From: dburton@fuse.net (Doug Burton) Newsgroups: rec.games.miniatures.warhammer Subject: New Warhammer Quest Warrior....Amazon Date: Thu, 21 Aug 1997 13:48:25 -0500 Hi all. I've been working on this character pack for Warhammer Quest for about 5-6 months. It's been pretty extensively playtested....to make sure it's a balanced character. Many people have argued that perhaps the character is a weakened character....but then again, it should be a challenge to play that character. She has her strenghts and her weaknesses...so it's up to you players to work around these. If you noticed that it is written like a quest book...that's for a reason. I made quite a few copies of the quest booklets and have given them to several of the stores in the area to pass out to the area gamers. In many places I've sscanned in images to make my booklet look 90% like the GW booklet...but unfortunately I'm no artist so the book is devoid of any kind of art. I produced it in Claris Works for the Mac and if you are interested in getting the images just email me...otherwise I'm trying to find a way to convert this into somekind of pdf file complete with images. Any feedback on her would be appreciated as well. Also, if you check out the new Citadel Journal, there is a character pack in there for an ogre player so you might want to check that out as well. Doug AMAZON Legend tells of an island sanctuary that lies deep within the hostile jungles of Lustria. This island is rumored to be home of a race of ferocious female warriors. These warriors have been named Amazons, after the river on which the island lies. The Amazon race was born when the females of the Norse colony of Skeggi, founded in Lustria, were forced to leave their homes. Large numbers of male warriors deserted Skeggi, impatient to explore and discover the vast wealth of the Lizardman empire. When these warriors did not return it was left to their wives to defend the settlement of Skeggi. These new ³warrior women² were looked upon with suspicious eyes by the male populace. After an unsuccessful attack by a Lizardman cohort, the males saw the womens job as defenders being complete. They were not accepted by the male dominated Norse warrior society which holds that ³battle is mans work and not womans². The women, however, had a different idea. Not willing to put away their weapons and go back caring for the men, they decided to leave the settlement. Sailing on a longship along the coast and up the estuary of a great river the Valkyries finally settled in a swampy island in the middle of the river, surrounded on all sides by the impenetrable jungle. The island contained deserted ruins of Lizardman temples and this became the Valkyries stronghold. Many years later elf and dwarf expeditions to Lustria encountered a strange warrior race of women worshipping Lizard gods. They were named ŒAmazons² after the name of the river where they lived. As no males were ever sited in the village proper, rumors of longevity and immortality were soon associated with the Amazon Ian race. This rumor alone has attracted many would be raiders to their stronghold, sometimes taking captives. There are many reasons why an Amazon may go forth adventuring. Sometimes it is simply a necessity, having escaped captivity by the raiding parties, other times it is on a quest for knowledge, to learn more about the many different races that inhabit the old world. In other cases the Amazon is on a quest to prove her mettle in combat. Regardless, Amazons are a rare and mysterious race of warriors who are a useful addition to any dungeon party. € INTRODUCTION € __________________________________________________________________ This pack contains everything you need to introduce a new Warrior - the Amazon - to your games of Warhammer Quest, including her Warrior card, Warrior counter, Equipment cards, a rulebook and a Citadel miniature to represent the Warrior herself. This rulebook is split into three sections: a basic Warhammer Quest section, an Advanced Warhammer Quest section and a Roleplay section. The Warhammer Quest rules contain all the rules for using this Warrior in your games. The Advanced rules cover the Amazon¹s progression through the battle-levels, including any spells, skills or special rules, and the final section gives rules guides for using the new Warrior with the Roleplay game. € RULES FOR WARHAMMER QUEST € If you wish, you may replace one of the Warriors from the Warhammer Quest game with the Amazon. Simply swap one of the existing Warriors for the Amazon. Remember to put the Warrior counter for the original Warrior back in the box, replacing it with that of the Amazon! Remember too, that if there is not a Barbarian in the party, then one of the other Warriors will have to carry the lantern and be the leader. € BIGGER GROUPS OF WARRIORS € If you want to, you can take more than four Warriors on an adventure, but you will have to make sure that there are enough Monsters to go round! The cards and tables for Warhammer Quest are based on there being four Warriors, so if you have fifteen different Warriors in the party, then the game as it stands will present no challenge at all! As a general rule, stick to parties of four Warriors, but if you have a party of five or six , then increase the number of Monsters by an equal proportion. For example, if you have six Warriors in the party, this is 50% more than the Event cards are set up to deal with. In this case, you should make sure that each time Monsters appear, there are 50% more of them . If the card says ³1D6 Orcs², roll the dice as usual and then multiply the result upwards to match the party size, so a dice roll of four Orcs would become six Orcs, and so on. € THE PATH OF THE WARRIOR € __________________________________________________________________ The Amazon Warrior in Warhammer Quest is a member of the proud and deadly race of Amazons who inhabit the lands of Lustria. She has braved the wild to prove her worth in combat seeking combat and treasure to prove her mettle. Each Amazon Warrior is trained to follow a path devoted to the use of specific weapons. Before beginning the adventure, choose which path the Warrior has followed: The Path of the Sword The Path of the Bow The Path of the Staff Whichever path is chosen, her starting profile will be as follows: Wounds 1D6 + 7 Move 4 (Special) Weapon Skill 3 Ballistic Skill 5+ Strength 3 Toughness 3(4) Initiative 5 Attacks 1 Pinning Roll 3+ € EQUIPMENT € The Amazon starts with her Shakran equipment card. € WEAPONS € The Amazon has a remarkable array of weapons available to her, including a sword, a staff and a bow. Also, she may use any weapon the elf may use. € ARMOUR € An Amazon starts off the adventure with no armour. She may, however, acquire and wear armour in the same manner as the elf. € THE PATHS OF THE WARRIOR € The Path of the Sword The Amazon, having trained all her life with the sword has learned to wield the weapon in an even more effective and deadly manner than other warriors. When in combat, the Warrior has a higher chance of hitting and damaging her opponent. While using her sword, the warrior¹s Weapon Skill increases +1, so that a starting level Amazon has a WS of 4 instead of the normal 3. This indicates her heightened prowess with the sword. In addition, on a natural role of 6 to hit, the Warrior has made a particularly effective attack, which adds +1 attacks for this round only. Resolve damage as normal, adding D6 + Strength, with normal deductions for armour and toughness. Use of any other weapon, including the staff and the bow are at the standard profiles to hit. The Path of the Bow Training day and night with a specially constructed bow, the Amazon has learned to become an expert marksman, rivaling the elves in the forest of Loren. When in combat, the Warrior has a better chance of hitting her target and causing more damage than normal. While using the Bow, the warrior has a Ballistic Skill of +1, so that a starting level Amazon who follows the Path of the Bow has a starting BS of 4+. In addition, the strength of the bow has increased to +1, making damage as D6 + strength + 1, with normal deductions for armour and toughness. Use of any other weapon, including the staff and sword are at the standard profiles to hit. The Path of the Staff Training with the staff, the warrior has mastered both offensive and defensive fighting styles. Unlike normal weapons, when rolling for damage you don¹t roll a D6 and add your strength. Instead, the staff is a weapon of skill and the strength of the user has less of an effect on the damage. Instead the amount of damage dealt by the staff is 1D6 + strength - 1. This indicates the quick and probing attacks the Amazon makes with the staff. In addition, while wielding the staff in combat, the Amazon gains +1 to her toughness, to indicate the defensive fighting style she has mastered so well. Skill: Leap of Death The Amazon who follows the Path of the Staff is highly trained and skilled with the staff. She has learned to place herself in just the right position to deliver the most effective blows. After years of training with the best instructors she has developed a lightning style of slash, parry and slash, swirling the staff overhead ready to deal death to all who oppose her. In combat the warrior may leap over intervening monsters one square, even if she would otherwise be pinned. She may then attack a monster that she is adjacent to. Even if the attack does no actual damage to her opponent, the warrior may continue to make attacks, rolling to hit for each monster. She may continue to attack until she misses her first monster. However, she must make an attack against EACH adjacent monster once, before attacking the same monster again. The Amazon also can wield the staff defensively. Any attacks against the warrior are made as if she had a higher WS (add +1). In addition, the staff affords her some protection, giving her a Toughness of +1 (4 for a starting level Amazon). € SPECIAL RULES € € Amazons and Treasure An Amazon may use any items of treasure that the elf can use. In addition, she may use any weapons, magical and non-magical as well. € SHAKRAN € The Shakran is an ancient and deadly weapon wielded by the Amazon race. The weapon is handed down through generations by the elder mother of the family. It is a symbol that the warrior is ready to take her place among the other fighters in her tribe. In combat the Shakran can be used in place of one of the Amazons attacks. The Amazon chooses one Monster, and rolls a dice. On a score of 3+ the monster suffers 1D6 + strength - 1 Wounds, with normal deductions for armour and Toughness. If the Amazon rolls a 3+, as required, then after she has rolled a dice to wound the Monster, she can move onto another Monster on the same board section and try again, rolling another 3+ to see if that Monster is affected too. She can carry on doing this for every Monster on the same board section as herself. The Amazon may only try this once per Monster on the board section per turn. As soon as she fails to roll a 3+ to see if the next Monster is affected, the Shakran diverts away, the Monster is not affected, and the weapon returns to her hand. € ADVANCED RULES € __________________________________________________________________ In the Advanced game, you can keep your Amazon from game to game, building up her character as she progresses from adventure to adventure. This section of the rulebook gives you all the rules for taking your Amazon right up to battle level 10,including special rules for visiting Settlements, training, and more. The Amazon starts at battle level 1, as a Novice, you will find her Battle level table on the outside back cover of this booklet. All the rules for Warhammer Quest still apply in the Advanced game, unless specifically stated otherwise. ARMOUR The Amazon may wear any armour that the elf would wear. However, she will never wear more than 3 points of armour because this would impede her fighting skills. € SETTLEMENTS € __________________________________________________________________ When in Settlements, the Amazon acts in a different way from other Warriors. She is treated with much suspicion and fear. If the Amazon visits a town or city, she might not be welcome in many special locations. In many instances she may not be allowed to purchase standard items from a merchant. To find a special location, roll the standard dices and subtract 3. If this total is less than 7 she does not find the special location she is looking for, and a whole day is wasted in her search. In addition, when rolling for stock in the shops, subtract 3 from this total. If it does not beat the stock number, she is unable to buy that item. She may visit the Armourer, the Fletcher, the Weaponsmith and the General Store. In addition she may visit the Temple, the Alchemist, the Alehouse (2D6-3) and the Gambling Den as well. € Special Uneventful Day € __________________________________________________________________ If when rolling on the Settlement Events table, the result indicates the Amazon has had an uneventful day roll a D6 and consult the table below: Uneventful Day Table (Roll a D6) 1 The populace of the town mistake your warrior as a member of a raiding party and imprison you for 1D6 days. Roll 1D6: 1-2 You are immediately run out of town after your prison sentence. 3-5 Merchants are even more weary of dealing with you. Roll 1D6 LESS to find a special location or buy an item. 6. The town, upon finding out their mistake, compensates your warrior 2D6 X 10 gold. 2 You¹re accused of theft and thrown into jail. Member of the party must pay 1D6 X 5 gold to bail you out, after which you are run out of town. 3 You meet another Amazon who offers to teach you a new skill. Pay 1D6 X 50 gold and roll a D6. Consult the table below: 1-2 You fail to master the skill 3 You gain 1 extra attack once for the next adventure. 4 You learn to parry a blow. Ignore one blow next adventure. 5 You are so beaten up during the training that you lose 1 starting wound for the next adventure only. 6 You learn a particularly valuable skill. Roll 1D6: 1-3 During the next adventure, once per turn you may enter a trance like state and regain 1 wound, doing nothing else that turn. 4-6 You are taught a strengthening method. Gain 1 Wound permanently to your starting wounds. 4-5 The local populace, upon hearing of your rumored immortality try to capture you to learn your secrets. Roll a D6 and consult the table below: 1 You are force to flee the town to escape. 2-5 You escape and wearily continue on your way in the settlement. 6 You are captured and your fellow warriors must fight to free you. After your rescue, all warriors are forced to flee town to escape the wrath of the villagers. 6 A party of Norsemen just happen to be in the same village as yourself. One mistakes you as his long lost bride and chases you through the town trying to regain your love. Roll 1D6 and consult the table below: 1 You escape his pursuits and think better of staying in this town. Leave town immediately. 2-5 You escape and wearily continue on your way through the settlement. 6 You¹re captured and forced to return to camp with him. However, after passing out from drunkeness you pilfer his wealth from him. You gain 1D6 X 100 gold. € TRAINING € Amazons train at the mysterious Amazon Shrine which can only be found in the largest of cities (and even then it¹s quite hard to find). The Amazon Shrine is a special location, and follows all the usual rules. Upon finding the shrine you pay the normal gold for training to go up a level. Skills Table (Roll 2D6) 2 +1 attack The Amazon gains 1 extra attack per turn 3 Trance The Amazon, may once per turn, enter a trancelike state and regain two wounds, doing nothing else for that turn. 4 Dance of Death In Warhammer Quest, a Warrior moves up to 4 squares a turn, and if this brings him into contact with the enemy, he may fight. Having watched the effect of the Wardancers in combat the Amazon has trained and mastered the Wardancer skill, the dance of death. She may move, fight and move again, all in one turn, so long as the total movement is not greater than her normal movement. 5 Leap of Death The warrior, learning to place herself in the right place at the right time to effectively attack the enemy may leap OVER an enemy to attack the enemy. The effects are not cumulative, so if this result is rolled again, you do not get a second leap attack. 6 Parry Learning to parry the blows of the enemy, the warrior may be able to parry an incoming blow. Roll a 1D6. On a score of 1-5 she must take the blow as normal. On a score of 6 she turns the blow and causes no damage. 7 Battlelust This skill gives you +1 attack, or +1 to hit per Battle-level, or +2 Strength. This skill may be used once per dungeon. 8 Feminine Wiles Your warrior may decide to use her feminine wiles to prompt a merchant into selling an item at half price. You may try this with one merchant only, as news of your trickery travels through the settlement. Roll 1D6: 1 You are thrown out of the shop immediately. 2 The shopkeeper in a fit of rage, charges you 25% more (rounded up) for each item you wish to purchase. 3 The shopkeeper charges you 25% more (rounded up) for each item you wish to purchase. In addition, any new shops you visit will tack on an extra 25% more for each item you wish to purchase. 4-5 The shopkeeper does not succumb to your feminine persuasion. 6 Successful. The shopkeeper offers everything you want at 50% off as well as offering the shirt off his back. 9 Amazon Battle Cry With a howl and a scream, your warrior enters combat striking fear into all opposing her. In addition, the other members of the dungeon party gain comfort in the warriors howl, strengthening their resolve in the face of an especially fearful monster. Roll 1D6. This number of monsters fear you during combat. In addition, add +1 on each warriors fear roll against the monsters. 10 Herblore Living in the jungles of Lustria has taught your warrior many useful remedies and cures. Using normal herbs found along the way to a dungeon your warrior is able to fabricate remedies, cures and poisons for use in the dungeon. Roll 1D6. This is the number of useful herbs your warrior found on the way to the dungeon. To find what kind knowledge of herblore your warrior has, roll 1D6 and consult the table below: D6 Herb 1-3 Healing The warrior makes a healing patch that cures 1D6 wounds. 4-6 Poison Copying the poisons of the Lizardman army, your warrior fabricates poison that can be used to coat the weapons of one warrior in your party, causing that weapon to hit at +1 strength. 11 Trance of Death Staving off death for longer than normal your warrior has learned to moderate her lifeforces to lengthen the time spent on deaths door. In normal cases once a warrior has reached 0 wounds and is not healed by the end of THAT turn, the warrior is dead. However, in the Trance of Death, the warrior can stave off death for an extra turn, allowing other warriors to revive her later than normal. For each turn after the , roll an extra D6 to revive the warrior. Consult the table below. 1-2 Regardless of the normal restorative properties of the healing potion, your warrior regains all wounds, up to her starting wounds. 3-5 Your warrior is restored with the full restorative property of the healing potion. 7-10 Your warrior is revived with 1/2 the restorative property of the healing potion. 11 Your warrior is revived with 1/4 the restorative property of the healing potion. 12+ Death is imminent. No amount of healing can help your warrior. 12 Path Decisive Skill Path of the Bow Extra Strength +1 Strength when using bow. Path of the Sword Two Handed attacks May wield a sword in both hands and make attacks with both, even attack around corners. Path of the Staff Extra Leap May Make a second leap attack as described under the path of the staff. ROLEPLAY GUIDELINES Amazons are an introverted society. They were cast out by the males in their society, making many openly hostile to other male characters. The Amazon is a wild, wary and distrustful of others in the adventuring party. It takes a long time to earn the trust and respect of an Amazon warrior. -- Politics is supposed to be the second oldest profession. I have come to realize it bears a very close resemblance to the first. - Attributed to General Alekandr Kerensky