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Subject: Warhammer Quest : FAQ-Rejected by John K
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<H1>Warhammer Quest</H1>
<H5>FAQ-Rejected</H5>
<H3>John K. - May 2003 - V1.1</H3>
<P class=3Dintro>In most games, I could be considered a "rules-lawyer"; =
but not=20
this one. There are too many inconsistencies between the rules, cards =
and=20
expansions. I developed the<I> Armory</I> to make armor more consistent =
between=20
the book and the characters. There are times when one has to replace =
weapons and=20
armor such as Events and Vomit from Trolls. Here I've listed some of the =
ways I=20
run the characters in the Advanced Game that differ from the official =
FAQ=20
provided by Games Workshop.</P>
<P class=3Dintro>For the Basic game, the character that comes away with =
the most=20
treasure is the winner. If you run it as an RPG, the GM is the boss, =
even of the=20
rules for your character! However, in the Advanced Game all the players =
are=20
working together. My final judgement in the last case is it's your time =
and your=20
character, so play it how it best works for you. </P>
<P><B>ALL WARRIORS:</B><BR><B>FAQ:</B> Warriors cannot lose the =
equipment or=20
items on their cards through hazards/settlement events.<BR><B>I say:</B> =
If a=20
Warrior has to lose a weapon or armor, they must do so. There are =
several=20
instances where this may occur in Adventures and Events.<BR><B>I =
say</B>:=20
Warriors must declare potions of Strength before rolling To-hit. =
<BR><B>I=20
say:</B> Warriors who heal others, also get 5 gold per Wound, like the =
Wizard.=20
</P>
<P><B>BARBARIAN:<BR>I say: </B>The Barbarian's Furs can break (see my=20
<I>Armory</I>).</P><B>DWARF WARRIOR:<BR>FAQ: </B>GW says The Great Axe =
allows=20
the Dwarf to roll an extra dice with special rules listed on the =
card.<BR><B>I=20
say: </B>The Great Axe is just a normal Axe from the =
Weaponsmith.<BR><B>I=20
say:</B> The Dwarf has the skill, <I>Double Effort,</I> which allows him =
to roll=20
an extra damage dice, throwing out the lowest die. If it is doubles he =
uses all=20
dice. However, if it is double ones, he falls on his beard, losing a =
turn, and=20
is at +2 to be hit.<BR><B>Note:</B> The odds of rolling "Trip on Beard"=20
<B>increases</B> with more Damage Dice.<BR><B>I say:</B> An experienced =
Dwarf=20
shouldn't be more likely to trip. Therefore, roll the extra dice =
separately (use=20
a different size or color). Only doubles that include the special dice =
now count=20
for either tripping or extra damage. You still get to use the special =
dice if it=20
is not the lowest.<BR>
<TABLE border=3D0>
  <TBODY>
  <TR>
    <TD width=3D590>
      <TABLE borderColor=3D#000000 cellSpacing=3D0 border=3D1>
        <TBODY>
        <TR>
          <TD>Odds of Tripping</TD>
          <TD align=3Dmiddle colSpan=3D2>2 dice</TD>
          <TD align=3Dmiddle colSpan=3D2>3 dice</TD>
          <TD align=3Dmiddle colSpan=3D2>4 dice</TD>
          <TD align=3Dmiddle colSpan=3D2>5 dice</TD></TR>
        <TR>
          <TD width=3D120>Original Rolls</TD>
          <TD align=3Dmiddle width=3D60>1/36</TD>
          <TD align=3Dright width=3D50>2.8%</TD>
          <TD align=3Dmiddle width=3D60>16/216</TD>
          <TD align=3Dright width=3D50>7.4%</TD>
          <TD align=3Dmiddle width=3D70>171/1296</TD>
          <TD align=3Dright width=3D50>13.2%</TD>
          <TD align=3Dmiddle width=3D80>1526/7776</TD>
          <TD align=3Dright width=3D50>19.6%</TD></TR>
        <TR>
          <TD>Separate Die</TD>
          <TD align=3Dmiddle>1/36</TD>
          <TD align=3Dright>2.8%</TD>
          <TD align=3Dmiddle>11/216</TD>
          <TD align=3Dright>5.1%</TD>
          <TD align=3Dmiddle>125/1296</TD>
          <TD align=3Dright>9.6%</TD>
          <TD align=3Dmiddle>&nbsp;671/7776</TD>
          <TD align=3Dright>8.6%</TD></TR></TBODY></TABLE></TD>
    <TD>&nbsp;</TD></TR></TBODY></TABLE><B>I say:</B> The Dwarf can get =
replacement=20
Chainmail at the Armourer (see my <I>Armory</I>).<BR>
<P><B>ELF / ELF ARCHER:<BR>FAQ: </B>The Elf starts with a Strength 3 Bow =
that=20
allows 1 shot per turn.<B><BR>I say: </B>The Elf starts with an Elf Bow, =
which=20
has the Strength of the Wielder.<BR><B>I say: </B>The Elf is really an =
ELF=20
ARCHER with the Hunter's Eye Skill (# of shots =3D number of=20
Attacks).<BR><B>FAQ:</B> All Bows on Treasure cards do not have the =
abilities of=20
the Elf Bow from the Elf Quarter. They count as one-shot Long Bows ST 4, =
unless=20
otherwise stated.<BR><B>I say:</B> All Bows on Treasure cards (being of =
Elven=20
origin) <B>are</B> Elf Bows, which use the Strength of the wielder =
unless=20
otherwise specified on the card (Bow of Loren says (BL)D6 Wounds =
+3).<BR><B>I=20
say: </B>A non-Elf who uses an Elf Bow treasure card, gets one shot per =
turn=20
(unless the Barbarian has Hunter's Eye) at full Strength.<BR><B>I don't=20
know:</B> Should the Elf Bow allow as many shots per turn as attacks for =
all=20
Elves: Elf Archer, Elf Ranger Knight, Elf Ranger Mage and Elf Wardancer? =
I=20
haven't seen the official rules for Elf Rangers, but the Ballistic Skill =
of the=20
Wardancer is so poor as to discourage the use of missile weapons.<BR>I =
say: If=20
the Elf Archer rolls an 8 for skills, he can choose Battle Lord, from =
the Ranger=20
skill list, instead.<BR>I say: If the Elf Archer rolls an 11 for skills, =
he can=20
choose Flame of Vengeance, from the Ranger skill list, instead. </P>
<P><B>ELF RANGER MAGE:<BR>I say:</B> Scale Mail is Elven Armor (+1T) =
that=20
ignores 1's and 2's on enemy damage dice.<BR><B>Rule:</B> Power tokens =
for the=20
mage act to add +1 each to the result of the to-cast die roll.<BR><B>I =
say:</B>=20
I agree; therefore, the Elf Ranger Mage should start with 1D6 points of =
personal=20
Power.&nbsp;<BR><B>Rule:</B> The to-cast number for Power roll of 6 is =
1; yet a=20
roll of 1 is an automatic failure.<BR><B>I say:</B> When the Power roll =
is 6,=20
to-cast is A, an automatic success. </P>
<P><B>WIZARD:</B><BR><B>Rule:</B> The Wizard can only cast an Attack =
Spell=20
during the Warriors' Phase.<BR><B>I say:</B> The Wizard can only cast an =
Attack=20
Spell during the Wizard's turn in the Warriors' Phase.<BR><B>I say:</B> =
When the=20
Wizard gets to Battle Level 4 he gains Magic Resistance 6+, 5+ at Battle =
Level=20
8.<BR></P><B>DWARF TROLLSLAYER:<BR>I say: </B>The level-one Slayer's =
special=20
skill for increasing strength (which I call <I>Detect Weakness) =
</I>should be=20
one less than for a level-two Trollslayer.=20
<TABLE border=3D0>
  <TBODY>
  <TR>
    <TD width=3D"4%">BL </TD>
    <TD width=3D"14%">&nbsp;</TD>
    <TD width=3D"18%">Modified Strength</TD></TR>
  <TR>
    <TD width=3D"4%">1</TD>
    <TD width=3D"14%">Slayer </TD>
    <TD align=3Dmiddle width=3D"18%">6</TD></TR>
  <TR>
    <TD width=3D"4%">2-3</TD>
    <TD width=3D"14%">Trollslayer</TD>
    <TD align=3Dmiddle width=3D"18%">7</TD></TR>
  <TR>
    <TD width=3D"4%">4-6</TD>
    <TD width=3D"14%">Giantslayer</TD>
    <TD align=3Dmiddle width=3D"18%">8</TD></TR>
  <TR>
    <TD width=3D"4%">7-9</TD>
    <TD width=3D"14%">Dragonslayer</TD>
    <TD align=3Dmiddle width=3D"18%">9</TD></TR>
  <TR>
    <TD width=3D"4%">10</TD>
    <TD width=3D"14%">Daemonslayer&nbsp;</TD>
    <TD align=3Dmiddle width=3D"18%">10</TD></TR></TBODY></TABLE>
<P><B>Rule:</B> Trollslayer never uses the Escape Table....He takes the =
lantern=20
and carries on alone.<BR><B>I Say: </B>The Trollslayer should either =
have his=20
own lantern, or the Warriors can knock him out and drag him out of the=20
dungeon.<BR><B>Rule:</B> If possible, the Trollslayer always engages the =
largest=20
Monster in hand-to-hand combat.<BR><B>I Say:</B> If you use this rule, =
you=20
should get some bonus experience (5 Experience/Attack, regardless of =
whether it=20
hits!) when you attack the strongest Monster on the board instead of a =
weaker=20
one.</P>
<P><B>ELF RANGER KNIGHT:<BR>Rule:</B> The Elf Ranger starts with Scale =
Mail (+1=20
Toughness).<BR><B>I Say:</B> This is the same as Elven Armor (+1 =
Toughness,=20
ignores 1's and 2's from enemy Damage dice; see my <I>Armory</I>).</P>
<P><B>WARDANCER:<BR>I Say:</B> The Wardancer can purchase a new Belt of =
Ariel at=20
the Wood Elf Traders.<BR><B>Rule:</B> The Twin Swords of Orion can allow =
a=20
death-blow to carry past an obstacle by switching hands to the other =
Sword. This=20
feature cannot be used with other weapons.<BR><B>I Say:</B> If one of =
his=20
weapons is a Sword of Orion, he can hold any one-handed sword in the =
other hand=20
and still use this ability.</P><B>WITCH HUNTER:</B><BR><B>Rule:</B> The =
Witch=20
Hunter starts with a Strength 5 Pistol.<BR><B>I say:</B> The Witch =
Hunter starts=20
with a Strength 6 Pistol like that of the Imperial Noble and =
Gunsmith.<BR><B>I=20
say:</B> The Witch Hunter may buy a Gorget (+1T) at the Witch Hunter's =
Guild for=20
350 Gold.<BR><B>I say:</B> The Gorget also reduces Deathleap of Giant =
Rat to=20
1D6+2, and prevents Vampire Bite. If another character wears a Gorget, =
it=20
provides this ability but does not give +1 Toughness.<BR><B>I say:</B> =
The Witch=20
Hunter may replace his Saber (+1W on a 6 to hit) at the Weaponsmith for =
300=20
Gold.<BR><B>I say: </B>The Witch Hunter can use his faith to increase =
his own=20
rolls for Damage and To-hit after the dice have been rolled, unless =
To-hit is a=20
natural 1. However, Faith is used for Magic Resistance or Battle of =
Wills before=20
rolling.<BR><B>I say</B>: The Witch Hunter must declare his Amulet of =
Strength=20
before rolling To-hit.<BR><B>Note:</B> Some Amulets from Treasure Cards =
have the=20
same names as those in the WH book, but different abilities.<BR><B>I =
say:=20
</B>When the Witch Hunter finds Amulets from Treasure Cards or Tables, =
they have=20
charges like his own:<BR>
<TABLE borderColor=3D#000000 cellSpacing=3D0 border=3D1>
  <TBODY>
  <TR>
    <TD width=3D"24%">Amulet of Charadris card</TD>
    <TD width=3D"63%">Blocks <B>all</B> Undead Regeneration when used by =
Witch=20
      Hunters</TD></TR>
  <TR>
    <TD width=3D"24%">Amulet of Fury card</TD>
    <TD width=3D"63%">No need to roll for spell success by a Witch =
Hunter.</TD></TR>
  <TR>
    <TD width=3D"24%">Amulet of Power card</TD>
    <TD width=3D"63%">Doesn't explode for Witch Hunters.</TD></TR>
  <TR>
    <TD vAlign=3Dtop width=3D"24%">Amulet of Vindication</TD>
    <TD width=3D"63%">Roll for Magic Resistance; each success counts as =
one=20
      charge (same for #4 on p10 of WH manual).</TD></TR>
  <TR>
    <TD width=3D"24%">Enchanted Jade Amulet</TD>
    <TD width=3D"63%">Roll for healing; instead of exploding for Witch =
Hunters,=20
      a 1 spends a charge.</TD></TR></TBODY></TABLE>
<P><B>ELF QUARTER:<BR>I say: </B>The Elf Rope can be used by any good =
Warrior=20
(If used for a Chaos Warrior or Ogre it automatically breaks).<BR><B>I =
say:=20
</B>The Elf Potion may be purchased here for 1000 gold with a Stock of =
5.</P>
<P><B>DWARF GUILDMASTERS:<BR>I say:</B> A Dwarf or Trollslayer may =
purchase the=20
Dwarf Pick (see Treasure Card) for 125 gold at a Stock of 4.</P>
<P><B>I say:</B> Flash Powder can only confuse a Monster=20
once.<BR><U>Example</U>:<BR>Dwarf throws Flash Powder at Orcs with =
Swords; all=20
Warriors get +1 Attack.&nbsp;<BR>Next turn Power Roll =3D 1; Orc Archers =
appear.=20
Dwarf throws Flash Powder. Warriors who attack the Archers get +1 =
Attack.=20
Warriors who attack the Orcs with Swords do not.</P>
<P><B>DWARF RUNESMITH:<BR>I say:</B> Once an Axe has a rune, treat it as =
magical=20
(for Ethereal and Daemonic). When a 1 is rolled on the table, this =
counts as the=20
Trollslayer's +1 ST rune.</P>
<P><B>WIZARDS' GUILD:<BR>I say: </B>A Wizard can replace his Hand of =
Death=20
Scroll for 900 Gold. Limit one per Wizard.<BR><B>I say:</B> Add the =
following=20
spell to the Spell List:<BR>Deflection - Defensive - Immediate - Casting =
No:=20
1<BR>The Wizard may cast it on himself once per turn. All ballistic =
weapon=20
attacks against him that turn are at -1 to hit. But, a natural 6 is =
still a=20
hit..</P>
<P><B>TRAINING GROUNDS:<BR>Rule: </B>To find a special location score a =
7 with=20
2D6 in a town, or 3D6 in a city. <B><BR>I say:</B> Even if you use this =
rule,=20
you do not have to roll to find a place to level-up when you have the =
correct=20
amount to spend (consider part of your cost as finding the place).</P>
<P>WARHAMMER QUEST and its components are =A9 Games Workshop=20
1995.</P></BODY></HTML>

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