:        5          Attacks:                 3
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     3
TO HIT         2    3    3    3    4    4    4    4    4    4    Will:     4
SKILLS:   3                                                      Pinning: 4+


Battle Level 7      Wounds:        4D6+7          Wpn./Bal. Skill:      5/2+
                    Strength/Dice:   4/2          Toughness:            4(7)
                    Initiative:        5          Attacks:                 3
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     3
TO HIT         2    3    3    3    4    4    4    4    4    4    Will:     4
SKILLS:   4                                                      Pinning: 4+


Battle Level 8      Wounds:        5D6+7          Wpn./Bal. Skill:      6/2+
                    Strength/Dice:   4/2          Toughness:            4(7)
                    Initiative:        5          Attacks:                 4
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     3
TO HIT         2    3    3    3    3    4    4    4    4    4    Will:     4
SKILLS:   4                                                      Pinning: 3+


Battle Level 9      Wounds:        5D6+7          Wpn./Bal. Skill:      6/2+
                    Strength/Dice:   4/3          Toughness:            4(7)
                    Initiative:        6          Attacks:                 4
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     3
TO HIT         2    3    3    3    3    4    4    4    4    4    Will:     4
SKILLS:   4                                                      Pinning: 3+


Battle Level 10     Wounds:        6D6+7          Wpn./Bal. Skill:      6/2+
                    Strength/Dice:   4/3          Toughness:            4(7)
                    Initiative:        6          Attacks:                 4
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     4
TO HIT         2    3    3    3    3    4    4    4    4    4    Will:     4
SKILLS:   5                                                      Pinning: 2+


                            -*- WARRIOR'S SKILLS -*-

The Warrior has the following skills available to him as he goes up his Battle-
Levels.  To determine which specific skill he learns when given the opportunity
roll 2D6.


2   FEINT

You flash your sword toward your enemy's throat, but as he moves to defend, you
snake it about and thrust into his gut instead, neatly bypassing his defenses.

    Once per turn, your Warrior may attempt to make a feinting maneuver to put
his enemy off-balance and to get past his defenses.  Instead of making the
normal roll to hit, your Warrior should roll 1D6 and add it to his WS, and have
his opponent do the same.  If your Warrior's total is equal to or greater than
the target's, then he succeeds in striking.  (The Warrior's ability to re-roll
his attack roll applies here as well.)  If not, then the feint is unsuccessful
and he misses entirely with this attack.

3   THRUST

Mindless of your own defense, you put your full force into an all-out thrust.

This maneuver may be declared before making any Attack on an opponent.  It must
be the last Attack made for a turn, and if it kills the opponent, it cannot
carry through as a Death Blow.  For this single Attack, the Warrior gains +1 on
his roll to hit, and he may double his Strength when determining damage.  For
any attacks made against your Warrior for the remainder of this turn, however,
he is considered as being at WS 1 for chances to hit.

4   PROTECT

Seeing that your wounded comrade would surely be killed by the incoming blow,
you bravely intervene, using your body as a human shield.

    Once per turn, your Warrior may take damage from a single successful attack
that would have hit another Warrior adjacent to him.  This may be declared
before or after the damage is actually rolled, and may be used to defend
against "Gang Up" attacks as if they comprised a single attack.

5   PARRY

With a practiced maneuver, you hook your sword around your enemy's weapon and
twist it down and to one side.

    This skill allows your Warrior to parry an incoming blow.  When your
Warrior is attacked in hand-to-hand combat, roll 1D6.  On a score of 6, he
turns the blow, and it does no damage.

6   DISARM

You outfox your opponent, sending the monster's blade flying.

    Your Warrior is counted as having +1 to his Battle-Level when attempting to
Disarm an opponent as described on page 161 of the Roleplay Book.

7   PENETRATE

Carefully taking in your enemy's weak spots, you finally make your move,
thrusting for a kink in his armor.

    On a natural roll of 6 to hit, any damage inflicted in a hand-to-hand
attack bypasses your opponent's armor.

8   DELAY

The odds are too slim, so you bravely hold off the teeming hordes while your
allies beat a hasty retreat.

    Once per turn, your Warrior may allow another Warrior adjacent to him to be
able to break free without having to make a Pinning test.  However, your
Warrior must give up 1 Attack while using this skill, and may not making any
Pinning rolls on his own.

9   BLOCK

You neatly block the incoming attack, and lock weapons, holding your opponent
at a stand-still.

    Upon making a successful roll to hit your opponent, instead of rolling
normally for damage, you may elect to lock weapons, so long as your opponent's
Strength does not exceed yours by more than one point.  Your opponent will be
unable to make any attacks in his subsequent turn, unless he can break pinning
and move away before attacking again.  You may continue to hold an opponent in
check by foregoing any movement or attacks during subsequent Turns, though in
so doing both you and your opponent are considered as being at WS 1 while so
locked in combat.

    This skill cannot be used against creatures which do not use weapons per se
(such as Giant Rats, Giant Spiders, Giant Bats, etc.) or which are Ethereal or
Daemonic in nature.

10  HEAD BUTT

In an act of desperation, you smash your skull into your opponent's face!

    This attack may not be used against Undead creatures, Daemons, Large
Monsters, or anything smaller than man-sized (Skaven, Giant Rats, Giant
Spiders, Giant Bats, etc.), let alone anything which doesn't /have/ a head to
butt!  This is made as an extra Attack following any others for the turn, and
hits on anything but a natural roll of 1.  Each combatant must roll 1D6 and add
it to his base Toughness, adding any Armor protection given by a helmet.
Whomever has the lower total is stunned by the blow, unable to take any action
for his next Turn, though he may still defend himself at his normal WS.  If the
two totals are equal, then BOTH combatants are stunned for their next Turns!

11  MIGHTY BLOW

Putting all your strength behind your blow, you bring your weapon crashing down
on your opponent's body.

    Your Warrior may forgo extra Attacks in order to inflict more damage on a
single blow.  Once per turn, you may declare use of this skill before rolling
the to hit dice.  For each Attack your Warrior gives up, he may add an extra
1D6 Wounds on one of his remaining Attacks.

12  SHIELD WALL

You barely manage to turn the blow as it slams toward you, glancing it off your
shield with a flick of your wrist.

    This skill allows your Warrior to catch the impact of a single blow on his
shield, deflecting all the damage that may have been caused.  If your Warrior
does not have a shield, he may not use the Shield Wall skill.  This skill may
be used once per dungeon.

                            -*- ADDITIONAL RULES -*-

*   When or if your Warrior should visit the Alehouse, roll 2D6 to determine
    the results of that visit.

*   When your Warrior must fight a diced battle during a Hazard, Settlement
    Event, fighting in the Alehouse Wolverine Pit, etc., your Warrior may re-
    roll each die once, though he must keep the second result whether better or
    worse.

*   The Warrior may use any equipment, armor or weapons that the Barbarian may
    use, with the exception that he is able to wear Plate Armour (while the
    Barbarian normally would not).

                              -*- OTHER RACES -*-

If you want an "Elf Warrior", you'd essentially just pick an Elf.  If you want
a "Dwarf Warrior", you'd just pick a Dwarf.  However, for those who want a more
"generic" representative of a given race, the following modifiers may be
applied:

WOOD ELF WARRIOR
The Wood Elf Warrior has a base Pinning roll of 4+ and a BS of 4+.  (i.e.,
deduct 1 from the Pinning and BS listed for any given Battle-Level as
appropriate.)  He starts with Partial Chainmail Armor and a Shield, which
collectively offer +2 Toughness with no Move penalty.  The Wood Elf Warrior may
use any item usable by the Elf, and may visit the Elf Quarter.  Also, if
applicable, he may move at full speed through any "wooded" area without the
normal half-rate movement penalty.  If he visits the Alehouse, he rolls 2D6-4
for the results.

HIGH ELF WARRIOR
The High Elf Warrior has the same statistics as the Wood Elf, though he is
subject to any normal movement penalties for wooded areas.  For starting
equipment, he has a sword and Partial Chainmail Armor (+1 Toughness), and a
choice between either a Bow (Strength 3) with enough Arrows for one adventure,
or else a Shield (+1 Toughness) and Spear (see p. 30 of Roleplay Book).  If he
visits the Alehouse, he rolls 2D6-5 for the results.

DWARF WARRIOR
The Dwarf Warrior adds +1 to his Strength, +1 to his Starting Wounds, does not
suffer a Movement penalty for Chainmail, may visit the Dwarf Guildmasters, and
may use any item available to the Dwarf.  However, he does not start with a
Shield, and starts with a Pinning Roll of 6+.

HALFLING WARRIOR
The Halfling Warrior has a starting BS of 4+, base Pinning Roll of 4+, with -1
Wounds.  He may not have any pack animal larger than a mule, and will not be
able to wear Dwarven or human-sized armor or apparel.  He cannot wear footwear,
as all Halflings go barefoot.

                       -*- REPRESENTING YOUR WARRIOR -*-

    I had in mind the Warrior from AHQ, or else from _Talisman_ to represent
this character.  Finding a general warrior-type manufactured by various
miniatures companies shouldn't be tough at all.  For the High Elf Warrior, I
had the plastic Archers and Spearmen from WFB in mind.

                          -*- DISCLAIMERS AND SUCH -*-

     _Games Workshop_, _Warhammer Fantasy Battle_, the _Old World_, _Talisman_,
_Advanced Warhammer Quest_ and _Warhammer Quest_ are trademarks of Games
Workshop, Ltd., and their use here does not constitute a legal challenge to
that status.  This article may be considered copyrighted by T.  Jordan
"Greywolf" Peacock (me =) ), though it may be freely distributed so long as no
alterations are made and no fees are charged for its use.

     If you'd like to contact me for whatever reason, you can write to me at:

                                 Jordan Peacock
                                  1610 Parker
                             Cedar Falls, IA  50613


                            -*- HAPPY QUESTING! -*-