Warhammer quest

Sister of Sigmar - v1.1

by Thecustodian


In the forgotten city of Mordheim, many years ago, the Merciful Order of the Sisters of Sigmar was facing its darkest hour. Abandoned by the Church of Sigmar and persecuted by the Witch Hunters, the Sisters of Sigmar had to contend with the thousands of treasure-seekers who came from all parts of the empire to plunder the shards of wyrdstone. Even more terrible were the other bands, the forces of chaos, the Scaven, and the evil vampires. And yet, the Sisterhood did not shrink from their task, collecting the corrupting wyrdstone and storing it in safety. It seemed, though, that is was an impossible task.
After a few years of the battle, many of the Augurs were visited by a dream in which Sigmar instructed them to leave the city, and abandon their great convent on Sigmar's Rock. Many of their number remained, but the chosen few took their weapons, a few supplies and the shards of wyrdstone that the Sisterhood has managed to secure. By the Grace of Sigmar, many of the Sisters of Sigmar managed to leave the city safely.
None of the leadership knew the reason for this relocation, but it was clear that it was Sigmar's will, as everything the Augurs had foretold came to pass. Then all became clear. In the year 2010 the hidden forces of the Vampire Count Vlad von Carstein left the isolation of Sylvania, and marched over the Ostermark, obliterating Mordheim and all that were too slow to escape. The convent of the Sisterhood was defiled and destroyed by the shambling hordes of the Undead, but the blow to the Sisterhood was not terminal. By the hand of Sigmar, many of the remaining Sisters escaped, joining with the others outside the city. Equally importantly, the wyrdstone they took with them was out of von Carstein's claws. In a historic speech, the High Matriarch commanded her Sisters to disperse into the Empire, to fight the corruptions of Chaos and the Dark Arts, but also fanaticism, and the subtle machinations of the Dark Gods.
And so the Sisterhood of Sigmar, the Sigmarites, survived. Much lessened, and still pursued by Witch Hunters, they established hundreds of small convents, usually secreted in the countryside, or close to powerful families that offered protection. The scattered convents keep in communication with each other by means of visions, sent via the Augurs, as well as normal messengers. The Sisterhood changed greatly by necessity over the years, but one thing didn't change; the Sisterhood never allowed its martial skills to fade.
The fanatics and Witch Hunters, who had other things to deal with, gradually forgot the Sisterhood. Although still not recognised by the Church of Sigmar, the Sisterhood is not hated as it once was. In its isolation, the Sisterhood has again found favour with the peasants, and slowly rebuilt itself. Rather than just accepting noble recruits, other women were invited to join the Sisterhood, from the ranks of the peasants. All were equal in the convents. This break in tradition was necessary so that the Sisterhood would not fade. The Sisterhood accepted women trapped in deplorable situations, troublesome noblewomen, the widowed, the helpless and the poor. Some Sisters were fired up with a holy vision, like the famed Bretonnian Jeanette l'arc. Some were just young girls, scarred physically or emotionally by the world. All found a new existence as a Sigmarite, spreading the words and deeds of Sigmar.
The Sister of Sigmar is one such maiden, who has for some reason sought out Sigmar and his ways as her life. She could be from the highest or lowest of society, but before Sigmar she is equal, and her pride is all in him. Although most of the Sisters serve in and around the Convents, some decide that they are called further afield. The Sisterhood makes these Sisters independent, free to follow Sigmar's will as they feel it directs them, although they still spend time in the Convents and sometimes undertake missions for the Sisterhood. The Sister is one such, believing that Sigmar is calling her to the dungeons of the Old World, to smite his foes.

 

Starting as a Sigmarite Sister

The profile of a Sigmarite Sister is as follows:

Wounds

1D6+5

Move

4

Weapon Skill

2

Ballistic Skill   

5+

Strength

3

Toughness

2 (3)

Initiative

3

Attacks

1

Pinning Roll

3+

The starting equipment and skills depend on which path the Sister chooses to follow. Her starting Weapons and Armour remain the same.

Paths

Seer

The Sister has learnt to trust Sigmar's sight over her own. She receives a Talisman of Sigmar, and the skill "Sigmar's Sight". The Talisman gives her 1D3+1 Luck Points each adventure (roll before the adventure). The skill allows the Sister to explore and move without a Lantern, and she may reroll the first '1' when searching for gold.

 

Priestess

The Sister knows one of the Blessings of Sigmar. She has a Holy Book and one randomly selected Blessing. She gains +1 when rolling to attempt Blessings. The Holy Book is similar to the one carried by the Warrior Priest, containing stories of Sigmar, but it is also a work in progress. The Sister makes note of her insights and adventures, so that future generations may draw strength from her ordeals.

 

Healer

The Sister is skilled in healing body and spirit. She begins with the Potion of Rejuvenation and the skill "Hand of Healing". The potion can restore 1D6 Wounds when drunk. When the Sister or another Warrior drinks in this way, roll 1D6. If the roll is a 1 then the potion has run out, and is useless. Only one Warrior may drink per turn. The skill allows the sister to heal either herself or an adjacent Warrior, restoring 1D6 wounds at the end of each Warrior Phase. There must be no Monsters on the Board section for the skill to work. If, however, the Heal Roll comes up a 1, the treatment has aggravated the situation, and the recipient loses 1D6 wounds, instead of gaining any!

Weapons

The Sister is armed with the traditional weapon of Sigmar, a Warhammer. This does 1D6+3 damage, unless the to hit roll was a 6, in which case it does an extra 1D6 wounds (2D6+3 damage).
She is also given a sling, which is a ranged weapon. It can fire pebbles a maximum of 6 squares, and each pebble does 1D6+1 damage when it hits. Because it is an easy weapon to load and fire, the Sister may make an extra attack if she uses it. As pebbles are a fairly universal resource she does not need to purchase ammunition.

 

Armour

The Sister has been trained from her youth to wield heavy weapons and carry large loads, and she is exceptionally strong, even by male standards. However, she can wear only limited amounts of armour without quickly tiring, and also cannot wear anything too restrictive that would impede her natural grace. The Sister wears Light Sigmarite Armour, which has been tailored for her, and gives +1 to her Toughness, increasing it to 3.

 

Rules for Treasure and Equipment

The Sigmarite Sister may use any helmet as long as it does not impede any of her characteristics. She may also use any shield, but if it is combined with Sigmarite Heavy or Medium Armour she is at -1 to hit on all rolls. She may only use armour bought from the Convent. She may never use any melee weapons except warhammers and those bought from the Convent, and may not use bows or powder weapons, though crossbows are okay. She may also not use any thrown weapon.
The Sister may not use anything that casts spells as such. She may use treasure that assists in using Blessings in the usual way (see Warrior Priest for uses and limitations)

 

Advanced Rules

As the Sister advances up the Battle-Levels, she will gain many new skills and capabilities. This is mainly reflected in the Battle-Level table at the end of this document, but the skills she begins with also increase.
The increase of the "Hand of Healing" and "Sigmar's Sight" is documented in the skill list, as well as the initial Blessing. However, the Sister may well receive the ability to use Blessings if she is not initially a Priestess, and if she is she will increase her prowess in this area.

 

Holy Book and Blessings

The Sister may begin the game with a Holy Book, or may gain one during her travels. As soon as she gains a Holy Book she receives a Blessing which she can use in the normal way. However, she does not automatically gain additional blessings as she advances in Battle-Level, but as she is given them as a result of prayer or other activity. When she has them she may record them in her Holy Book and use them as normal. The number of Blessings she can use in each turn is determined by her Battle-Level, and is shown on her table at the end of this document. The Sister will only ever have one Holy Book- if she ever receives another by some method she will simply receive +1 Blessing for her own book.

 

Settlements

The Sister may spend time in Settlements as usual, though she may also visit a convent of her sisters. She may visit all of the traders except the gunsmith, and the Alehouse (roll as Elf), Alchemist, Temple, and Temple of Sigmar (see below for details).
The Sister must inevitably report back to the Sisterhood, and this requires that she get in touch with one of the scattered Convents. When the Sister arrives at the Settlement, she must find out whether there is a Convent nearby. 

Settlement    

Likelihood of Conven   t

Journey time.

Village

6+ on 1D6

0 Days (Convent is in Village!)

Town

4+ on 1D6

1D6+3 Days (roll for hazard if 7+ days)

City

Automatic

1D3 Days

The new Convents established by the Sisterhood are very much miniature copies of their long-destroyed fortress atop the Rock. Usually they are built on land granted by sympathetic noblemen, who can then dispatch their daughters to the Convent if they cause trouble… Often groups of commoners gravitate to the safety of the area, and villages are built up around the Convent. This means that if the warriors arrive at a Convent, it has exactly the same facilities as a normal village.
If the Sister locates a Convent, she may choose to immediately leave for it, or spend some time in her current Settlement. Any number of other warriors can journey with her to the Convent, but only the Warrior Priest has a chance of entering the Convent. All of the others treat it as a normal village, except for events (see below).
If there is no Convent within easy distance, then the Sister may send a messenger to ask for an audience. If this is the case she must spend BLx50 gold. The party will arrive in 2D6+2 days, and the Sister must wait for them, even if this means holding up the group. If she fails to meet them because she has gone into the next dungeon (but not as the result of an event) then she will not be able to send a messenger until she has visited a Convent and apologised.
When the messenger returns, he brings;

Roll 1D6    

The composition of the party.

1

No sisters- just a message!

2

A group of Novices

3

A group of Novices, headed by a Sister.

4

Several Sisters, escorting

1

A Sister Superior

2

An Augur

3

A Matriarch

5

A Matriarch with a large envoy of Sisters

6

A group with a leader of equal rank.

Various activities are possible depending on the composition of the group. All of these activities are available in a Convent, and are detailed below.

If the Leader is superior in rank:
The Sister can Lead, Train, Pray, Discuss, Trade, Donate and Ask for Help.

If the Leader is equal in rank:
The Sister may Train, Pray, Discuss, Trade and Donate.

If the Leader is of a lesser rank:
The Sister can Lead, Pray, Trade and Donate.

If the Sisterhood sent a message, the Sister may roll once on the Discussion Table, to see how she is encouraged. She is also given a letter of recommendation, which can be used to gain access to the Temple of Sigmar in this settlement (if there is one) so that the pray and train, if she chooses, paying as normal.

 

The Convent

When the sister arrives at the Convent, she may decide to spend as long as necessary here. The Convents tend to either be built in villages, or villages tend to grow up around them, and thus while the Sister is in a Convent she has access to all of the facilities of a normal Village, should she desire them, as well as the Convent itself.
Events in the Convent are resolved differently. Although it is a typical village, if the Warriors are known to be guests of the Convent, or friends of a Sister of Sigmar, they may have less trouble with the locals. Each Warrior may ignore one Event in the Settlement, treating it as an Uneventful Day.
The Sister may well meet other Warriors in her travels that would be permitted into the Convent. If they are interested, they can travel with her to the Convent to ask for admittance.

 

Warrior Priest

The Church of Sigmar and the Sisterhood of Sigmar have had a chequered past, but at the moment they are on amicable terms, especially after a joint mission to repel a Scaven attack on a Monastery. The monks were prevented from alerting the Old World to the attack because of their strict vows of silence, but members of the Sigmarite Sisters learnt of the peril through visions from Sigmar, and they alerted the authorities, and joined in the counter-attack. Both the Church and the Sisterhood are willing to establish closer links, and heal problems from the past. The Warrior Priest should roll a D6 and add his battle-level. On a score of 7+ or a natural 6 he is given admittance. On a score of 6 or less, or a natural 1, he is refused. In this case he must journey back to the Settlement alone.
If he is accepted, the Priest may Pray, Train, Lead and Donate, if he chooses.

 

The Sister may undertake the all of the following activities while in a Convent. She may also do some of them if she meets other Sisters in a normal Settlement, as above. Each activity takes one day, unless otherwise specified.

Training

The Sister trains in the same way as other Warriors, paying her money and spending a week in holy vigil, intensive training and discussion with her superiors. At the end of the week make necessary adjustments to her profile.

 

Pray

If the Sister desires to pray, she must donate 2D6 x 50 gold and roll 3D6 on the following table to see how Sigmar guides her. She may add +1 if she is Sister Superior or Matriarch.
She may roll on the table once per Settlement.
Luck and Faith cannot affect this roll.

Roll 3D6   

Result

3-4

Nothing. Sigmar clearly trusts that the Sister has demonstrated enough skill to do without additional help.

5

Sigmar inspires the Sister with a new prayer, which can be used once in the next adventure, to heal one warrior 1D6 wounds

6

The Sister receives +1 Starting Wound.

7

The Sister's warhammer is magical for the next adventure. This is the starting weapon if there is more than one, or any other if it is already magical. In addition, once in the next adventure she may heal a number of wounds equal to those caused in a single attack, stealing them to heal herself. She must declare this before the damage dice is rolled.

8-9

Sigmar imparts great knowledge- the Sister learns another Blessing, and inscribes it in her Holy Book. If she doesn't have a Holy Book she is given one, and this is her starting Blessing.

10-11

The Sister's faith is strengthened, and when a woman has faith, she can do extraordinary things… The Sister receives 1D6 Faith points, which can be used in the same way as the Witch Hunter's. The Sister may not engage in a Battle of Wills, and doesn't test for Losing Faith at the end of the adventure. Finally, she doesn't gain double modifiers against Undead or Dæmons.

12

The Sister's warhammer is magical permanently, and for the next adventure does extra damage equal to her Battle Level when he rolls a 6 to hit.

13

The Sister's warhammer is magical permanently, and for the next adventure has runes giving +1 Toughness

14-15

The Sister may randomly select a blessing. It may be used once only. It is automatically successful when used.

16-17

Lain to one side as the Sister kneels before the altar, her warhammer begins to shine brightly, throwing back the shadows of the room. The warhammer receives a special power. Roll on the Warhammer Attributes Table below. Roll 1D6. On a 5+ it is permanent, otherwise it lasts one adventure.

18

The diligence and piety of the Sister is rewarded, as her warhammer receives a special power. Few are so honoured! Roll on the Warhammer Attributes Table below. This is a permanent change.

 

Warhammer Attributes Table

The Sigmarite may be granted greater strength through her warhammer. This is always the warhammer she starts with, unless she is using a second, in which case randomise which is affected. It is said that some of Sigmar's mightiest warriors have warhammers that can destroy great beasts with a single hit.
Roll 1D6 on this table if the Sister has received a power for her warhammer

Roll  

Special Power

1

The warhammer now begins to vibrate slightly whenever enemies are near. The Sister may roll 1D6 whenever the party is ambushed. If he scores 6+ the ambush is foiled, and the monsters move and fight in the Monster's Phase as normal. Roll for each ambushing group as normal.

2

Against Dæmons, the warhammer is at +1 to hit, and does an extra 1D6 damage.

3

Against the Undead, the warhammer is at +1 to hit, and does an extra 1D6 damage.

4

The warhammer strikes with unparalleled ease, moving faster than the Sister's enemies expect. The Sister receives +1 Attack, and the first attack each turn cannot be parried or dodged.

5

The Sister's warhammer ignores all but magical armour when determining damage.

6

The Sister's warhammer is a holy thing, terrible to behold for those who shun the light. It blazes with holy fire, and foes shrink. Any creature which doesn't cause fear or terror, or whose fear/terror factor is less than the Sister's Battle Level is at -1 to hit the Sister.

 

Discuss

Often the Sister may have problems dealing with her mission. She may be worried or confused as to what Sigmar wants her to do. Any Matriarch is skilled in offering spiritual and practical advice, and all Sisters are expected to be able to offer the same service to those of a lower rank to themselves. If the Sister has something to discuss she must make a Willpower test of difficulty 7. If she succeeds she may roll on the table below. She may only try this once per settlement.

Dice Roll

Problem Discussed

Result

1

Beauty

The Sister is reassured that she has lost nothing of her natural womanly beauty by hefting a warhammer…

2

Temptation

The Sister may automatically pass one Willpower or similar test related to avoiding temptation in the next adventure

3

Fear

The Sister gets +1 to her Fear, Terror and GD Terror rolls in the next dungeon

4

Clumsiness and mistakes     

The Sister can re-roll any one failed attack or Action in the next adventure

5

Concern about the future

The Sister gains +1 Luck from her consultation.

6

Lack of Faith

The Sister may randomly select a blessing. It may be used once only. It is automatically successful when used.

 

Lead

Leadership is an important skill if the Sister hopes to advance up the ranks of the Sisterhood. She may ask to lead a small group of inferiors on a mission to develop her skills and theirs. Roll on the Mission Table to see what you are awarded.

Dice Roll

Mission Title and Difficulty

Mission Description

1-2

No Mission

No mission can be found for one of your skill, which may or may not be a recommendation of your skills…

3

Patrol Streets 7+

The Sisterhood must keep the peace in the village, but there have been some robberies. Patrol the streets and stop the muggings.

4

Escort Merchant 7+

A rich patron of the Sisterhood who has three of his daughters enrolled has come to visit the Convent and trade. Meet him and escort him in.

5

Find Priest 8+

Unknown forces kidnapped the local Priest of Sigmar. Find his kidnappers and whereabouts, so the Sisterhood can attempt a rescue.

6

Rescue Priest 8+

Take a band of Sisters and local mercenaries and rescue the kidnapped Priest. This is an opportunity to establish better links with the Church!

7

Discover Artefact 9+

Search the nearby lair of some monsters to discover a valuable artefact that cannot fall into the hands of evil. Return it to the Convent where it is safe.

8+

Protect Noble 10+

An important noble has come to examine the Convent. He would be an important voice in gaining the Sisterhood recognition. Ensure that he is escorted in and is secure at all times from any mishap.

To attempt a mission, make an Initiative Test at the difficulty stated. To find the result, refer to the table below. A 'Critical Failure' occurs if the dice came up a natural 1. EX refers to experience points, or gold stored in the Sisterhood's vaults to pay for the Sister's training. Each mission takes 1D6 days. The Sister doesn't for events during this time.

Mission Title.

Success

Failure

Critical Failure

Patrol Streets 7+

The criminals are caught; gain BL x 10 EX. You are also given a 50 gold bonus.

Although you do not catch the criminals, they cease operating. Gain BL x 5 EX.

Sadly for you the criminals steal the gold-plated dedication plaque of the Convent. Lose 1D6 x 5 EX.

Escort Merchant 7+

The Sisters anticipate and avoid an ambush. The merchant is grateful, and offers you a treasure card. You gain BL x 20 EX.

You are ambushed, and the merchant's stock is stolen. You must offer BL x 20 gold, but you gain 2D6 x 10 EX.

You spot an ambush, and attempt to lead an attack. Alas, it was a diversion, and the merchant is kidnapped with his entire stock! You lose one item of treasure.

Find Priest 8+

You track the creatures to a nearby cave system, and obtain plans. The Matriarch is pleased, and gives you 3D6 x 10 gold, and you gain BL x 30 EX.

You lose the trail and end up lost. When you arrive back the Matriarch tells you that another group has completed the mission. You gain no EX.

The creatures spot you, and ambush you. You fight valiantly, driving them off, but several Sisters are killed. You return dispirited. Lose 1D6 x 15 EX.

Rescue Priest 8+

You recover the Priest, gaining BL x 45 EX, and also a number of items of treasure. Roll 1D3+2 times on the Treasure Tables and select one to keep.

The Priest seems to have been moved on, but you destroy the remaining creatures. You gain 2D6 x 20 EX, but lose 1D6x50 gold paying trackers to trace the band.

The Priest has been sacrificed to a dark god, and you have failed. The Matriarch will have to explain this to the Church of Sigmar… You lose 3D6 x 10 EX and 1D6x50 gold.

Discover Artefact 9+

The artefact is recovered! The Matriarch is so pleased that she awards you one Objective Treasure from the vaults. Roll until you find one you can use. Also gain BL x 50 EX.

You fail; though you manage to secure a small cache of magical items. The Matriarch accepts your failure. You gain 3D6 x 30 EX, but you lose 1D6 x 50 gold in your search.

You are beaten back, losing several Sisters to the enemy. Lose 2D6 x 50 EX and one item of treasure (your choice) as you retreat.

Protect Noble 10+

You manage to defeat an assassination attempt. The noble offers you an Objective Room Treasure, and you gain BL x 50 EX. The Matriarch also blesses your warhammer- roll on the Attribute Table to see what you gain.

The noble is very nearly killed, only saved by one of your subordinate Sisters. You are highly embarrassed, losing BL x 50 gold and the same amount of EX.

The noble is slain by an attack of crazed fanatics. You fail to save him, and several sisters die before you defeat the fanatics. You lose BL x 100 EX, one item of treasure, and are at -1 T in the next dungeon.

 

Donate

The Sister can give some or all of her gold to the Convent. She should record the amount she gives, as it goes towards paying for her next Battle-Level. In addition, she may give an item into the safe keeping of the Convent, if she chooses. This will be an item of Treasure. She may only give one item per Settlement, but she may receive some help from the Sisterhood. She cannot give items that have been used up, like an empty potion.
Roll 1D6 on the following table, adding +2 if it is an Objective Treasure, +1 if she could use it and -1 if she didn't wrest it from evil, for example if she was awarded it. She also gets -1 if she is a Matriarch and +1 if she is a Novice.

Score

Help offered

1 or less    

The Sisterhood thanks you for your donation, and the item is taken to be stored.

2

You are offered (1D6+BL) x 10 gold in payment.

3

The Sisterhood deducts the item's gold value from the cost of your next training.

4

The Sisterhood offers you a treasure card as a replacement.

5

You are equipped with one of the following; Talisman of Sigmar, Holy Book, Potion of Rejuvenation (your choice, but you can only have more than one of the Potions.)

6

Roll on the Prayer Table, +2.

7+

Your Warhammer receives an Attribute. Roll on the Attribute Table to see exactly what it gains.

 

Ask for Help

Sometimes it takes a braver warrior to ask for help. The Sister may request assistance from the Sisterhood, though she may be expected to donate some portion of her earnings…
The Sister must pledge the amount required before rolling. She may only seek aid once per Settlement. The cost will be deducted from any gold she has donated previously, and which has been held as payment for her next training. She must make up the difference, if there is any, with her own gold or treasure. 

BL

Cost

Result of 'Ask For Help' Roll

1

2

3

4

5

6

1

200

Nothing

Gold

Equipment

Potions

M. Items

Choose

2

400

Nothing

Gold

Equipment

Potions

M. Items

Choose

3

600

Nothing

Gold

Equipment

Potions

M. Items

Choose

4

1000

Nothing

Gold

Equipment

Potions

M. Items

Choose

5

1500

Nothing

Gold

Equipment

Potions

M. Items

Choose

6

2000

Nothing

Gold

Equipment

Potions

M. Items

Choose

7

3000

Nothing

Nothing

Equipment

Potions

M. Items

Choose

8

3500

Nothing

Nothing

Nothing

Potions

M. Items

Choose

9

4000

Nothing

Nothing

Nothing

Nothing

M. Items

Choose

10

5000

Nothing

Nothing

Nothing

Nothing

Nothing

Choose

Choose

If the Sister receives the 'Choose' result, then she may choose which of the categories to draw her help from, Gold, Equipment, Potions or Magic Items. She cannot select which item in the category, so must follow the normal rules.

 

Gold

The Sister may roll as many dice as she likes. The first that comes up a 1 means that she has what she considers to be enough to cover her needs. Multiply the total of all of the dice by BL x 10. She gains this much gold to use in whatever way she sees fit.

 

Equipment

The Sisterhood has been known to store large amounts of what others consider junk, in case it comes in useful. The Sister may roll a D66 to see what she thinks she can use. Most of the items can be shared out between the Warriors, but some have different usage, or cannot be used except by the Sister.

11-13

Blessed Pebbles

There are 1D6+2 Blessed Pebbles here, used in the same way as ones bought (see below)

14-16

Rope and Grapple

This can be used to escape from the pit. Make a BS roll, and if it is successful the Sister can escape the pit, swing over the firechasm, etc. This takes up her movement for the turn. Once used, roll 1D6. On a 4+ rope has snapped and is useless. She must buy another rope to use the grapple.

21-23

Trance Stone

Used exactly as the one from the General Store.

24-26

Door Spikes

1D6 door spikes exactly as those found in the General Store.

31-33

Sigmarite Helmet

This gives +1 Toughness to any who wear it. If a Sister of Sigmar wears it, she can also decide to take any blow on the head. She must roll on the following table:

1

The Sigmarite Helmet absorbs all of the damage from the blow, but is itself destroyed in the process

2-4

Resolve the damage as normal, with the Helmet giving a +1 Toughness bonus.

5-6

The Helmet repels the sword, and the blow causes no damage.

34-36

Provisions

1D6 Provisions exactly as those found in the General Store.

41-43

Boot Blades

The Sister may use these to make an extra Kick Attack, at -1 to hit but +1 Strength. She may only use one such item at a time, and cannot give to another warrior.

44-46

Trinkets

1D6 Trinkets. The Sister can try and bargain with those she meets on her travels who demand money for some reason. Roll 1D6. On a roll of 1-3 they demand the gold. On 4-6 they accept the trinkets as payment. Trinkets are never accepted as payment in a Settlement.

51-53

Chalk

The Sister can use chalk to mark her progress through the next dungeon. If so, she doesn't need to roll on the Escape Table to leave.

54-56

Sigmar's Symbol

This Symbol announces the Sister as a true servant of Sigmar, and it can encourage her and those around her. The Symbol gives the Sister +1 Luck. Only a Sister may use the Symbol.

61-63

Set of Clothes with Hidden Pocket

The Hidden Pocket can be used to hide a few small items. The Sister may hide a weapon so that she keeps it if she is disarmed, or an item which cannot be stolen. She can hide up to 6 small, dagger-sized items, or a lesser number of larger things.

64-66

Knuckle Dusters

These are specially made to fit a woman, and so the Sister is only at -1 to hit. She receives Strength equal to her Battle-level when she uses them. They are concealed, so she will still have them if she loses her normal weapons, and this is the only situation she will use them in.

 

Potions

Roll 1D6 to see how many potions the Sister may take from the Sisterhood's store. She may choose which potions she takes, and they can be of any type, even if they are all the same.

Potion of Rejuvenation
This restores 1D6 wounds when drunk. Roll another dice when drunk- on a roll of 1 the potion is now empty. Only one Warrior may drink per turn.

Potion of Battle
Gives +1 Attack for one turn to a Warrior who drinks it.

Potion of Might
This gives +1D6 Strength for one turn to a Warrior who drinks it

Potion of Fearlessness
The drinker is immune to all effects of Fear and Terror (but not GD Terror) for one combat.

Potion of Endurance
This gives +1D6 Toughness for one turn to a Warrior who drinks it

Potion of Healing
This restores one Warrior to Starting Wounds.
All of the potions except the Potion of Rejuvenation may be used once.

 

Magic Items

The Sisterhood stores many of the Magical Items, weapons and pieces of armour that it acquires, both to stop them being used by evil and to make them accessible for the Sisterhood. She cannot share these items with any other Warrior.

1     Enchanted Case

The Sister may keep her projectiles in this case, either crossbow bolts or sling pebbles. They count as magical when used.

2     Holy Book/Talisman of Sigmar

This is a holy item that the Sister may use as her own Holy Book if she doesn't have one of her own. If she has one already, she gains a Talisman of Sigmar, which gives her 1D3+1 Luck Points each adventure (roll before the adventure). Subsequent rolls of 2 give the Sister a new Blessing.

 

3     Amulet of Resistance

This Amulet gives the Sister Magic Resistance 6+. Each subsequent amulet adds one to this score.

 

4     Ring of Defence

The Ring of Defence surrounds the Sister with an aura, which repels evil. She is at -1 to be hit by all ballistic weapons.

 

5     Ring of Grace

The Sister who wears the Ring of Grace moves with surety and ease. She receives +1 to her pinning roll. In addition, if she wears the heavier Sigmarite armour and receives a penalty to her movement, the Ring of Grace cancels this penalty.

 

6     Ring of Protection

The Ring of Protection increases the wearer's toughness against attacks made by Dæmonic, Undead and Chaotic monsters. A Novice receives +1, a Sister +2, a Sister Superior +3 and a Matriarch +4.

 

Trade

The Sisterhood has a number of unusual or specific weapons that they train their Warriors to use. The Sister has learnt the basic use of many of these weapons, and she can purchase them from the vaults of the Convent, or the group sent to meet her. Also for sale are the varied tools of the Sisterhood, which the Sister may need to purchase. No stock rolls are necessary.

Name

Cost

Special Rules

Holy Water

250

Holy Water can be thrown, using a normal BS roll. It will only affect undead or dæmons, and if it hits it causes 2D6 damage with no deductions for Toughness or armour.

Potion of Rejuvenation

350

Restores 1D6 wounds when drunk. Roll another dice when drunk- on a roll of 1 the potion is now empty. Only one Warrior may drink per turn.

Potion of Battle

250

This gives +1 Attack for one turn to a Warrior who drinks it.

Potion of Endurance

250

This gives +1D6 Toughness for one turn to a Warrior who drinks it

Potion of Might

250

This gives +1D6 Strength for one turn to a Warrior who drinks it

Potion of Fearlessness

250

The drinker is immune to all effects of Fear and Terror (but not GD Terror) for one combat.

1D6 Potions of Healing 200 each    Each potion heals 1D6 wounds when drunk.

Blessed Pebbles

10 each

The Sister may buy up to 4D6 Pebbles. They do double damage against chaos, undead or dæmons, and are at +1 BS against any foe. One use each.

Steel Whip

500

The Steel whip ignores non-magical armour and may attack targets two spaces away like a spear, as long as no enemy is in the intervening square.

Sling

50

The Sling is a Strength 1 missile weapon that has a range of 6 squares. It does normal Attacks, +1 per turn. It does not require ammunition to be bought, but can be used with Blessed Pebbles.

Warhammer

350

If the to hit roll is a natural 6, roll an extra 1D6 for Wounds.

Sigmarite Light Armour*

500

+1 Toughness; can only be worn by a Sigmarite Sister. Doesn't incur Shield Penalty.

Sigmarite Medium Armour*   

+700 (1200)

+2 Toughness; -1 Move unless the wearer is Strength 4 or more. Sigmarites only. -1 to all to hit rolls if used with a Shield.

Sigmarite Heavy Armour*

+800 (2000)

+2 Toughness; ignores Damage Dice scoring 1 or 2; -1 Move. Sigmarites only. -1 to all to hit rolls if used with a Shield.

Sigmarite Shield

400

+1 Toughness, normal shield restrictions apply. It doesn't cause -1 to hit when used with Sigmarite Armour. Sigmarites only.

Sigmarite Helmet

800

This gives +1 Toughness to any who wear it. If a Sister of Sigmar wears it, she can also decide to take any blow on the head. She must roll on the following table:

1

The Sigmarite Helmet absorbs all of the damage from the blow, but is itself destroyed in the process.

2-4  

Resolve the damage as normal, with the Helmet giving a +1 Toughness bonus.

5-6

The Helmet repels the sword, and the blow causes no damage.

 

*The Sigmarite armour is built up in layers and extra sections. The Sister starts with Sigmarite Light Armour, and pays 500 gold to upgrade to Sigmarite Medium Armour, etc.

 

Skills

The Sister gains skills as she advances in Battle-Level. When her Battle-Level table indicates that she has gained a skill, roll on the following table to see what it is. Skills increase in effect as she grows in experience, and the skills she starts with may alter. If you roll a skill that she already has, reroll until you find one that she doesn't have.

1     Hands of Healing

The Sister may heal herself or an adjacent warrior at the end of the Warrior Phase, if there are no monsters present on the board section.

Novice

Restore 1D6 Wounds

Sister

Restore 1D6+2 Wounds

Sister Superior

Restore 1D6+4 Wounds

Matriarch

Restore 1D6+6 Wounds.

However, if the Heal roll is a natural 1, the Sister causes 1D6 unmodified wounds, and doesn't cure any.

 

2     Ambidextrous

The Sister has the skill that allows her to wield two weapons. She gains +1 Attack at Novice and Sister level, and +2 Attacks at Sister Superior and Matriarch level. If she is using weapons that do different amounts of damage, she should designate which she is using for each attack.

 

3     Grace

If the Sister is Graceful she gets +1 Move and +1 to her Pinning roll. She will not wear restrictive armour of any kind, or if she does the skill gives no bonus. If the restrictions are eased or negated in some way (i.e. Ring of Grace, Boots of Speed) then the Skill works in the usual way.

4     Slinger

When the Sister uses her sling she now uses her own Strength to determine damage. It also has its range increased by 2 squares. At Sister Superior and Matriarch level she gains +1 to hit with her sling.

5     Deft

When using a Steel Whip the Sister may attack monsters up to three squares away, assuming that monsters occupy neither of the intervening squares. She gains +1 to hit with a Steel Whip at Sister Superior and Matriarch level.

6     Sigmar's Sight

This skill allows the Sister to move in the dark as if she carried a lantern. She may also reroll the first '1' when she is searching for gold. When the warriors are returning from an adventure they can cut off one week of travel, as she seeks an easier path. This cannot be used with other skills like Forest Walker. In addition, at higher levels (5+) the Sister can scout out the land, finding nearby Convents. She can add +1 when searching for a Convent in a Settlement.

 

BL

Gold

Title

M

WS

BS

S

DD

T

W

I

A

L

WP

Pin

Skills

1

0

Novice

4

2

5+

3

1

2

1D6+5

3

1

0

3

3+

1

2

2000

Sister

4

3

5+

3

1

2

2D6+5

3

1

1

3

3+

2

3

4000

Sister

4

3

4+

3

1

2

2D6+6

4

1

1

3

3+

2

4

8000

Sister

4

3

4+

3

1

3

3D6+6

4

2

1

3

3+

3

5

12000

S. Superior

4

4

4+

3

2

3

3D6+6

4

2

2

3

2+

3

6*

18000

S. Superior

4

4

4+

3

2

3

4D6+6

5

2

2

4

2+

3

7

24000

S. Superior

4

5

3+

3

2

3

5D6+6

5

3

2

4

2+

4

8

32000

S. Superior

4

5

3+

3

2

4

5D6+7

5

3

3

5

2+

4

9

45000

Matriarch

4

6

3+

3

3

4

6D6+7

5

3

3

5

2+

4

10*

50000

Matriarch

4

6

3+

3

3

4

6D6+7

6

3

3

5

Auto

5

*At level 6 and level 10 the Sister gains the ability to use one more Blessing each turn. In other words, at level 1-5 she may use one per turn, at 6-9 she may use two and at 10 she can use three.

Note

To use the Sister of Sigmar you may require access to the Warrior Priest, as many of the rules about what he can and cannot use are the same for the Sister. However, you could get by with just my list of Blessings of Sigmar for the Warrior Priest.

 

Thecustodian 26th June, 2003.
"Bigger Tables! Better Choices! More Rules! "