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ol ol ol {list-style-type:lower-roman;}
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#mainMenu .tiddlyLinkExisting,
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/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
***/
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@media print {
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noscript {display:none;}
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<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
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<div class='headerForeground'>
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<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
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<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
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To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see [[AdvancedOptions]]
<<importTiddlers>>
''Absolute Wounds --'' This term will be used for some Critical Hit Tables and InjuryTables results. It means that if the attack actually hits* the target, then it will suffer the Absolute Wounds value regardless of all modifiers.  Absolute Wounds are deducted from the target's remaining Wounds (if any remain) ''after'' all other damage has been applied and modified as appropriate.
* *If the target dodges, magically parries (by spell or Parrying Blade), rebounds (by spell or magical object), or otherwise avoids the Attack then the Attack is not considered to actually hit the target. However, some Critical Hit and Extremely Critical Hit results will specify that such things are bypassed. In such a case, the Attack will then hit the target and any Absolute Wounds will be applied.
For each level of this perk a Warrior gains either +1 Attack ''or'' +1 Movement Action (which for this purpose is 1/2 your normal Movement characteristic rounded down) during each full turn of Combat. It is the player's choice to make during each GameTurn.  For purposes of number of Attacks throughout the same turn's [[InitiativeCycle]]s, a Warrior with this perk will count as having one more Attack per level of the perk. When using this perk for an extra Movement Action, it will only diminish the number of Attacks considered in the GameTurn for the Warrior ''after'' first using up the Warrior's normal two Movement Actions.  Therefore, this perk could in a way artificially increase the number of Attacks the Warrior can perform earlier in the turn and leave them with none to use in later [[InitiativeCycle]]s in the same turn.

''Note:'' Elves can gain each level of this perk one Battle-level sooner than other Warriors; but, any Warrior with less than 3 Initiative at Battle-level 1 requires one Battle-level higher than other Warriors to gain each level of this perk.  For example, an Elf (of any type) may take Action Warrior level 1 at the beginning of the game (Battle-level 1), while a Dwarf or Friendly Giant must wait until Battle-level 3 to get Action Warrior level 1.

__Prerequisites__
*Level 1: Elves, none (may start out with Action Warrior level 1); Warriors of less than Initiative 3 at Battle-level 1 require Battle-level 3;  All others, Battle-level 2.
*Level 2 : Elves, Battle-level 4; Warriors of less than Initiative 3 at Battle-level 1, Battle-level 6;  All others, Battle-level 5.
*Level 3 : Elves, Battle-level 7; Warriors of less than Initiative 3 at Battle-level 1, Battle-level 9;  All others, Battle-level 8.
When your Warrior's Current Wounds drops below 50% (round down) of Starting Wounds, he/she gains +1 Strength per level of this perk for combat purposes (damage and any combat-related Strength tests).

__Prerequisites__
*Adrenalin Rush 1: Battle-level 1.
*Adrenalin Rush 2: Battle-level 3.
*Adrenalin Rush 3: Battle-level 5.

(based on perk of same name in Fallout 2 game)
Unless explained here or otherwise specifically overruled during gameplay all the normal Warhammer Quest rules will apply to Combat -- such as my usual Death-blow rule and the way damage results are applied.  Below are the special areas of difference between normal WHQ Combat and the Very Advanced version.

AbsoluteWounds
CriticalHits
FightAggressively
FightAiming
FightParrying
FightingStances
InitiativeTests
InjuryTables
MonsterAlignmentTable
MonsterArmour
MonsterBehaviorTable
MonsterManagement
MonsterPlacement
MonsterSpecialRulesMods
MovementActions
Rule-of-1And12
SimultaneousCombat
TableTriggers
ToHitModifiers
ToHitRolls-1D12
ToHitTables
TurnPhases
WarriorArmour
Your Warrior is more likely to have interesting experiences when traveling and visiting settlements. For each Hazard and Settlement Event your Warrior is involved in, roll twice on the appropriate table. Your Warrior gets to choose which one actually happens. For GMed games, it is recommended the GM reroll the extra one as needed until it is comparable to the first if the two events dramatically differ in effects.  Good events would do well to have a second good event choice and bad events a second bad event; and, delay events (expecially Hazards) should not always be easily avoidable by the perk -- maybe a less delayed option would be appropriate, but still a delay.

Only one level of this perk.
No prerequisite.

(based loosely upon the Explorer perk in Fallout 2).
With this specialist action and each improvement of it, when using the FightAiming stance with a melee Attack, your Warrior gets +1 on the 1D12 result when rolling for the chance of hitting the area at which the Attack is aimed.  This modifier does NOT apply to the To Hit chance, but is added only to determine if a successful Attack hits the targeted area.
With this special action and each improvement of it, when using the FightAiming stance with a missile weapon, your Warrior gets +1 on the 1D12 result when rolling for the chance of hitting the area at which the Attack is aimed. This modifier does NOT apply to the To Hit chance, but is added only to determine if a successful Attack hits the targeted area.
''Ambush'' (probably of all types) will simply be a single InitiativeCycle* for any monsters that are ambushing no matter how many Attacks they normally get.
IF the Warriors were not already in a Combat, I will only allow Warriors to FightParrying and/or Defensively IF they were being extra careful and/or observant at the time of the ambush.  I might do passive Initiative Tests to help determine such things.
IF the Warrior were already in a Combat, then most likely, the Warriors will be treated as using last turn's fighting style/stance just for the Ambush. They will still get to decide their fighting style for the current turn AFTER the Ambush is resolved.
The weapon the Warrior was last using (in previous turn) will also be assumed for monster Ambush events. So, any positive or negative modifiers to Characteristics will still be in play for the Ambush Phase.  BUT, Warriors that also successfully ambush or react will get to change their weapon IF they beat the monsters in getting to act first during the Ambush Phase.

Similarly, if a Warrior gets to ambush, or some similar ability like the Pit Fighter's Quick Reaction skill, then they will be allowed a single InitiativeCycle* of actions moving and/or Attacking according to SimultaneousCombat and the new Movement rules (see MovementActions).

''*'' Assume for this purpose the same amount of Attacks as the model would normally get if they were going first in the Initiative Order.
The word //armour// will be used interchangeably with ''body armour'', ''shield'', and ''helmet'' -- as I believe has often been done in the RolePlay Book. Whenever it matters though, the specific type of armour and the area it protects will be made clear in these rules.

There are three types of common and magical armour that we will most commonly encounter in the dungeons, worn by both monsters (see MonsterArmour) and Warriors: Body Armour, Helmets, and Shields. They will have a tendency to protect certain areas of the body with a Toughness modifier (more specifically classified by me as an //armour value//) and in the case of Helmets, Shields, and magical armour, to have certain types of defensive effects in combat.

''Armour Value'' -- this is the number added to the defender's base Toughness as being potentially and additionally deducted from the damage caused by an incoming blow, missile, or other damaging effect.  Some types of Attacks, magic effects, area effects, elemental effects, weapons, Critical Hit results, special rules (like //Assassinate//), and random Events will ignore this additional Toughness protection.  When this happens, it will be clearly indicated in the RolePlay Book or in the documentation (wiki or table{s}) of this rule set.  Therefore, all other damage which hits the area protected will have the armour value deduected from it just like Toughness is deducted.

''Area Protected by Armour Value'' -- When the area hit is determined, if the armour value is not ignore otherwise, then the following will apply:
*Body Armour -- will protect the body and legs -- no magic effects protection unless the spell fails to state that its damage ignores armour or is unmodified by anything. So, body armour will sometimes grant some Armor Value protect against the physical damage of some spells.
*Shield -- will protect the arms (see ShieldBlocking) -- no magic effects protection for non-magical shields
*Helmet -- will protect the head (see HelmetAbsorb-Deflect) -- no magic effects protection for non-magical helmets

''Armour Effects'' -- Before and beyond the armour value that is added to Toughness, a shield or helmet will commonly have a chance to block, deflect, or absorb the damage from incoming Attacks. Additional protection can be gained from certain pieces of magical armour and from runes added to armour.  For these magical effects, refer to the description of the item and/or the rune(s).
*Body Armour -- It will be assumed, unless otherwise made clear by the description, that any monster armour's magic effect(s) applies to the monster's body armour. IF a monster is NOT wearing body armour (see MonsterArmour for how this is determined), then whatever type of armour the monster is wearing will yield the magical effect.  Magic effects might work regardless of the area hit, unless certain Critical Hit results are had, or in the case of Extremely Critical Hits (on a //natural// 12 to hit). If a monster has both a helmet and a shield but not body armour, then roll 1D6 to see which has the magic armour effect attached to it. On 1-3 it is the shield, and on 4-6 it is the helmet.
*Shield -- Shields will have a negative to hit modifier on all incoming Ballistic To Hit rolls AND will have a chance to block incoming melee Attacks which hit the arm(s) or body. See ShieldBlocking for full details.
*Helmet -- a Helmet will have a chance to absorb or deflect a certain amount or even all of the damage from all incoming attacks to the the head.
Upon gaining each level of this perk, a Warrior must decide what it will modify -- if such an option exists, otherwise, the Warrior gets the default one (the first one).
*''Alertness to Surprise Attacks'' (default) -- For each level of this perk, a Warrior gets +1 to his passive Initiative Tests (can be rolled by GM especially in PBEM type games) to see if he can be treated as Fighting Defensively versus ambushing monsters, or any other type of immediate, out-of-sequence Attack from monsters (like thrown spears).
*''Enhanced Reactive Skill'' -- A Warrior with an ambush ability, or Reaction Skill, which depends upon a dice roll MAY instead use a level of the Awareness perk to modify that ability's dice roll by +1.
__Prerequisites__
Level 1: Initiative 3+
Level 2: Initiative 4+ and Battle-level 3
Level 3: Initiative 4+ and Battle-level 5
This is strictly a melee perk. +1 to all Critical Hit table rolls  for each level of this perk. This does not affect the chance of landing a Critical Hit, it increases the chance of the Critical Hit being more effective.  Apply this modifier to both the area hit column and the effects column in the table.  Also, it applies to both normal Criticals and Criticals in which Aiming is used.

Levels: 1, 2, 3.  So, maximum modifer from this perk is +3 (at level 3 of the perk).
Level 1 Prerequisite: Strength 4+ OR Battle-level 2+.
Level 2 Prerequisite: Strength 4+ & Battle-level 2+ OR Battle-level 4+.
Level 3 Prerequiste: Strength 4+ & Battle-level 4+ OR Battle-level 6+.
Your Warrior has become quite scholarly, spending much of his free time poring over books related to his metaphysical prowess, making him even more likely to learn how to do the things which need done, uh, metaphysically that is!  Only Wizards, other spell casters, priests and the like may acquire this perk.

This perk allows a Wizard to add or subtract 1 from any single dice roll during the process of changing spells at the Wizard's Guild. Also, he may add or subtract a single point (1) from a single 1D6 when gaining new spells during the training process (if this applies -- in the case of using a revised Wizard or one of the custom College Wizards).

For Elf Ranger Mage, Runesmith's Apprentice, Warrior Priest, and any similar caster/chanter/blesser/pray-er type of Warrior which has a chance method of learning new blessings, chants, or whatever, may add or subtract 1 from a single dice roll result during training.

No prerequisite.
This perk only has one level.

''Note:'' this perk would be of no benefit to a Witch (by Grogling), a Priestess of Shallya (by Thecustodian), or the Christian Missionary (by OldWarrior), or to any metaphysical type of Warrior which starts with knowledge of all their blessing, prayers, spells (and etc...) or which automatically gains that knowledge during training (no random method used).
A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Wizard's have no business using this trait, or do they? Halflings and Elves CANNOT choose this trait. (Note: I know it is strange with the capital //S//, but it works better for a wiki word this way!)

A Warrior who is a Bruiser gains +1 Strength for melee damage for Battle-levels 1-4, and +2 Strength for melee damage from Battle-level 5+.
The down side of this trait is that a Bruiser has -1 to hit (on 1D12 to hit dice) with melee weapons and a permanent -2 to all Combat Initiative Tests (1D12 basis) AND -1 for all passive Initiative Tests (1D6 basis) related to combat, avoiding traps and etc...

Yes, a Warrior may have both HeavyHanded and Bruiser traits. They are similar but different. Their penalties and benefits DO stack with each other!
The Warrior who has a Cautious Nature gains +1 modifier for passive Initiative Tests versus enemy surprise Attacks and against all sorts of traps.

This perk only has one level.

No Prerequisite.
Your Warrior's time in the dark, deadly dungeons has done something to his natural disposition. He is fundamentally changed!
Pick any one of your Warrior's traits to be rid of and choose a new one to take its place (see WarriorTraits).
This is likely the only way you can ever change one of your Warrior Traits.

This perk has only one level. It is a one-time change.

__Prerequisites__
*Your Warrior must have at least one Warrior Trait (chosen at the beginning of the game -- most likely)
*Battle-level 3+

(based upon the Fallout 2 Mutate! perk)
Critical Hits will be of two types: Critical Hit (on a natural 11 or a modified roll of 11+) and Extremely Critical Hit (on a natural 12).  For clarification: a //natural// 12 to hit will generally replace a //natural// 6 to hit for most purposes.  Therefore, any special abilities, weapons, equipment, weaknesses or whatever that would be triggered by rolling a //natural 6// to hit will now be triggered by rolling a natural 12 to Hit.

First of all, a simple houserule that some others are using will be used here in modified form as the minimum benefit of all Critical Hits and Extremely Critical Hits. When a combatant scores a Critical Hit or Extremely Critical Hit they will inflict a minimum number of wounds damage based upon the type of critical hit.  Wounds thus inflicted will generally be classified as AbsoluteWounds.  ''For a Critical Hit, it is 1 Absolute Wound per Critical Hit; for Extremely Critical Hits, it is 1D3 Absolute Wounds per Extremely Critical Hit.''

Note that Critical Hits which are avoided by dodging, evading, parrying (like a magical Parrying Blade, but NOT by the FightParrying stance), blocking (special skill), and the like, will still NOT wound the target, because the blow does not actually land on the target.  Exceptions to this will be made clear on the Critical Hit and Extremely Critical Hit tables.  This note is to clarify only the minimum wounds ruling.  IF a Critical Hit result states that the blow cannot be dodged (for instance) then the minimum wounds would apply.

In the case of a combatant which gains extra damage dice (as a Characteristic) from rolling 10+ (normally 5+ in the WHQ rules), the minimum critical damage inflicted will include 1 AbsoluteWound.  For example, if an Ogre (Damage Dice = 1/2 {5+}) rolls an 11 or 12 to hit, then the Ogre's blow will inflict a minimum of 1 wound (on a //natural// 11 To Hit) not modified for anything, or 1D3 wounds in the case of the Extremely Critical Hit (on //natural// 12 To Hit).

''Critical Hit --'' on a //natural// (or even modified) roll of 11+, the Attacker will make a successful Critical Hit. The details will be expressed in the To Hit Tables and in the Injury Tables if further directed to use them.  Those details will be in addition to any special abilities, skills, equipment, and etc that would normally be triggered by rolling a 6 (or 6+) to hit.

''Extremely Critical Hit --'' on a natural roll of 12 to hit (BUT NOT on a modified roll), this will be much the same as a Critical Hit only more extreme! The details, again, will be described in the ToHitTables and the InjuryTables.  Extremely Criticals will be more likely to cause serious injury or even death than a regular Critical Hit.
Your Warrior has been cursed. Things seem to often go terribly wrong around him, both for his enemies and for himself and any allies with him!
Whenever a Cursed Warrior is present, all combatants are more likely to suffer Critical Misses whenever they miss with their 1D12 To Hit rolls. Every time a combatant misses -- whether Warrior, NPC ally, or monster, roll an extra 1D12 for every Cursed Warrior present. If the Cursed Warrior dice (any of them for more than one) result is a 1, then the miss is instead treated as a Critical Miss!

Yes, a Warrior may have both the DangerousBrawler and Cursed Warrior traits, AND the effect upon misses in combat will stack for the Warrior with both traits.

Note: this trait will NOT be allowed in the first Very Advanced Quest game that I GM. It is just that scary!
Suggestion: If you want to make your adventure extremely unpredictable have FOUR Warriors which take Cursed Warrior as one of their traits! Imagine having to roll an extra FOUR 1D12s for every miss in the game!

(based upon the Jinxed trait in Fallout)
In melee combat -- only against adjacent foes, your Warrior is more likely to score a Critical Hit or Extremely Critical Hit against his target. However, he is also more likely to score a Critical Miss as well.

''How it works:'' IF your Warrior has this trait, he must roll TWO To Hit dice (TWO 1D12s) each time he attacks an adjacent foe in melee combat. The first one determines whether the Attack is a hit or a miss according to all the normal rules. IF the first To Hit result is a natural 1, 11, or 12, or a modified 1(or less) or 11+, then most likely you will be ignoring the second 1D12 unless it is a //natural// 12.

''Conditions Wherein this Trait Affects the To Hit Result''

If the first 1D12 is a miss (NOT Critical), then check to see if the second 1D12 is a //natural// 1. IF it is, then your Warrior suffers a Critical Miss instead of a normal miss.

BUT, if the first 1D12 is a hit (but NOT any type of Critical Hit), then check to see if the second 1D12 is a //natural// 11 or 12. IF it IS, then your Warrior enjoys a Critical Hit or Extremely Critical Hit instead of a normal hit.

IF the first 1D12 is a //natural// 11 OR a modified Critical Hit (any 11, or 11+ that is NOT a //natural// 12), then check the second 1D12. IF the second 1D12 is a //natural// 12, then your Warrior does an Extremely Critical Hit instead of a normal Critical Hit. 
The following standard applies to monsters, Warriors, AND NPCs. YES, monsters can perform death-blows under this rule set.

A Death-blow will only result if one of the following three things are true of the Attack which just 'killed' a target:
*1. The target was at full Wounds immediately before the Attack took them down to ZERO Wounds
*2. The target would have been taken down to ZERO Wounds if it had been on full Wounds AND it is on ZERO Wounds now that the Attack has damaged it
*3. A Critical Hit or Extremely Critical Hit which has resulted in an instant kill or otherwise would have reduced the target to ZERO Wounds from full health, OR the result leaves the target incapacitated (PRONE) regardless of the number of Wounds inflicted
Your Warrior is better at hitting the next enemy when performing a death-blow.
A Warrior with the Death Dealer perk gains +1 on the To Hit dice when resolving any death-blow follow-through Attack.

Note that this perk only affects melee Attacks (per the normal definition of Death-Blow).

This perk has only one level.

Prerequisite: Weapon Skill 3+, Initiative 3+, AND Strength 3+.
[[Introduction]]
A Warrior (probably a monster too -- at some point in the rules development) may choose to defend an ally (another Warrior or NPC, or even a monster in some strange situations). In order to do so, they must be adjacent to the one they intend to defend AND must be adjacent to the enemy that is attacking. This works very similar to Fight Defensively (in Roleplay Book), except that the combatant is trying to block the incoming Attacks against the ally instead of those against himself/herself.  To Defend an Ally, the combatant must sacrifice at least one Attack. He must then make a successful Weapon Skill test (7+). If the test fails, then no benefit is gained and the sacrificed Attack(s) is(are) lost for nothing!  If successful, then for each Attack the combatant gives up, the enemy(ies) affected is(are) at a -1 to hit the defended ally.  This only works against melee Attacks.

Note that this is NOT a Fighting Stance //per se//, because a combatant need not commit to defending an ally for the entire GameTurn. It is a more or less spur-of-the-moment type of action. However, if the combatant's turn in the current Initiative Cycle happens BEFORE the enemy against which the combatant wishes to defend, then the defender must sacrifice at least one Attack for this purpose at that time.  IF, on the other hand, the defender will act AFTER the Attacker, the defender must immediately declare (before the Attacker rolls the To Hit dice) that he wil defend the targeted ally, sacrificing at least one Attack from his turn later on in the Initiative Cycle.

Specialist Action -- When choosing Defend Ally as a Specialist Action, the Warrior gets +1 to his Weapon Skill test to see if he is successful.
Your Warrior's god smiles upon him with special favour, granting him/her one extra blessing attempt per combat per level of this perk. This does not affect the success roll of any blessing.  For instance, a Battle-level 1 Warrior Priest can normally only attempt one blessing per turn. With level one of this perk, he/she can attemtp one extra blessing during each combat in the game.

__Prerequisites__
Level 1: none
Level 2: Hero title (or Battle-level 5)
This perk is much like the Elf's Dodge ability, but not quite as good.  It works only against melee Attacks and it is based upon 1D12 instead of 1D6.
For each successful incoming melee Attack, roll 1D12, on a //natural// 12, your Warrior dodges the blow. Remember that some Critical Hit results cannot be dodged.

There are three levels of this perk. Dodge Blows 12, Dodge Blows 11+, and Dodge Blows 10+.

Dwarfs, Ogres, and Friendly Giants are NOT allowed to gain this perk.

Any Warrior that has a Dodge, Evade, Duck, or similar skill which allows him/her to avoid being hit by an incoming Attack will get to use that skill and this perk as well -- roll them both separately.
While attempting to parry incoming blows, a Warrior with the Dodge Blows perk should roll to dodge the blow first and then attempt to parry if the dodge fails.

__Prerequisites__
*Dodge Blows 12 (level 1): Initiative 3+
*Dodge Blows 11+ (level 2): Initiative 3+ & Battle-level 3+
*Dodge Blows 10+ (level 3): Initiative 4+ & Battle-level 5+

Note for Comparison: Dodge Blows 11+ is equal to the Elf's Dodge 6+ (based on 1D6) but only against melee Attacks.

(sort of based upon the Dodger perk in Fallout 2)
This perk is much like the Elf's Dodge ability, but not quite as good.  It works only against missile Attacks, but NOT against fire (though a fire arrow may be dodged), magic missiles, nor area effects, and it is based upon 1D12 instead of 1D6.
For each successful incoming missile Attack, roll 1D12, on a //natural// 12, your Warrior dodges the missile. Remember that some Critical Hit results cannot be dodged.

There are three levels of this perk. Dodge Missiles 12, Dodge Missiles 11+, and Dodge Missiles 10+.

Dwarfs, Ogres, and Friendly Giants are NOT allowed to gain this perk.

Any Warrior that has a Dodge, Evade, Duck, or similar skill which allows him/her to avoid being hit by an incoming Attack will get to use that skill and this perk as well -- roll them both separately.

__Prerequisites__
*Dodge Missiles 12 (level 1): Initiative 3+
*Dodge Missiles 11+ (level 2): Initiative 3+ & Battle-level 3+
*Dodge Missiles 10+ (level 3): Initiative 4+ & Battle-level 5+

(sort of based upon the Dodger perk in Fallout 2)
This is a Specialist Action which if successful will result in avoiding an enemy's death-blow followup Attack. Be careful when attempting this to avoid (if desired) allowing the blow to pass on to an adjacent Warrior.
This is an even trickier maneuver than ducking beneath a Warrior's death-blow and is more difficult to perform. It requires that the Warrior pass BOTH a Weapon Skill test AND an Initiative test. It cannot be attempted against certain specific results of the Critical Hit tables. Elves will tend to excel at this, while Dwarfs will have a little more trouble (just commenting on their respective Initiative and WS values).
When a Warrior specializes in this action, he/she gains +1 to either one of the tests and NOT to both of them. So, be sure to note down which test will be modified by the Specialist Action.

Since this is not dealt with elsewhere (for the moment), ducking beneath an enemy's death-blow could cause the enemy to strike the next possible target of the death-blow, which could be another enemy or even one the Warrior's allies.  Roll to hit for the enemy once again to see if the death-blow strikes the next, originally unintended target (WS versus WS).

Other abilities, such as Dodge and Evade CANNOT be used verus the same incoming blow IF the Warrior chooses to attempt to duck under the blow. Abilities and special equipment or treasures which can ignore, reflect, rebound, absorb, or whatever, the incoming blow (in short, which work without requiring the Warrior to perform any sort of major movement), will still be allowed to work IF the duck attempt fails. A Warrior CANNOT attempt to parry the same incoming Attack while attempting to duck below, though he/she MAY attempt to parry other incoming blows in the same turn. The Warrior suspends the FightParrying fighting stance for the moment as they attempt to duck.*

 * Note that for PBEM (or play by post) types of games, this can be problematic when not everyone is present at the same time while the GM handles the monster Attacks... So, conditional orders would be very useful IF the player wishes to use this type of action.
Warriors will be limited on how much gear they can carry in this game. Here are the ideas so far (subject to change).

''New: Graphical Backpack Idea'' -- IF I do a graphical Backpack (html table with images to represent the space taken up by various objects), then many of the details finally decided on for Encumbrance will easily be handled by the GM just updating the tables to show what space is used and what is still empty. Still, there will be areas in the Backpack where certain objects must go. In other words, you will NOT be able to cram an extra sword (beyond the maximum number) in spaces where several piles of gold will easily fit. On the other hand, a Warrior COULD cram more gold into spaces intended to handle extra swords.  It is always easier to carry more smaller objects in a bag than to carry more larger objects.

__How Much Can a Warrior Carry?__ ''NOTE: this is now in need of serious editing/updating'' (''editing follows'')

Remember that the Backpack will be used to store things that are not currently equipped. I don't think I will be so picky about some details -- like, "oh, no you can only have one pair of extra boots in your backpack" -- probably just sticking to the general space guidelines here will be sufficient -- and including some concepts I have already worked out, like how much space an Adventure-sized bundle of arrows takes up (3 slots/squares), how much gold can fit into a single slot of backpack space (1000 or less), and how many common knives (1-6) of the same type can fit into one slot.

Here is the formula: ({Strength + Toughness} X 4) + (Starting Wounds/2 {round down}) = Total single slots (squares, or units) in Backpack.
Just to be clear, this formula is only for the beginning of the game. Further increases to the size of a Warrior's Backpack would NOT include Wounds increases, but Strength and Toughness increases will be allowed to affect it.
Percentages (maximums): (Note that if an item cannot fit into the remaining empty space either by literal slots, or by shape, then it cannot be carried in the Backpack until the Warrior makes room for it by removing one or more other items, (or by rearranging, but that can be automatic :) ).

''Backpack Divisions''
*Most Warriors
**30% for Weapons over 1 slot in size
**40% for Armour, Footwear, Knives and Daggers
**40% (give or take) for everything else

*For Wizards and similar, it will be a little different:
**30% for Weapons over 1 slot in size
**40% Magic Items, non-armour protective clothing, boots, Knives and Daggers
**40% (give or take) for everything else

You will notice that the total of maximum comes to 110%. That will be impossible. So, as you can see, some things can share spaces. Generally, single-slot items (and smaller) can take up some space meant for larger items like weapons and armour, BUT weapons and armour items (for instance) will NOT be allowed to encroach upon the more general section.

''Examples''

A Friendly Giant -- ({Strength 5 + Toughness 5} X 4) + (2D6+10 Wounds/2 {round down}) = Min. 46; Max. 55 (only 11 slots larger than the sample Backpack I have been sharing with those interested)

Barbarian -- ({Strength 4 + Toughness 3} X 4) + (1D6+9 Wounds/2 {round down}) = Min. 33; Max. 35

Chaos Warrior -- ({Strength 3 + Toughness 3} X 4) + (3D6 Wounds/2 {round down}) = Min. 25; Max. 33

Halfling Thief -- ({Strength 2 + Toughness 2} X 4) + (2D6 Wounds/2 {round down}) = Min. 17; Max. 22

Ogre -- ({Strength 4 + Toughness 5} X 4) + (2D6+6 Wounds/2 {round down}) = Min. 40 ; Max. 45

Martial Artist -- ({Strength 3 + Toughness 3} X 4) + (1D6+7 Wounds/2 {round down}) = Min. 28; Max. 30

Elf -- ({Strength 3 + Toughness 3} X 4) + (1D6+7 Wounds/2 {round down}) = Min. 28; Max. 30

Dwarf -- ({Strength 3 + Toughness 4} X 4) + (1D6+8 Wounds/2 {round down}) = Min. 32; Max. 35

Trollslayer -- ({Strength 3 + Toughness 4} X 4) + (1D6+10 Wounds/2 {round down}) = Min. 33; Max. 36

Imperial Noble -- ({Strength 3 + Toughness 3} X 4) + (1D6+7 Wounds/2 {round down}) = Min. 28; Max. 30 

In conjunction with this Backpack concept, objects must have a size and shape assigned to them....

The following are examples:
Sword: 1x3
Long Sword: 1x4
Spear: 1x4
Wizard's Staff: 1x4
Short Sword: 1x2
Shield: 2x2
Great Shield: 2x3
Armour (body/torso): 4x4
Helm: 1x1
Boots: 1x1
Bow: 1x3
Short Bow: 1x2
Long Bow 1x4
1000 gold pieces or less (considered as gold coin value): 1x1
Lunch Box: 1x1
Stone Bread (1-6 loaves): 1x1
Provisions (1-6): 1x1
Bandages (1-6): 1x1
Daggers (1-6 of same type): 1x1
Knives (1-6 of same type): 1x1
Escape Pinning //n//+ is a special rule I have translated from the Warrior Characteristic for some of my games and for custom monsters and NPCs. For the advanced rules, I plan to assign an Escape Pinning value to monsters which are not already free from pinning by other special rules, such as //Ethereal//, //Fly//, and  //NeverPinned//.  All such non-pinned monsters will be considered to have Escape Pinning //Auto// just like the Elf.  Most monsters with the //Large Monster// rule also have another rule which allows them to move away without escaping pinning, but there are at least two or three which might have to be assigned the Escape Pinning rule.

Note that this process is somewhat complicated, but it provides me (as GM in most games I am involved with) a consistent method for assigning these values. Read on only if you are interested in why certain monsters have a certain Escape Pinning valued assigned to them.  I intend to give a full listing of each level's monsters and their Escape Pinning values as a separate entry in this wiki for each level as I complete them (see EscapePinningAssignedValues).

Escaping Pinning for the monsters will be important if they wish to move out of adjacent, hand-to-hand combat with one or more enemies for any reason. This could be the case with the MonsterBehaviorTable where the monsters might redistribute themselves during a turn in the combat.  Missile troops might try to do so as an automatic behavior each time they have a chance (for each of their MovementActions).

''Escape Pinning Formula'' -- The following points will be used to calculate this value for each monster which is not immune to pinning. Think of all the modifiers below as modifying the dice roll result, though it is handled by adjusting the Escape Pinning value. Down is easier and thus is a positive, while up is more difficult and is a negative.
*The base value for any monster, which value we will use to calculate from, is //Escape Pinning 6+//. A negative modifier adds to the dice result needed to succeed and a positive modifier subtracts from the result needed.  Remember that the Rule of 1 and 6 will prevail. So, almost all combatants can escape pinning.  The //Aura of Slaanesh// monster-specific special rule makes it impossible for any enemy of a Fiend of Slaanesh to escape pinning, even those that are normally never pinned.
*''Initiative Modifier''
**Base Initiative is assumed to be 3 (the same as the majority of human Warriors at level 1). Base Initiative then contributes NO modifier.
**Initiative below 3 will result in a -1 modifier for each point below 3.
***__Negative Initiative Modifiers__
***Initiative 0 (or '-') = ''-3''
***Initiative 1 = ''-2''
***Initiative 2 = ''-1''
**Initiative above 3 will result in a progressive positive modifier as follows...
***__Positive Initiative Modifiers__
***Initiative 4 and 5 = ''+1''
***Initiative 6, 7, & 8 = ''+2''
***Initiative 9, 10 = ''+3''
*''Movement Modifier''
**Base Movement is assumed to be 4 (the same as the majority of human Warriors at level 1). Base Movement then contributes NO modifier.
**Movement below 4 will result in a -1 modifier for each point below 4. IF a monster for whatever reason has NO Movement value, then escaping pinning is impossible unless some other special rule handles movement for such a creature.
***__Negative Movement Modifiers__
***Movement 1 = ''-3''
***Movement 2 = ''-2''
***Movement 3 = ''-1''
**Movement above 4 will result in a progressive positive modifier as follows...
***__Positive Movement Modifiers__
***Movement 5 & 6 = ''+1''
***Movement 7 & 8 = ''+2''
***Movement 9 & 10 = ''+3''
''Escape Pinning Formula:'' Base Value (6+) + (Initiative Modifier + Movement Modifier) = Tentative Escape Pinning Value; Check Race and class. If there is a race and/or class positive modifier (see Race-and-Class-Escape-Pinning-Modifiers), then add that to improve the Tentative value. Note: the race and/or class modifier is added AFTER the tentative Escape Pinning Value is determined. Therefore, the worst possible Escape Pinning Value of 6+ (for Orcs) is modified to be 5+ for Orc Archers even though Orcs have a -1 from their low Initiative.

Base Value demonstration of the forumla: if a monster has Initiative 3 and Movement 4, we have Base Value (6+) + (0 + 0) = Escape Pinning 6+


__''Examples''__
''Orcs'' (M = 4, I =2) have -1 modifier, but cannot do worse than needing a 6 to escape pinning. So, they get the //Escape Pinning 6+// rule.
''Skaven Clanrats'' (M = 5, I = 4): Base Value (6+) +/- (+1 + +1) = (tentative) //Escape Pinning 4+//.  Since a plus sign must be inverted to show the increase of the ability, we really have 6+ -2 = 4+. BUT, now we need to add the race modifier that all Skaven get (+1), which makes the final value //Escape Pinning 3+//
''Zombies'' (M = 4, I = 1): Base Value (6+) + (-2 + 0) = //Escape Pinning 6+//. The "-2" (inverted, because it makes it worse if possible) here cannot take the value above 6+.
''Minotaurs'' (M = 6, I = 3) get +1 from Movement and no modifier from Initiative. So, it is one point better than base value: //Escape Pinning 5+//.
''Gorgons'' (M = 4, I = 5) get +1 from Initiative. So, //Escape Pinning 5+//.
''Chimera'' (M = 6, I = 4) gets +1 from Movement and +1 from Initiative. So, //Escape Pinning 4+//. It is a Large Monster without any not-pinned rule.
''Skaven Death Master Assassins'' (M = 6, I = 10!) get +1  from Movement and +3 from Initiative. So, a tentative //Escape Pinning 2+//; BUT, they have two more modifiers: Assassin class (+1) and Skaven race (+1). This gives us the final value of //Auto Escape Pinning//.
''Dark Elf Assassins'' (M = 5, I = 10) get +1 from Movement and +3 from Initiative = tentative //Escape Pinning 2+//. Like the Death Master Assassins above, they also get the +2 from class and race modifiers, and thus have the final //Auto Escape Pinning// value.
''Goblin Shaman'' (M = 4, I = 3) This is equal to the base values and gives them a tentative //Escape Pinning 6+//. They have a race and a class (sorcerer) modifier, so we add +2 to the tentative value and end up with //Escape Pinning 4+//.
''Goblin Archers'' (M = 4, I = 2) This also results in the worst possible tentative Escape Pinning 6+. They have a race and class (missle troops) modifier, and also add +2 amd end up with //Escape Pinning 4+//.

''NOTE:'' IF a monster has 6 positive modifiers, which means it would be Initiative 9 (or higher) and Movement 9 (or highter) then it is granted //''Auto Escape Pinning''// just like the Elf.  But, we will just call it //NeverPinned// (no dice roll needed to move away from adjacent enemies). I am guessing that no such official monster exists which does not already have a not-pinned type of special rule already attached to it. If a monster has +5 to its Escape Pinning, then it will still require 2+ (Escape Pinning 2+) to escape pinning, because of the Rule of 1 and 6. Flamers of Tzeentch are an example of this type of monster: Daemonic (+1), Movement 9 (+3), and Initiative 4 (+1).
Click on Each Monster Table link below to see the monsters which get the Escape Pinning special rule and the particular value assigned. See EscapePinning and Race-and-Class-Escape-Pinning-Modifiers if you wish to know more in depth how I came up with these values.  Remember that some monsters will not appear in these lists because they have a special rule which enables them to freely move in and out of hand-to-hand combat without being pinned in place.  These reference tables will be very useful for such things as the MonsterBehaviorTable and the MonsterAlignmentTable.

NOTE: a [[link in italics]] (like this one!) means that the target information has NOT yet been created in this wiki.

__Monster Escape Pinning Values per Monster Table Level__
(monster tables in Roleplay Book)
*EscapePinningValues-MonsterTableLevel-1
*EscapePinningValues-MonsterTableLevel-2
*EscapePinningValues-MonsterTableLevel-3
*EscapePinningValues-MonsterTableLevel-4
*EscapePinningValues-MonsterTableLevel-5
*EscapePinningValues-MonsterTableLevel-6
*EscapePinningValues-MonsterTableLevel-7
*EscapePinningValues-MonsterTableLevel-8
*EscapePinningValues-MonsterTableLevel-9
*EscapePinningValues-MonsterTableLevel-10
__Monsters: Escape Pinning Value__
Beastmen: 6+
Centaurs (archers): 3+
Dark Elves (crossbowmen): Auto
Dark Elf Naggaroth Black Guards: 2+
Ghouls: 6+
Giant Rats: 3+ (considered as Skaven for race modifier)
Giant Spiders: 6+
Goblin Archers: 4+
Goblin Netters, Swordsmen, and Spearmen: 5+
Goblin Shaman: 4+
Hobgoblin: 5+ (considered as Goblins for race modifier)
Minotaurs: 5+
Ogres: 5+
Orcs: 6+
Orc Archers: 5+
Savage Orcs (archers): 5+
Savage Orc Shaman: 5+
Skaven Clanrats: 3+
Skaven Stormvermin: 3+
Skeleton Archers: 5+
Skeleton Swordsmen: 6+
Snotlings: 5+ (considered as Goblins for race modifier)*
Zombies: 6+

*''Note:'' Snotlings do Gang Up, but if they need to pick a new target upon which to gang up, they might be pinned by another adjacent enemy. Hence, they have the Escape Pinning possibility to assist them in choosing more freely which enemy model they will gang up on!
For this level, I just added to the level-1 list.

__Monsters: Escape Pinning Value__
Beastmen: 6+
Black Orcs: 6+
Bloodletters of Khorne: 3+
Blue Horror: 3+
Centaurs (archers): 3+
Chaos Dwarfs: 6+
Chaos Dwarf Blunderbuss Shooters: 5+
Chaos Hounds: 4+
Chaos Warriors: 4+
Dark Elves (crossbowmen): Auto
Dark Elf Naggaroth Black Guards: 2+
Fiend of Slaanesh: 4+
Ghouls: 6+
Giant Rats: 3+ (considered as Skaven for race modifier)
Giant Spiders: 6+
Goblin Archers: 4+
Goblin Boss: 5+
Goblin Netters, Swordsmen, and Spearmen: 5+
Goblin Shaman: 4+
Hobgoblin: 5+ (considered as Goblins for race modifier)
Minotaurs: 5+
Ogres: 5+
Orcs: 6+
Orc Archers: 5+
Pink Horror: 3+
Plague Bearers: 3+
Rat Ogre: 3+
Savage Orcs (archers): 5+
Savage Orc Shaman: 5+
Skaven Clanrats: 3+
Skaven Poison Globadiers: 2+
Skaven Gutter Runner: 3+
Skaven Plague Censer Bearers: 3+
Skaven Stormvermin: 3+
Skeleton Archers: 5+
Skeleton Swordsmen: 6+
Snotlings: 5+ (considered as Goblins for race modifier)*
Zombies: 6+

*''Note:'' Snotlings do Gang Up, but if they need to pick a new target upon which to gang up, they might be pinned by another adjacent enemy. Hence, they have the Escape Pinning possibility to assist them in choosing more freely which enemy model they will gang up on!
__Monsters: Escape Pinning Value__
Beastmen: 6+
Black Orcs: 6+
Bloodletters of Khorne: 3+
Blue Horror: 3+
Bull Centaurs: 4+
Centaurs (archers): 3+
Chaos Dwarfs: 6+
Chaos Dwarf Blunderbuss Shooters: 5+
Chaos Dwarf Sorcerer: 5+
Chaos Warriors: 4+
Daemonettes of Slaanesh: 3+
Fiend of Slaanesh: 4+
Flamers of Tzeentch: 2+
Giant Rats: 3+ (considered as Skaven for race modifier)
Giant Scorpions: 6+
Gigantic Spiders: 6+
Goblin Swordsmen and Spearmen: 5+
Goblin Archers: 4+
Hobgoblin: 5+ (considered as Goblins for race modifier)
Minotaurs: 5+
Nurglings*: 4+
Ogres: 5+
Orcs: 6+
Orc Archers: 5+
Orc Bosses: 6+
Pink Horror: 3+
Plague Bearers: 3+
Rat Ogres: 3+
Skaven Assassins: 2+
Skaven Champions: 3+
Skaven Stormvermin: 3+
Snotlings: 5+ (considered as Goblins for race modifier)*
Stone Trolls: 6+
Trolls: 6+
Wights: 6+

*''Note:'' Snotlings and Nurglings do Gang Up, but if they need to pick a new target upon which to gang up, they might be pinned by another adjacent enemy. Hence, they have the Escape Pinning possibility to assist them in choosing more freely which enemy model they will gang up on!
This exampel should help some with understanding much of the new combat rules regarding Initiative Tests, Initiative Cycles, Number of Attacks per initiative Cycle, and Movement.
Four Warriors (BEWD) and two Minotaurs are about to fight (beginning of Combat).

Roll 1D12 for each and add their Initiative.
Results: 6,9,3,11,4 respectively + their Initiatives
Barbarian, 9
Elf, 15
Wizard, 6
Dwarf, 13
Minotaurs, 7

There are no ties (in which they would reroll only against each other, so, the order will be:
Elf
Dwarf
Barbarian
Minotaurs
Wizard

This is the Initiative Cycle order.

IF the Barbarian goes berserk right away (on his turn), then he will have 2 Attacks. Let's assume that happens. They are all level 1.

First Cycle:
Elf 1 Atk and/or one Movement Action of 2 squares
Dwarf 1 Atk and/or one Movement Action
Barbarian 1 Atk (ditto on movement)
Minotuars 1 Atk and/or Movement Action of up to 3 squares
Wizard 1 Atk, and/or move...

The Elf decides he wants to move away and then shoot, BUT, he is unable (in this scenario) to move far enough with 2 squares. So, he delays his 1 Atk and takes TWO Movement Actions (his full movement) and moves 3 or 4 squares to where he could shoot.
Let's just say no Minotaur is able to escape pinning (another option added by the advanced rules). So, on the next Initiative Cycle, the Elf will get to shoot. :)

For the sake of simple illustration, no model has fallen yet. :)

Second Cycle: (still the same game Turn)
Elf: 1 Atk but no movement option (because he did not use his 1 Attack last cycle -- traded for movement)
Dwarf: up to 2 Movement Actions (his full movement)(IF he did NOT move in the last cycle, and IF he can escape pinning of course)
Barbarian: 1 Atk (because he is berserk) and/or 1 Movement Action
Minotaurs 1 Atk and/or 1 Movement Action (because they have 2 Attacks normally!)
OR, a Minotaur which has NOT moved yet in this game Turn, MAY take 2 Movement Actions to chase down his chosen target.

Third Cycle: (This might only be a formality in this case IF only the Minotaur that saved its last Attack would have anything left to do.
Dwarf: 1 Movement Action (assuming he only moved once so far)
Barbarian: same as Dwarf
Minotaurs: those having used all their Attacks could potentially still move with any Movement Actions left. (always assume escaping pinning is involved as needed)
The Minotaur that moved to chase the Elf last cycle will now perform its final Attack.

This all gives rise to new particular rulings regarding Movement (see MovementActions), Pinning, and EscapePinning.
''Experience for Monster Kills --'' For monster kills the Warrior which finishes the monster will get the full amount of the monster's gold value as Experience points (XP).

''Gold Bounty --'' Instead of my usual 10% bounty for monsters killed when the Warriors return to a settlement, we will use a new table.  Each Warrior's number of kills and total value of kills will be tracked for the entire adventure as I normally do.  Upon reaching the next settlement, the total number of kills will be used to determine the modifier for the Random Bounty Table. Each Warrior will roll 1D20 and add (or subtract) their modifier. Then look up the result on the table.

See the RandomTreasure section for an idea of random gold.

__''Bounty Table Modifier''__
First value is the total number of monsters slain by a single Warrior during the adventure;
The second value is the modifier to use when rolling on the Random Bounty Table below.
0-9 = -1
10-14 = 0
15-19 = +1
20-24 = +2
25-29 = +3
30-34 = +4
35-39 = +5
40-49 = +6
50-59 = +7
60-74 = +8
75-99 = +9
100 + = +10

__''Random Bounty Table''__
The first value is the result from the 1D20 dice roll + modifier;
The second value is the percentage that will be used. Take the total value of the Warrior's kills for the adventure and multiply by this percentage (5% for example is .05). The result is the amount of gold that Warrior gets for the monsters he has slain in the most recent adventure. The player may, if desired, just roll 1D20 and let the GM calculate the bounty.
0 = 5% bounty
1 = 6%
2 = 7%
3 = 8%
4 = 9%
5 = 10%
6 = 11%
7 = 12%
8 = 13%
9 = 14%
10 = 15%
11 = 16%
12 = 17%
13 = 18%
14 = 19%
15 = 20%
16 = 21%
17 = 22%
18 = 23%
19 = 24%
20 = 25%
21 = 26%
22 = 27%
23 = 28%
24 = 29%
25 = 30%
26 = 31%
27 = 32%
28 = 33%
29 = 34%
30 = 35%
Your Warrior has developed a greater resistance to all sorts of damage. Level 1 of this perk grants an overall increase of +1 Toughness to the Warrior. This effect works both against potential damage received AND for any Toughness tests. Level 2 of this perk grants 2 Toughness instead.

__''Prerequisites''__
*Level 1: Initiative 2 or less at Battle-level 1, OR Battle-level 2+.
*Level 2: Battle-level 5+.
''Eyes of the Gods'' -- //Being born with a natural talent for magic you may cast one of your spells for free each adventure.// Only spell casters can acquire this trait.

''Benefit''
At any time during the adventure, your Warrior may cast one spell which will cost no power AND which is automatically successful. For chance casters, this will mean no rolling to cast AND no dice roll to successfully hit the first target (thinking especially of the Elf Ranger Mage's Shockwave spell). For a Wizard (and the like), this spell will cost no power to cast AND will be automatically successful if it has a chance to fail -- but any tests beyond hitting the first target must still be made.

''Negative Effect''
After casting this free spell, your Warrior must make a Will Power test (see difficulty below). If the test fails, roll 1D6 to see how your Warrior is affected:
*1-2 = Your Warrior cannot cast the same spell any more for the rest of the adventure and will not be able to do so until he visits the appropriate Special Location to help him overcome this temporary loss of magical ability.
*3-4 = Your Warrior cannot cast the same spell any more for the rest of the adventure, but will recover this ability during his travels afterwards (auto-recover).
*5-6 = Your Warrior cannot cast the same spell again for 1D6 + (your Warrior's Battle-level) turns.

''Difficulty of Will Power Test''
*__Wizard (and similar)__
**Casting Cost 1-3 = normal difficulty (Will Power + 1D6 must be 7+)
**Casting Cost 4-6 = 8+
**Casting Cost 7-9 = 9+
**Casting Cost 10+ = 10+
Note: if these seems harsh, remember that the Wizard gains Will Power as he progresses through Battle-levels. So, the Will Power Test will get easier, but will still have greater risk of failure for more powerful spells.

*__Chance Casters (like Elf Ranger Mage)__
**Beginning Spells = normal difficulty (Will Power + 1D6 must be 7+)
**Spells Learned from BL 2-4 = 8+
**Spells Learned from BL 5-8 = 9+
**Spells Learned from BL 9-10 = 10+

Note: Because of the random nature of learning spells (thinking of the Elf Ranger Mage especialy), it will be important to note the level at which each new spell is learned for the purpose of this trait.

(Taken mostly from a player's suggestion. User ID: sgierlinger.)
When your Warrior first chooses Familiar Spirit as a perk, he/she may choose which Familiar to take as long as any prerequisites are met for that Familiar.  Each time your Warrior chooses to improve Familiar Spirit, he/she may either increase the effectiveness of a current Familiar (if that is allowed) OR choose a new Familiar as long as the prerequisites are met. Only a Warrior which uses the Winds of Magic or Mana to cast spells, which are learned (as permanent knowledge) can acquire the Familiar Spirit perk.


''Bat''
A Bat Familiar is more of an unsavory type. It has an affinity for evil sorcerers' magic and will learn spells of this type as it observes their being cast.  Therefore, some types of Warriors cannot choose a Bat Familiar (Light Mage for instance).
*Learning Monster Spells -- Each time a monster spell is cast, roll 2D6 to see whether the Bat Familiar is able to learn the spell.  The target number is the greater of Monster Table Level +2 OR the dice roll needed on the monster spell caster's magic table. For instance, if a Savage Orc Shaman (in a level-1 dungeon) is generated from the level-1 table and casts Fist of Gork (needs a 7 to cast on the 2D6 table), then the Bat Familiar will need to roll 7+ on the 2D6 to learn the spell, because monster table 1 + 2 = 3 and the 7 needed to cast the spell is the greater value. There may be some variance in the target number for some spells, depending upon at which level they are encountered.
*Casting Monster Spells -- The Bat Familiar may cast each monster's spell it has learned once per adventure provided that its Warrior chooses to do so and supplies the power (or spell attempt in the case of the Elf Ranger Knight) each time this is done.
**A Wizard's Bat Familiar -- casts each monster spell by spending Power Points provided by the Wizard's Power, including any stored Power if desired. The casting cost of the spell is the same value as that needed to learn the spell. So, in the Fist of Gork example above, the spell would cost 7 power to cast.
**An Elf Ranger Mage's Bat Familier -- The chance caster uses one of his/her spell attempts for the turn and directs the Bat Familiar to attempt to cast the specified monster spell. Then, roll 2D6. If the result is the equal to, or great than, the original target value to learn the spell, then it is successfully cast. Otherwise, it has failed.  In this case, a failed casting will not count against the Bat Familiar's casting of that particular spell for the adventure. So, that same spell may be attempted again (and again) until is has been successfully cast one time.

__Bat Levels/Prerequisites/Effects*__
*Level 1 -- Warrior is a spell caster -- roll 2D6 to learn monster spells
*Level 2 -- 1st Title gain (usually Champion) -- roll 2D6 +1 to learn monster spells, & -1 to casting cost of monster spells (for when the Bat casts them)
*Level 3 -- 2nd Title gain (usually Hero) -- roll 2D6+2 to learn monster spells & -2 to casting cost
*Level 4 -- 3rd Title gain (usually Lord) -- roll 2D6+3 to learn monster spells & -3 to casting cost
* *Note that for chance casters that instead of a reduction in casting cost the modifiers also apply to the attempts to cast monster spells (rolling 2D6+1 for a level 2 Bat to attempt to cast a monster spell).


''Crow''
The Crow Familiar is good at causing distractions. It is a pest! During the physical aspects of combat (melee and missile attacks), the Crow Familiar will caw and flit about flapping its wings to disctract those who would attack its Warrior. The first combatant in each GameTurn which attacks the spell caster will have -1 to hit for the entire GameTurn.

__Crow Levels/Prerequisites/Effects__
*Level 1 -- Warrior is a spell caster -- 1st Attacker is at -1 to hit Familiar's Warrior
*Level 2 -- 1st Title gain (usually Champion) -- 1st two Attackers are at -1 to hit Familiar's Warrior
*Level 3 -- 2nd Title gain (usually Hero) -- 1st three Attackers are at -2 to hit Familiar's Warrior
*Level 4 -- 3rd Title gain (usually Lord) -- 1st four Attackers are at -2 to hit Familiar's Warrior


''Hare''
While certainly we have all heard of 'pulling a rabbit out of a hat', pulling a spell out of a hare though is quite another feat, uh, perk!

The spell caster who learns new spells as he/she gains new levels can benefit from having this type of familiar.  The Hare Familiar gives its spell caster the temporary knowledge of a spell which he/she has ''not yet learned''. The spell caster then can cast this spell according to the normal method.  The knowledge of this spell is lost at the end of the adventure.

At the beginning of each adventure, randomly choose one spell from the spell caster's Battle-level + 5 and lower for casting cost, or what is possible by normal training methods for a spell caster to learn through his current Battle-level.  For a Wizard, one might roll a random dice to represent the casting cost and then randomize which spell of that casting cost.

No prerequisites. Only one level.


''Hyena''
With a natural ability to bite through thick bones (7 inches/17.78 cm), the Hyena as a familiar will on occasion attack an enemy which attacks its Warrior. Whenever the Warrior is reduced to 50% or less of Starting Wounds, there is a chance that the Hyena Familiar will attack his foe. Until the Warrior is healed to above 50% of Starting Wounds, roll 1D6 each time the Warrior is hit by any type of Attack (including spells and missiles). On 6+ (can improve), the Hyena immediately performs one Attack against that enemy (use the Hyena's current Strength and the Warrior's current Damage Dice statistic). No roll to hit is needed as the Hyena's Attack is considered magical and auto-successful IF the first 1D6 is successful. Also, the Hyena Attack cannot be dodged. Ignore Pain and Toughness are the only things which can be deducted. Magical protection (like Magic Resistance and some armour/object effects) will be allowed, and Tattoos too!

__Hyena Levels, Chance to Attack, and Strength__
*Level 1 -- 6+ -- Str 3
*Level 2 -- 6+ -- Str 4
*Level 3 -- 5+ -- Str 4
*Level 4 -- 5+ -- Str 5


''Mouse''
The Mouse Familiar is basically the spell caster's version of the Halfling Thief's Scout ability.  However, the mouse requires some power or a spell attempt for chance casters.  In brief, the Mouse will sneak into a room before the Warriors enter and report back if it discovers anything about the contents.

At level one of the Mouse Familiar, the Wizard must spend 3 power and the Elf Ranger must use a spell casting attempt in order to use the Mouse for a single room. This must be done in the turn BEFORE the spell caster enters the room during the Exploration Phase. The spell caster does not have to be at the doorway/door, but someone must be exploring at the doorway/door, in order for the Mouse to be allowed to scout the room. Roll 1D6, on 5+ the Room Event is revealed -- but do not resolve it, or place monsters, until AFTER the Warriors enter or otherwise trigger the event normally.

__Mouse Levels, Power cost, Success__
*Level 1 -- 3 -- 5+
*Level 2 -- 3 -- 4+
*Level 3 -- 2 -- 4+

NOTE: If a Wizard has the Second Sight spell, remember that spell works automatically AND it allows the party to ignore the revealed event and draw another instead, whereas the Mouse Familiar has a chance to fail AND only reveals the event (no power to change it).


''Parrot''
The Parrot Familiar repeats words of spells when there is a surge of magical power. On a Power Phase roll of //natural// 6, the Parrot Familiar will repeat a random spell that it has heard the spell caster practicing (a random spell that the Warrior knows). Whenever this happens, roll 2D6 (can increase once or twice with improvements to the Familiar Spirit Perk). If the result is equal to or higher than the normal casting cast of the spell, then the familiar succeeds to cast it and the spell will work as normal. The effects should be applied randomly to target(s) as would reasonably benefit the Warriors.  If there is no reasonably suitable target or situation, then the opportunity is wasted (no effect), but this instance will NOT count against the Parrot's number of castings per adventure.  The number of times that the Parrot Familiar will be able to successfully cast a spell during an adventure is limited as shown below, but it may continue to make the attempt at each opportunity until the number of successful castings have taken place.  The limit of successful castings is equal to (half the spell caster's Battle-level rounded up) +1.

__Limit of Successful Castings Per Adventure__
*BL 1-2 = 2
*BL 3-4 = 3
*BL 5-6 = 4
*BL 7-8 = 5
*BL 9-10 = 6

__Parrot Levels/Prerequisites/Casting Success Dice__
*Level 1 -- Warrior with knowledge of at least one spell -- 2D6
*Level 2 -- Spell caster of BL 4+ -- 3D6
*Level 3 -- Spell caster of BL 8+ -- 4D6

''Note concerning Chance Casters Like the Elf Ranger Mage:'' The casting success dice when added together must be =/> the value given below. It will be important to note at which level the spell caster learns each new spell.

__Chance Casting (ERM type) Target Values__
(Battle-level at which the spell was learned --  total result Parrot needs to successfully cast a spell of that level)
*BL 1-3 = 7+
*BL 4-7 = 9+
*BL 8-10 = 11+


''Rat''
The Rat Familiar comes with 1D3 Spell Scrolls taken at random from the spell caster's potential beginning spells. The spell scrolls work just like treasure spell scrolls -- automatically cast without cost, but can only be used once. The primary difference is that these spell scrolls turn to dust in the time it takes to reach the next adventure. So, if they are not used, during the immediate adventure, then they are lost.

At each settlement visit, the Rat Familiar will search with stealth and cunning until it finds one or more spell scrolls hidden or even in plain sight. If it has to, it will eavesdrop on spell casters and copiously write the spell on parchment for its Warrior.

__Settlement Visits__
 Roll 1D6+ Rat Familiar modifier if any. Look up the result below and roll the number of spell scrolls. If a //natural// 1 is rolled, then the Rat Familiar only acquires the lowest possible result (1 + modifier) regardless of what level the Rat Familiar is (1, 2, or 3).
*Village: 1-3 = 1 + modifier; 4-6 = 2 + modifier
*Town: 1-2 = 1 + modifier; 3-6 = 2 + modifier
*City: 1 = 1 + modifier; 2-4 = 2 + modifier; 5-6 = 3 + modifier

There are three levels for the Rat Familiar. For each level beyond the first add +1 to the dice roll for gaining more spell scrolls AND +1 to the random number found.

__Prerequisites/Modifiers__
*Level 1: Warrior must be a spell caster/+0
*Level 2: Battle-level 4+/+1
*Level 3: Battle-level 7+/+2

Choosing spells for the spell scrolls: randomly choose from up to and including the spell caster's Battle-level + 5 for casting cost, or what is possible by normal training methods for a spell caster to learn through his current Battle-level.  For a Wizard, one might roll a random dice to represent the casting cost and then randomize which spell of that casting cost.

Suggestion: the Witch (version 3), by Grogling, should interpret any casting cast of spells related to any type of Familiar in this perk to be one-half the value in Mana rounded up. So, if a spell will cost 5 power for a Wizard, then it will cost 3 Mana for the Witch; if one has a casting cost of 10, then the Witch must spend 5 Mana to cast it. A further suggestion: make only those spells which require power to cast to count in the Witch's normal increasing of Mana cost.
I have not reviewed the Keslivite Shaman of late... So, I am not sure if the same advice would apply (must check that out).


''Tortoise''
The Tortoise Familiar can appear at particularly dangerous moments to absorb any type of damage that the Warrior might suffer -- physical Attacks, traps, spells, elements, and etc....  Whenever the Warrior wishes, he may let his Tortoise Familiar take the damage for him. This may be decided immediately after the damage result has been determined.  Whenever this happens, apply the damage to the Tortiose instead of its owner.  The Tortoise' Wounds, Toughness, and Armour per level are listed below.  When applying damage to the Tortoise, treat its stats the same as any combatant -- Assassinate ignores its Armour, a successful Assassination roll will also ignore its Toughness.  When a Tortoise is reduced to ZERO Wounds, then it will no longer be able to protect its Warrior for the rest of the adventure. The Tortoise may be healed just like a Warrior only as long as it is above ZERO Wounds.

__Tortoise Familiar Stats__
*Level 1 -- 8 Wounds -- 3 Toughness -- 1 Armour
*Level 2 -- 10 Wounds -- 3 Toughness -- 1 Armour
*Level 3 -- 10 Wounds -- 4 Toughness -- 1 Armour
*Level 4 -- 12 Wounds -- 4 Toughness -- 2 Armour
Your Warriors doesn't generally do as much damage in combat (affects both melee and missile Attacks), but he has much more style (more Critical Hits).
All of a Fancy Fighter's //natural// To Hit rolls of 10 and 11 are upgraded! This means that a natural 10 for him is a Critical Hit and any modified dice roll of 10+ is a Critical Hit as well. This also means that all //natural// 11 To Hit results are treated as Extremely Critical Hits (same as rolling a //natural// 12 To Hit)!
However, with all this concentration on stylish fighting, the Fancy Fighter loses some of his umph! He suffers -2 Strength on all damage rolls (minimum of Strength 1) when using any weapon and rolls Damage Dice -1 wound for unarmed Attacks (unless he has some special ability that enhances his unarmed Attacks, in which case his damage will have either -1 deducted from the total of the normal way of resolving the damage, OR -2 deducted IF the Attack is treated the same or better than when using a weapon.

(based much upon the Finesse Fallout trait)
Your Warrior's body has a much better than average ability to heal itself and to accept healing, but also is more susceptible to poison and heat damage.
*''Benefit'' -- +1 Wound for every type of actual healing your Warrior gets -- Examples: Provisions will restore 3 Wounds instead of 2 and Bandages will restore 4 Wounds! Healing Hands effect is +2 Wounds on this Warrior, and Heal Wounds' effect will be +1D6+1 Wounds. Also, if the party is able to rest and regain some health thereby, then a Warrior with Fast Metabolism will regain +1 extra Wound per turn of resting.
*''Disadvantages''
**Susceptible to Poison: Any poisoned weapon (like Weeping Blades), monster ability, or trap effect which involves poison will hurt your Warrior more than others. Work out damage as normal, but IF your Warrior suffers any wounds at all, increase the amount suffered by 1 wound for that incident. For example, if two Skaven Assassins hit and inflict wounds on your Warrior three times in one turn, then your Warrior suffers -3 Wounds (1 for each Attack) in addition to the normal amount suffered.
**Susceptible to Heat Damage: Any fire-based damage (including Warpfire!) will always cause an extra wound to be inflicted upon your Warrior, 1 extra wound per incident. Beware the Hellblades, as they will be considered to cause this damage as well!

(based upon the Fallout trait of the same name)
Your Warrior does not have time to aim, but shoots faster. While shooting a missile weapon, your Warrior gets +1 Attack per GameTurn.  This extra Attack can also be sacrificed to reload while not adjacent to an enemy during combat.
The downside of this trait is that your Warrior can never perform an aimed missile Attack, though he/she may still use FightAiming with melee weapons.
Any Warrior (in his right mind) which cannot use missile weapons would be silly to have this trait!

(based upon the Fallout trait of the same name)
Whenever a combatant chooses to do so, they may Fight Aggressively. This choice is made during the Declaration Phase of the turn  and will affect the entire GameTurn.
While fighting aggressively, the combatant is at +1 to be hit by his enemies BUT gets a damage bonus on every successful hit. This bonus damage is 1 Absolute Wound (see AbsoluteWounds). It is in addition to any benefit gained by rolling a Critical Hit or Extremely Critical Hit.  BUT, while doing so, the combatant cannot FightAiming nor Fight Defensively in the same turn. He may FightParrying at the same time, but will suffer the -1 to hit on his Parrying To Hit rolls (the 1D12 rolls made to parry incoming blows). Also, the combatant will suffer-1 to hit on all his Attacks this turn from the FightParrying stance.

Specialist Action -- Each time a Warrior chooses Fight Aggressively as a Specilist Action (or improvement of it), it increases in effect.  Also, this is one of the few Specialist Actions with prerequisites beyond already having a lower level of the same.

__Total Effect at each level as a Specialist Action/Prerequisites__
*Level 1: 2 Absolute Wounds/1st Battle-level Title advancement (usually Champion)
*Level 2: 3 Absolute Wounds/2nd Battle-level Title advancement (usually Hero)
*Level 3: 4 Absolute Wounds/3rd Battle-level Title advancement (usually Lord)
This stance may be used whether shooting or attacking with a melee weapon. A combatant who takes the time to aim, sacrifices speed to increase the chance of hitting a certain area of an enemy's body. The penalty is -1 Attack (but not less than 1 Attack for the turn -- in other words, if the combatant only has 1 Attack, Fight Aiming will NOT cost a loss of 1 Attack), - 1 Movement Action (half of movement {round down}) AND -1D3 to the current Initiative Order for the one that is aiming. The benefit is that if the successful To Hit result does not hit the declared target area, then the combatant will roll an additional 'Aiming 1D12' to attempt to make it so. The more difficult areas to hit will require a higher result on the 1D12.  Also, any Critical/Extremely Critical Hits will count as automatically hitting the declared target area.  Attacks which actually hit the declared target area will have a greater chance of causing temporary or permanent injury or even death (basically better Criticals and greater chance to get Criticals as well). Note that if the Aiming 1D12 is a //natural// 11 or 12, then the Attack will be treated as a Critical or Extremely Critical result regardless of the actual To Hit dice roll. The Aiming 1D12 is only rolled IF the To Hit 1D12 was a successful hit.

Notes concerning the 1D3:
*1. For the Initiative Order, all combatants and groups of same exact type which take the Fight Aiming stance will roll their own 1D3 for how far down the Initiative Order they will move.
*2. I recommend to let the GM handle all non-Player combatants. For my PBEM type games that I GM, I will encourage the Players to roll their 1D3 when they declare their Warrior will Fight Aiming. If it is missing, I will roll it to save time.
*3. The 1D3 is not subtracted from the original Combat Initiative result, it moves the Aiming combatant down 1D3 places in the order for the current GameTurn (more drastic than a simple subtraction).

By the way, for initial play-testing, I plan to assume that combatants will NOT know an enemy's fighting stance until everyone has committed to (declared) their stance for the turn.  So, the players declare their fighting stances, if any; the GM (or any designated player) rolls on the Monster Behavior Table for each type of monster present; and THEN, the Initiative Order for the current GameTurn is adjusted to account for any combatants that are using the Fight Aiming stance.

Some type of Initiative Order board (or even a ruler/yardstick) with tokens (or color-coded pieces of some type) to represent each individual combatant and group might be useful for tabletop gameplay.

''When Monsters Fight Aiming'' -- Roll 1D6 on the table below BEFORE each To Hit roll of a monster which is using this Fighting Stance. This will determine which area of the body is the target of the Aiming.
*1 = Torso
*2 = Leg
*3 = Arm
*4 = Head
*5 = Heart/Vitals
*6 = Eye

Monsters will have the same standard/function applied for how the Fight Aiming Attacks are resolved.
//Parrying// here is a separate issue from normal WHQ rules, treasures, skills and etc.  All of those should work the same or nearly the same as normal and in addition to this advanced rule.

A Warrior may choose at the beginning of the turn (before the Combat Phase) to attempt to parry incoming melee Attacks. Such a choice involves less aggressive fighting and hence -1 to hit his target(s) in the same turn in which he uses the parrying option. He must be using a melee weapon in order to parry blows.  Also, a Warrior who passes a simple Initiative test (7+ on 1D6 + Inititiative) may attempt to parry ambushing monster's melee Attacks against him.

Whenever a Warrior chooses to Fight Parrying, or a monster/monster group behavior table results in Fight Parrying, the following method will be used to determine whether a melee blow is parried or not.

On a 1D12, defender must roll higher than the Attacker's To Hit roll but with the following modifiers to the defender's parry rolls:
''Strength Deficiency ''- IF the Attacker's Strength is higher than the Defender's Strength then the difference between them will be a negative modifier on the Parry roll.
''Weapon Skill Deficiency -'' IF the Attacker's Weapon Skill is higher than the Defender's Weapon Skill then the difference between them will be a negative modifier on the Parry roll.
IF there is both a Strength Deficiency AND a Weaon Skill Deficiency, then apply BOTH negative modifiers.
''Fear & Terror'' -- IF the defender is affected by Fear or Terror of the Attacker, then apply that -1 for Fear or -2 for Terror on the defender's dice roll to parry.
There will be no positive modifier to Parrying (based on a sort of reverse application of these modifiers -- no superiority benefits for parrying!), because it would become way too easy to parry weaker monsters' Attacks. There might be a positive modifier gained by one of the WarriorPerks (yet to come if it happens).

The defender's parry dice result is NOT subject to the Rule-of-1And12; it either fails or succeeds on its strict numerical value (including any modifiers up or down).  Critical Hits cannot be parried by this Fight Parrying option. Yes, a combatant may Fight Parrying and FightAggressively in the same turn, but will suffer in the same turn a cumulative -2 on the To Hit dice for his Attacks AND -1 on the Fight Parrying rolls.

''Clarification:'' The final adjusted (modified) Parry dice result must be equal to or greater than the lowest result needed to hit the Attacker. Actual play-testing example: Giant Bats trying to parry a Warrior with Weapon Skill 5 and Strength 3... The Bats had -3 WS deficiency and -1 Str deficiency. Total of -4 modifier. Normally, they need to roll a 9 to hit an opponent with WS 5. Therefore, they were unable to parry any of this Warrior's Attacks, because the best result of 12 minus 4 makes a modified result of 8 (less than the lowest result required to hit the foe).

For the purpose of monsters and NPCs using this fighting stance, it is assumed that they all have a melee weapon of some type or an equivalent natural means to parry.
''Fighting Stances'' is a concept which is not foreign to the Roleplay Book, but is expanded here.  We see a rule for Fighting Defensively in the Roleplay Book; so, why not some others?  Below are the ones which have been created (or adapted) to fit this advanced houserule set. Fight Defensively -- quoted below:

|FIGHT DEFENSIVELY - A Warrior may give up 1 or more of his Attacks per turn, trading each one in for a -1 modifier on his opponent's to hit rolls. Having given up the attacks, you must make a Weapon Skill test to see if your defensive fighting is successful. If not, then you have given up the attacks for nothing!|

*FightAiming
*FightAggressively
*Fight Defensively (from Roleplay Book, quoted above)
*FightParrying

Note that Fight Defensively and Fight Parrying only work against incoming melee Attacks.  Ranged Attacks, magical effects and area effects cannot be parried or defended against by these fighting stances.

''Combining Finghting Stances'' -- Yes, some fighting stances may be combined with others. Below is a list of what may be combined:

*Fight Defensively & FightAiming -- however, a combatant that does so must have at least 2 current Attacks in order to use both in the same turn, sacrificing 1 Attack in order to use them both and using the remaining one to attack with Aiming (otherwise, there is no reason to aim if you cannot attack!). This is still generous (for all combatants), but there is an additional penalty if only sacrificing 1 Attack to use both: then the combatant must sacrifice ONE MovementAction in order to FightAiming.
*FightParrying & Fight Defensively -- the combatant will enjoy the -1 to be hit by enemies, but will also suffer -1 to hit with his Attacks. To use both of these, the combatant must have at least TWO Attacks, one to sacrifice for Fight Defensively and one to suffer the -1 to hit penalty. Also, the FightParrying -1 to hit penalty will apply to the Parrying 1D12 dice results as well!
*FightAggressively & FightParrying -- suffer +1! to be hit by enemies and -1 to hit enemies this turn and a -1 to the Parrying 1D12 results as well!
Your Warrior is good at finding more gold in the dungeons and elsewhere.
A Warrior with the Fortune Finder perk may ignore the first 1 on the dice when 'rolling for gold'. Also, he may add +1 to random gold tables for the purpose of determining how much gold is found. For events and Hazards, the Fortune Finder may add +1 any dice roll related to finding gold. This modifier is NOT applied to the Random Bounty Table.

Fortune Finder only has one level.
No prerequisite.
Your Warrior has a tendency to become frenzied in battle. Just like the monster Special Rule for Frenzy, on a 1D6 dice roll (roll each turn until your Warrior becomes frenzied) of a certain number or higher (this value is easier to roll at higher title levels), your Warrior has twice his/her Attacks Characteristic value for the rest of the current Combat.  A Warrior at Battle-level 1 who has the Frenzied Fighter Warrior Trait has //Frenzy 6+// until his/her next title change (usually at Battle-level 2), when it will become //Frenzy 5+//. Each title level advancement decreases the target number by 1 point. It is NOT likely that any Warrior will gain more than 4 title levels (from the Warrior's Battle-level table) during their entire career, but if that happens, //Frenzy 2+// is the best it can get!

However, at the same time that your Warrior is frenzied, he/she is more susceptable to damage. At the beginning of each turn while frenzied, roll 1D6. On a result of 1 or 2, for the entire GameTurn, your Warrior loses -2 Armour and -2 Toughness versus every incoming Attack no matter what part of your Warrior's body is hit. Any special armour functions (magical or otherwise) will still work as normal though (like a Shield's Block ability for instance).

(partially based on the Kamakaze Fallout trait)
The term //Game Turn// is used to help make the distinction between a normal Warrior turn (according to normal Warhammer Quest rules) and a full turn in the game.  This is an important disctinction due to the SimultaneousCombat being used for these very advanced rules.  The original idea of a Warrior taking his turn is no longer a firm concept, since Warriors and monsters will now usually have their Attacks and movement spread out over two or more [[InitiativeCycle]]s within a game turn.
This one may require some tweaking... For now, it will generally follow the normal Gang Up rule, but be on the lookout for things that might not add up.
As usual in my games, players should carefully pay attention to the new rules and rule modifications. In many cases, the rules for this game are designed to work WITH and NOT against the normal WHQ rules. In fact, unless stated elsewise specifically in this document, usually the players should assume that normal rules apply.

At the beginning of each Combat, each player should be sure to submit their Initiative rolls (TWO separate 1D12 dice rolls) AND declare their first choice for weapon (though this could change during the turn IF they change their mind before making their first Attack) AND tell whether they will be using anything special AND say if they will fight normally, Fight Defensively, FightAggressively,  FightParrying, FightAggressively AND FightParrying, FightDefensively AND FightAiming, or Fight Defensively AND FightParrying. See AdvancedCombat for most of the details about these choices.

The players MAY just trust me (as GM) to make their Initiative Rolls for them to save time (in PBEM and similar type gameplay). In such a case, they would do well to say beforehand what weapon they are likely to use in the next turn.  Changing weapons during the Combat could affect the Warrior's position in the Initiative order. The GM will keep track of such things.

''NOTE about Dice used:'' Most things will still use 1D6, but To Hit and Combat order Initiative dice rolls will now be 1D12.  Some other things may need to be converted to 1D12, but these will be added on an as needed basis. Yes, Damage Dice will still be a number of 1D6 unless otherwise specified. Also, for an alternate method of generating Unexpected Events, a 1D20 is used. Please be patient as each turn in Combat will take longer than usual.  InitiativeTests and SimultaneousCombat will require a bit more stops and starts during each turn.

For PBEM and similar gaming, players should try to avoid submitting ALL their orders for the turn at the very beginning. It will more likely confuse the GM than to help the game move along more quickly (which is I am sure the main reason this is usually done).

Submitting several FightParrying dice rolls (1D12s) early will be encouraged, whenever a player chooses to use the FightParrying option. Likewise a few 1D12s for ShieldBlocking would be useful for those who have a shield equipped.

Also, more than ever, in this game the player would do well to roll for monster special defensive abilities (Dodge, Tattoos, Parry {the normal WHQ rule}, Ignore Blows, and such like). IF a monster is using the FightParrying stance for the turn, then the GM will likely indicate this some way. The player then would do well to roll the Parry dice (1D12) if he hits the monster with a melee weapon (but see ToHitTables -- since there might be an exception for certain To Hit Table results). If the monster avoids the blow somehow, then the player often needs to know this for the sake of death-blow orders.

At the beginning of the game, players will get to do some customization of their Warriors. See WarriorCustomization.

I plan to resume my experimentation with some dungeon mapping based upon the Dungeon Bash game rules for DnD AND will likely use a modified Dungeon Bash method of generating Unexpected Events, but generally, expect the dungeons to be similar to my normal method, which is much like the card-generated dungeons of the basic game.
Your Warrior is especially endowed with natural abilities starting out, but is not as quick to learn new special abilities.
Once this trait is chosen, it affects several things immediately and throughout the training processes of all Battle-levels in your Warrior's career.
*''During WarriorCustomization'' (at the beginning of the game):
**''Characteristics'' -- Instead of choosing one or two Characteristics to increase, the Gifted Warrior gets +1 to ALL Characteristics ''except'' Damage Dice. The list below is to help those who want to know the details.
***+1D6 Wounds (reroll if first result is a 1)
***+1 Move
***+1 Weapon skill
***+1 Ballistic skill
***+1 Strength
***+1 Toughness
***+1 Initiative
***+1 Attack
***+1 Will Power
***+1 Escape pinning
***+1 Luck
**''NO Extra Skill''
**''Specialist Actions'' -- The Gifted Warrior gets to choose only TWO SpecialistActions starting out, and is NOT allowed to choose a Weapon Specialization at that time.
**''Warrior Perks'' -- The Gifted Warrior does get to choose ONE of the WarriorPerks, but cannot get two, like other Warriors can when only choosing to take one Characteristic increase.
**''Warrior Traits'' -- The Gifted Warrior does take at least ONE of the WarriorTraits (Gifted Warrior IS a Warrior Trait!), and may choose a second Warrior Trait.
*''When Gaining New Battle-levels'' (LevelUp)
**''Characterisitcs'' -- Remember to use your Warrior's Battle-level table to indicate when each Characteristic increases. In other words, don't miss out on training benefits by comparing the actual Characteristic values.
**''New Warrior Skills'' -- The Gifted Warrior will have a chance to NOT gain Warrior skills when his Battle-level table says he should get them. Each time a new skill is indicated, roll 1D6. On a result of 1 or 2, the Gifted Warrior does NOT get his skill. The opportunity is lost forever! This is part of the risk of being so gifted starting out.
**''Specialist Actions''
***''Improvement'' -- A Gifted Warrior may only add +1 to any single Specialist Action the Warrior had BEFORE gaining this new level IF he first rolls a 4+ on 1D6.
***''New Specialist Action?'' -- Roll 1D6 as usual (per Roleplay Book). But, ''the Gifted Warrior only succeeds on 5+'', and then you may choose another one of the SpecialistActions OR a new Weapon Specialization (for a weapon in which you already specialize or for another weapon type).
**''Warrior Perks'' -- Usually, each time your Warrior gains a new Battle-level, then he/she may choose to improve a current Warrior Perk or choose a new one. ''The Gifted Warrior must roll a 1D6 and get a result of 3+ in order to improve a perk or choose to gain a new one.'' Remember that Perks have prerequisites.
''Comments:'' It might seem that a Gifted Warrior is out of balance, but in terms of the Warrior's entire career, the penalties will very likely prove that this Warrior Trait is a handicap as well.  Choosing this Warrior Trait is an excellent way of helping to ensure a successful first few adventures, but don't become overconfident -- the monsters have extra benefits in this type of game. One thing to remember is that a Gifted Warrior will also have a better capacity for carrying equipment, because of the method of determining the Warrior's backpack size (see [[Encumbrance]]).

NOTE: if a Warrior is both a GiftedWarrior AND a Skilled Warrior, then Skilled Warrior reverses the GiftedWarrior chance to not gain a new skill when the Battle-level says so. ALSO, please refer to the ''Gifted/Skilled Warrior Package'' in the WarriorCustomization section.

(based much upon the concept of the Gifted trait in Fallout)
Your Warrior has studied less the art of combat and has acquired a better than average knowledge of healing and bartering. For more roleplay-heavy games and/or situations, this also grants a +1 modifier to persuading an NPC, or to gaining a better outcome to events involving speech.

__Certain types of Warriors cannot have this trait__
*Any Warrior which is NOT allowed to purchase Bandages (i.e.Trollslayer)
*Chaos Warriors
*Any Warrior (thinking of custom Warriors here) which would only be used as an evil Warrior -- some MAY be used as such, but could still be good natured.
*NOTE: Other than the above types of restrictions, the RogueWarrior trait may be compatible with this trait.
A Good Natured Warrior begins the game with ''-1 Weapon Skill (permanent)'', but also begins with a knack for basic First Aid and Bartering.
*''First Aid''
**''First Aid Without Bandages'' -- There is a chance that your Warrior can restore an adjacent Warrior a little health through his knowledge of first aid. This may be attempted only once per GameTurn.
***''ZERO Wounds'': Roll 1D6. On 5+, the Good Natured Warrior helps the target to regain a small bit of health in the form of +1 Wound.
***''Above ZERO Wounds'': Roll 1D6. On 4+, the Good Natured Warrior helps the target to regain a bit of health in the form of +1D3 Wounds.
**''Better at Bandaging''
***''Bandaging a Warrior on ZERO Wounds'': Good Natured Warriors get +1 on all chance attempts to heal with Bandages or makeshift Bandages.
***''More Healing with Bandages'': Good Natured Warriors always heal +1 Wound on the target (even on themselves) when applying Bandages or other types of non-magical, first aid.
**''Notes''
***First Aid without Bandages may be attempted in addition to any number of Bandaging attempts (for as many Bandages are available).
***Provisions are NOT compatible with First Aid.
***The Good Natured Warrior gains +5 Experience points for each Wound healed on another (which is becoming more and more a standard rule in my games for any Warrior's healing of another Warrior's Wounds by any method).
*''Bartering'' -- Your Warrior is good at seeking out bargains in the common shops (''not'' including any Special Locations).
**''Stock Rolls'': Your Warrior gets +2 to all Stock rolls.
**''Discounts'': Your Warrior has a chance of gaining a discount once he has determined that an item is in stock and has thus committed to purchase the item. Roll 1D6. On 1-3, your Warrior pays the normal price; on 4-5, your Warrior pays 10% less; and, on 6, your Warrior pays 25% less for the item (or lot of items like Bandages for instance).

If the target has the FastMetabolism trait, then BOTH the Good Natured benefit to the instance of Wounds restoration AND the Fast Metabolism benefit apply. So, a successful application of Bandages would cause the target to be restored +5 Wounds!

(very much based upon the trait in Fallout)
At higher levels, the following modification to the //Hate// Special Rule will apply.

''Warriors which Hate'' -- the rule will be the same as the original (including extra gold for killing hated monsters and -1 to hit the hated targets), but additional Attacks will be added at Hero and Lord levels.
*Novice & Champion: +1 Attack
*Hero: +2 Attacks
*Lord: +3 Attacks 
''Monsters which Hate'' -- the rule will be the same as the original, but additional Attacks will be added at Dungeon levels corresponding to the Warrior title levels given above.
*Dungeon Levels 1-4 = +1 Attack
*Dungeon Levels 5-8 = +2 Attacks
*Dungeon levels 9-10 = +3 Attacks 
Note: It might be that certain monsters attacking other monsters will be treated as //hating// them.  Also, some monsters might be given the Hate rule against certain races of Warriors even though they normally do not have this rule according to the Roleplay Book.
Only characters which have special rules giving them some positive benefit(s) related to Alehouse visiting or have rules for some type(s) of brew(s) may choose this perk early in the game.  Other Warriors may gain this perk beginning with Battle-level 3. Warriors which are not allowed to visit the Alehouse cannot acquire this perk. Also, it is not generally advised for Elves and Wizards to become heavy drinkers, ''but'' no one is stopping them!

Here is a tentative list of special drinking Warriors:
*Alehouse Thug
*Brewmaster
*Friendly Giant
*Ogre
*Trollslayer

What it does: Each rank of the Heavy Drinker perk will reverse one point of a specific negative effect of any type of strong drink (even common Beer).  This means a -1 to hit, or a -1 to Weapon Skill, or a -1 to Initiative, may be reversed and -2 (or higher) penalty may be lessened by one point, making a -2 into a -1 instead. The player chooses which effect may be ignored for the entire instance of the drink's effects. NOTE: Wizards and other spell casters will still suffer the limitations upon spell casting as normal, unless all of the other negative effects of the strong drink have been countered by this perk. At that point, it is assumed that the drink no longer hinders spell casting.

__''Alehouse (and generally any drinking Special Location) Modifier''__
''Heavy Drinker Level 1 and 2'' -- In addition to the nullification of negative effects, any Warrior with level 2+ of this perk MAY add +1 to their Alehouse (or other drinking house locations) AFTER rolling the dice and seeing their result -- potentially choosing from two results! This modifier cannot take the result beyond the available results for the Warrior.
''Heavy Drink Levels 3 and 4'' -- same as for levels 1 and 2, except now the Heavy Drinker MAY now modifier their Alehouse (and etc...) dice roll up OR down by 1 -- potentially choosing from three results!

Level 1 Prerequisites: Must be one of the Warriors of the type as described above, OR have Battle-level 3+ and NO restriction against drinking or against visiting the Alehouse.
Level 2 Prerequisites: special drinking Warrior at First Battle-level Title Advancement OR other Warrior at Second Battle-level Title Advancement 
Level 3 Prerequisites: special drinking Warrior at Second Battle-level Title Advancement OR other Warrior at Third Battle-level Title Advancement 
Level 4 Prerequisites; special drinking Warrior at Third Battle-level Title Advancement OR other Warrior at Fourth Battle-level Title Advancement (if they have one) 

Level 4 makes the Warrior entirely IMMUNE to all negative effects of any single strong drink AND further allows the Warrior to double-drink (in the same turn with NO ill effects). This means that he may guzzle down two Beers (for instance) and gain the positive benefits twice (stacking the positive effects).

''Special boost in the rank of this perk:'' IF your Warrior gains any special normal Warrior skill which relates to drinking (The Ogre's Drinking skill is a very obvious one!), then he will also -- at no cost (meaning without needing to spend his normal perk choices) receive one rank of the Heavy Drinker perk! For instance, if he does not have the perk, then he gains Heavy Drinker level 1. If he has level 1, then he gains Heavy Drinker level 2. For this extra boost, ignore the Prerequisites for the highest level obtained -- this special boost overrides the highest prerequisites.
Whenever a Warrior with this trait hits his foe in melee combat he is more likely to do heavy damage. For every successful hit in melee combat, your Warrior adds +1 wound to the total amount of damage done. For every Critical Hit, your Warrior adds +2 wounds to the total amount of damage done. For every Extremely Critical Hit, your Warrior adds +1D3 AbsoluteWounds to the amount of damage actually inflicted upon his target.

As with most damage-inflicting skills and weapons, if the blow is evaded, dodged, parried, or reflected in some way, then the extra damage is also avoided unless a special damage table (Critical Hit, Extremely Critical Hit, or Martial Artist's Special Damage Table) prevents the blow from being thus avoided.

Well, there just has to be a down side...  Every missile Attack made by a Heavy Handed Warrior will suffer a -1 to hit (on the 1D12 To Hit dice roll).

Furthermore, though heavy handed Attacks will still result in Critical Hits just as often as normal, all melee dice rolls used to determine the target's body area hit (including the To Hit result if that is used) will be modified by ''-1'', to represent less accuracy of such powerful blows. (still formulating this part and what follows in the area hit and Critical table concepts... so, be patient...) Also, the actual Critical Hits and Extremely Critical Hits table results are modified down as well  -- a -1 -2, or other appropriate modifer depending on the form the final tables take.

Whenever a melee Attack by a Heavy Handed Warrior goes astray -- for instance, hitting another Warrior or Ally instead of the intended target -- then the same extra damage will be caused upon the unintended target -- even if it is the Heavy Handed Warrior himself/herself.

No, Elves and Halflings cannot be Heavy Handed!

Yes, a Warrior may have both Heavy Handed and Bruiser traits. They are similar but different. Their penalties and benefits DO stack with each other!

(based at least in part on the trait of the same name in Fallout)
Every combatant which is wearing a Helmet will have two types of protection against many Attacks which hit the head area (on normal To Hit rolls of 4, 7, & 10, and for some Aimed Attacks and some other Critical Hits): The Armour Value of the helmet (+1 or +2 T most commonly) and an absorb-deflect function.  Unless a helmet has some special magical effect (it will say in its description if it does), then it does NOT protect against most fire damage and magic effect damage.

''Absorb-deflect''
If the incoming Attack (melee or missile) hits the defender's head and does NOT ignore armour, roll 1D6 on the following table to see how the damage is handled. To be clear, this dice roll should only be made AFTER rolling To Hit, Aiming, area hit, Critical Effects, AND normal damage and any extra damage effects (all resolved by the Attacking combatant).
*''1-4'' -- take damage as normal, deducting the Armour Value of the helmet as normal.
*''5'' -- same as above, but some of the damage is absorbed by the helmet. Roll 1D6 for how much:
**1-2 = The defender subtracts 25% (round down) of actual wounds inflicted (after all normal deductions including Armour Value of helmet!)
**3-4 = The defender subtacts 50% (round down) -- otherwise, same as 1-2 above.
**5 = The defender's helmet absorbs ALL the damage from the Attack. However, there is a chance that the helmet has broken. Roll 1D6, on a result of 1 or 2, the helmet breaks and can no longer be worn (it is worthless!).
**6 = The defender's helmet absorbs ALL the damage from the Attack and has no chance to break.
*''6'' = The defender's helmet deflects all the damage! Ignore the melee or missile damage entirely!

''Elf Helm'' -- Remember that the Elf chooses whether or not to use the Elf Helm's special ability.
It will work as above, BUT its normal function MAY be used for any incoming melee Attack (only against melee Attacks) regardless of the area hit -- reasoning is that the Elf chooses to make sure to take the blow on the head this time.  However, this also means that IF the blow still gets past the Elf Helm defense, then it will be treated as a blow to the head (for area hit) including the chance that it could be broken on certain Critical Hit results!  Also, the Elf Helm function may work against some Critical Hit results (but not against those which say they ignore armour).  Versus missile Attacks, the Elf Helm MAY be used according to its normal function ONLY IF the wearer's head is the area hit.
Any Attack which still gets past the Elf Helm's defense (any damage which will be applied) will still have a chance to be defended against by the common helmet absorb-deflect function (except, of course, against any results which state that the armour is ignored).

''Magic Helmets'' -- Just carefully read their description.  The magical effects will work regardless of the above common function. Otherwise, they will work the same as the common helmet rules give above.  So, for instance, if a player has a Dragon Helm which offers some protection (magically) against fire but no common Armour Value, then it will still have the absorb-deflect function against normal incoming physical Attacks.
This perk is a quick way to gain a level without having to pay for it!
Your Warrior immediately gains the next higher Battle-level with all accompanying benefits. This perk effectively turns a level-up into gaining two levels at the same time.

This is only one level of this perk. It is a one-time deal.  If a Warrior waits until gaining his next to last Battle-level (at level 9) to take this perk, that is when this perk is the most valuable (saving on the cost of training).

Prerequisite: Battle-level 2+ -- meaning a Warrior cannot gain this perk earlier than when training to Battle-level 2 (which would mean training from Battle-level 1 to 3 WITH this perk).

NOTE: This perk is unavailable when training to Battle-level 10 unless higher Battle-levels are introduced into this rule set (no plan for that at the present).

(based on Fallout perk fo the same name)
In SimultaneousCombat, //Initaitive Cycle// is the term that will be used to represent a single time through the Initiative Order. Each game turn may have several Initiative Cycles in it.

Assuming all combatants have 2 Attacks, we could go through two or three Initiative Cycles depending on whether any of the combatants decided to use TWO MovementActions in one Initiative Cycle.

Example of this scenario (where each combatant has 2 Attacks): Four level 2 Warriors and some Minotaurs are in a Combat.
First Initiative Cycle -- Each model remains in place and attacks their enemy(ies) in Hand-to-hand Combat. This uses 1 Atk for each combatant. Exception: the Elf decides to Fight Defensively and thus sacrifices 1 Attack for the -1 to be hit benefity.
Second Initiative Cycle -- same as the first one, except the Elf decides to move away using TWO MovementActions.
Third Initiative Cycle -- The Elf, now the only model with any Attacks left, shoots (with bow and arrow) at one of his enemies.
At the beginning of each ''Combat*'', each player should submit TWO 1D12 dice rolls -- or the GM can do it to save time.  The results will be used by the GM to compare with similar rolls by each group of monsters in the Combat.  Inititiative values are added to the 1D12 results.  This is used to determine the order in which the Combat actions of each model will happen.  Any results that are tied will then have a roll-off between the tied models.

Whenever a new group of combatants joins a combat already in progress, only the new group will roll Initiative tests to see where they fit into the order of the combat. Again, further tests will be rolled to settle any tied results.

All of this will require that the current Initiative order of the combat be clearly tracked. As GM, I will keep a written list for the combat and post it where the players can all see it.

This list will be called the //Initiative Order//, which will be followed to help organize & facilitate SimultaneousCombat.  Furthermore, one round through all the combatants during the game turn will be an InitiativeCycle.

* Notice that this has been changed from every turn to only at the beginning of a Combat.
Whenever a Warrior is reduced to ZERO Wounds or otherwise instructed in the To Hit tables (including both area hit and Critical hit concepts), and whenever certain NPCs and special monsters  (Iike some bosses for instance) are seriously wounded (often by being taken down to ZERO Wounds),  or sometimes even regular monsters where a Warrior has aimed at a certain body part successfully...  then the Injury Tables will need to be used. The GM (or players) will use the Injury Tables at the end of the turn for monsters on ZERO Wounds. The Injury Tables are purposely created differently for Warriors and monsters, though for some boss monsters it might be good to use the Warrior Injury Tables instead.

__''Warrior Injury Tables''__


__''Monster & NPC Injury Tables''__
This Warrior Trait could be useful to spell casters and priests alike. Your Warrior has the innate ability to increase the effects of a spell or blessing on occasion, but this comes at a cost.  This only works for effects which have a quantity of effect.

How it works: a number of times per adventure equal to the Warriors title advancement he/she may double the effect of a spell or blessing. For example, Healing Hands would heal 2 Wounds per target instead of 1. Vanquish (novice level) would either grant +2 Attacks (instead of +1) to one Warrior or +1 Attack to TWO Warriors. A +1 To Hit effect would become +2 To Hit. The Freeze spell damage OR number of targets would be multiplied by 2. The GM's discretion, or players' reasoning, should be consulted. If an effect seems too out of balance or too difficult to define, then just do not allow that particular spell or blessing to have Inner Power assistance.

The down side: For the first 1D3 turns AFTER using Inner Power to increase effects, the Warrior will be UNABLE to use the power from the Winds of Magic to cast a spell or attempt a blessing. This is cumulative. So, if a Warrior uses Inner Power twice in the same turn, then he/she will suffer in this manner for 2D3 turns.  Stored power (Power Tokens and power from items) may still be used to cast spells as normal.

Note concerning blessings and chance casting (like Elf Ranger Mage): during the time in which the Winds of Magic cannot be used, the caster/priest still may make the usual number of attempts to cast/bless, but unless adding power from an item which stores power, the attempt will NOT have anything added to the dice roll. So most things will require a //natural// 6 to be successful at Battle-level 1 -- but refer to the Warrior's particular rules for minum success roll needed (Priestess of Shallya, for instance, only needs 4+ to successfully pray to Heal Minor Wounds). Each point of power added from an item will modify the dice roll as usual, resulting in 6+ on the 1D6 needed to cast/bless.
This wiki is created specifically for the Very Advanced Quest game.  It is intended to only focus on how this game differs from my more normal Warhammer Quest games.  Otherwise the game will be subject to my normal rules and methods.  It will mostly be written from the viewpoint of a GM instructing his players and keeping himself consistent for running the game(s).  However, I will try to accomodate playing without a GM.  The same random tables I use as GM should pretty much be able to work for non-GMed games.

''Very Important Note:'' It is essential that the reader understand that this document assumes you have the original core books for Warhammer Quest -- the Rule Book and the Roleplay Book especially.  OldWarrior intends absolutely to avoid any Intellectual Property issues with Games Workshop.

Remember that in these wiki documents that usually a link which is in //italics// does NOT yet have any information.

Clicking on the MainMenu link will open the MainMenu in this center frame. AdvancedCombat is where most of the details of gameplay modifications will be explained (or linked to).  GeneralComments will give some instruction for gameplay.

If you want to find specific text anywhere in this wiki, use the Search box at the top of the right frame. It works very nicely.

You might need to enable Java Script to work in your browser to be able to view this wiki as it is intended.

Since I have relied heavily upon Xmind (the free version) to organize and develop this rule set, I recommend downloading and installing that mind-mapping software and using my [[Advanced WHQ Mind Map|http://www.goodsandgoodies.com/wq/AdvancedWarhammerQuest/AdvancedWHQ.rar]]* as a reference tool for playing this version of Warhammer Quest.

* *The Advanced WHQ Mind Map will be downloadable in rar format. I recommend Winrar (there is a free trial version). Please note that until this project is completed any download of that mind map or of this wiki document will be incomplete.  So, be prepared to download them once again after I announce that they are complete.

A fairly complete summary of changes for this rule set can be found in the SummarizedRulesVariations section.
Some results on the Critical Hit Tables might refer to the target being 'knocked down'. In such a case, if the 'knocked down' combatant is NOT 'unconscious', on ZERO Wounds, or otherwise incapacitated, then they can get up by spending an entire InitiativeCycle -- sacrificing the normal number of Attacks for an InitiativeCycle and one of their Movement Actions (if they still have at least one of them remaining in the GameTurn) in order to do so. While it is NOT the 'knocked down' combatant's turn in the InitiativeCycle, before they get back up (in other words), they are treated as PRONE.  However, in this more advanced rule set, the 'knocked down' combatant's enemies might choose to attack them while they are down.  If NOT incapacitated (as above mentioned), then the 'knocked down' combatant is easier to hit (+2 to be hit). IF incapacitated, then they can be automatically hit (treat this Attack as an Aimed Attack, declaring target area and rolling the Aiming 1D12 as well with +2 modifier, whether the Attacker chose that Fighting style for the turn or not). If it misses the area, then it is still an automatic hit, randomize area hit in such a case. This could lead to some serious rolls on the InjuryTables.
In addition to the normal training instructions that each player follows for his/her Warrior, the following improvements are included in this advanced game:

*__''Specialist Actions''__
**''Improvement'' -- Add +1 to any single Specialist Action the Warrior had BEFORE gaining this new level. Note that a Weapon Specialization cannot be improved in this manner.
**''New Specialist Action?'' -- Roll 1D6 as usual (per Roleplay Book). On 4+, you may choose another one of the SpecialistActions OR a new Weapon Specialization (for a weapon in which you already specialize or for another weapon type).
*__''Warrior Perks''__ -- Each time your Warrior gains a new Battle-level you may choose one of the WarriorPerks or an improvement of one the Warrior already has.  Perks have prerequisites.

NOTE: if you have the GiftedWarrior Warrior Trait, then this process is a bit different. Please refer to the GiftedWarrior section for more details. Also see SkilledWarrior.
Every time your Warrior gains a new Battle-level, he/she will gain +2 extra Starting Wounds (permanent) for each level of the Life Giver perk. These extra Wounds are gained whether the Warrior gains new Wounds from the Battle-leve table or not. These increases are NOT retroactive for previous Battle-level gains, but will be granted for the Battle-level gained at the time Life Giver is chosen. For example, if taken during Warrior Customization at the beginning of the game, then your Warrior will begin the game with an extra +2 Starting Wounds AND will gain an extra +2 Starting Wounds every time he/she gains a new Battle-level in the future.

__Prerequisites__
*Life Giver Level 1: Toughness 3+
*Life Giver Level 2: Toughness 4+
For each level of Light Step, your Warrior gets +1 to any Initiative tests required to avoid traps (when given the option).

__Prerequisites__
Light Step 1: Initiative 4+ ''or'' Luck 2+
Light Step 2: Initiative 4 ''and'' Luck 2+, ''or'' Initiative 5+, ''or'' Luck 3+

Note that if a Warrior Specializes in Avoid Trap (one of the SpecialistActions) or has the CautiousNature perk, or both, the modifier(s) stack(s) with Light Step and each other for trap avoidance.

(Based on Fallout 2 perk of the same name)
<<list all>>
MonsterAlignmentTable
MonsterBehaviorTable
To Hit Charts
*[[Melee To Hit Chart|http://www.goodsandgoodies.com/wq/pics/illustrations/AdvancedWQ/1D12-ToHitChart.jpg]]
*[[Balistic To Hit Chart|http://www.goodsandgoodies.com/wq/pics/illustrations/AdvancedWQ/1D12-BallisticToHitChart.jpg]]
ToHitResultTables
*''Melee Hit Tables''
**
**
**
*''Missile Hit Tables''
**
**
**
*''Critical Hit Tables''
**Critical Hit Table
**Extremely Critical Hit Table
InjuryTables
*Warrior Injury Table
*Monster Injury Table
For each level of Lucky Warrior, your Warrior gets +1 Luck permanently.

__Prerequisites__
*Lucky Warrior 1: no prerequisite (maybe be chosen at beginning of game)
*Lucky Warrior 2: First Battle-level Title Advancement
*Lucky Warrior 3: Second Battle-level Title Advancement

(partially based upon the Gain Luck perk of Fallout 2)
//The mage has always had a feel for the presence of magic as well as a strong constitution, or natural resistance, against harmful magic effects. Yet, he seems to attract magically dangerous encounters as well!// Only Warriors which can cast spells can have the Mage Sense Warrior Trait.

The mage begins the game with Magic Resistance 6+ and it gets +1 better each time he gains a new title (maximum of Magic Resistance 3+).

Unfortunately, he/she also exudes a strong magical presence which often attracks the unwanted attention of evil magicians or sorcerers! For each Monster Event rolled which does not include an enemy spell caster, roll once more on the monster table for each Warrior that has the Mage Sense trait (so, roll twice more if you have two with Mage Sense). If this extra roll includes a spell caster, then the Warriors must fight that group instead of the group rolled in the first result.
For this tiddler, the word //spell// may be assumed to stand for magic spell, blessing and prayer. Also, //spell caster// will be assumed to refer to any metaphysical caster/priest/prophet/missionary or whatever type of Warrior uses a similar game mechanic for their academic/metaphysical ability(ies).

During Combat, there is a Magic Phase at the beginning of the Combat Phase. Also, for [[GameTurn]]s in which there is more than one InitiativeCycle, there will be a Magic Phase at the beginning of each InitiativeCycle.

During each Magic Phase, each spell caster will be allowed to cast one spell (or attempt to do so if it fails). They will do so in the Combat Initiative Order. Generally, any type of spell may be cast at this time.

Warriors will be limited to casting their Attack spells during the Magic Phase. However, they may trade one Attack for one spell during the Physcal Combat part of an InitiativeCycle if they are desperate and have the resources to cast another spell.  The only limit to how many times this can be done is the Warrior's Attacks Characteristic and however that is divided up throughout the [[InitiativeCycle]]s.

For example, if a Wizard has 2 Attacks, and has plenty of power, he/she could cast one Attack spell during the Magic Phase, then trade one Attack and cast a defensive spell during his turn in the Physical Combat phase of the same InitiativeCycle. In the second InitiativeCycle of the same GameTurn, he can then cast a third spell (say he wants to use another Attack spell) during the Magic Phase of the second Initiative Cycle, and then he might wish to cast a third Attack spell (fourth spell of the GameTurn) during his turn in the Physical Combat phase (of the second Initiative Cycle) by trading his second Attack.

Healing spells may be used within the above structure of Magic Phase and Physical Combat phase casting, the same as Attack and Defense spells, but they are also allowed to be used freely just before the end of the GameTurn in the Reaction Phase -- as long as the Warrior spell caster still has some resource (power, magic object, and/or Warrior rules allowance) to be able to do so. Some chance casters (including some blessings, prayers, and Elf Ranger spells) have a limit on how many attempts they can make per GameTurn (see the Warrior's rules for details). In such a case, they can usually NOT attempt to cast any more in the same GameTurn once they have reached their maximum number allowed.

For monsters, this is a more simple issue. They will generally only cast their spells during the Magic Phase. Also, if they have multiple spells or spell attempts per GameTurn, then they will generally attempy to cast one per InitiativeCycle.
''Main Menu''

[[Introduction]]
SummarizedRulesVariations

AdvancedCombat
[[Encumbrance]]
Experience-Gold-RandomBounty
GeneralComments
MonsterManagement
ListofTables
RandomTreasure
WarriorCustomization

ListAll
MainMenu
(Open in main Frame)

This is a one-time permanent +1 modifier to all attempts to pick locks and to succeed at any form of stealing (stealthily; face-to-face robbing not included).

(based upon the concept of the Fallout perk of the same name)
For each level of this perk, your Warrior gets +10% gold above the sell value of every item he sells in a settlement. For instance, if an item sells for 100 gold, a level-one Master Trader will get 110 gold for the item, while a level-two Master Trader will get 120 gold for the same item.

There are three levels of the Master Trader perk.
No prerequisites.
Instead of the monsters all shooting first, which would happen in the normal rules at the beginning of the Monster Phase, but (as I understand it) AFTER any monster magic casting, I think it best to handle the monsters like the Warriors.

What this means is that monsters will only be allowed to shoot during their own individual turns in the Initiative Cycle(s).

If they only get one shot with a missile weapon, then they may shoot in the first Initiative Cycle of the Game Turn. OR, if they cannot shoot, they may make up to two attempts (escape pinning attempt) to move away from their opponent -- trading their one missile Attack for one Movement Action -- and then try to shoot in a later Initiative Cycle (probably the very next one). IF it is impossible to move away, then they will just do a melee Attack.

If they succeed to move away with just one Movement Action (by successfully escaping pinning), then they will shoot in the first Initiative Cycle.

''Clarification:'' IF any combatant is adjacent to an enemy, the combatant will NOT be allowed to shoot unless there is a specific exception to the rules for their type of missile weapon (which I DO have/allow for the Gunfighter* and have had in the past for the Imperial Noble's Duelling Pistol {do not think this one will continue though}. I treat all adjacent enemy combatants as pinned UNLESS they MOVE OUT of being adjacent (per the WHQ FAQ concerning the Elf's Auto-Escape Pinning ability).

* *Concerning the Gunfighter's exception -- I think it is implied, because of the way his rules read and because of his special limitation of only having ONE melee Attack for his entire career -- all of his Attack Characteristic increases only applying to ranged Attacks.
This will be used to determine whether a new group of monsters and/or the monster group(s) already in a Combat will attack other monsters in addition to the Warriors.
Whenever a new group arrives during a combat, I will likely roll on the following table (or one similar after further modified)

|''Monsters' Alignment Table''|
First look up the type of new monster group(s) below, then roll 1D6 if there is a value other than //A//. In some cases, roll to see if the new group is of a certain faction (tribe or clan for instance).  Generally, if a group of monsters attacks another group, then those being attacked will return the favor.
 (A = automatically, otherwise the value = minimum result of the 1D6 for them to divide their attacks between Warriors and monsters throughout the current combat) (6 is least likely, 2 is most likely.)
*''Chaos''* (roll for random faction if not indicated: Tzeentch, Khorne, Nurgle, Slaanesh, Chaos Undivided)  (If a Chaos Lord or Greater Daemon is present, then roll 1D6 first. On 3+, the Lord or Greater Daemon (of same Chaos god) keeps them focused on the Warriors {do not roll below} -- same applies if a very powerful Chaos boss is present)
**Tzeentch versus Khorne (and vice versa) = A
**versus other Chaos factions = 4+
**versus Undead = 6 (?)
**versus all others = 3+
*''Chaos Dwarfs''
**versus Dark Elves
***Warrior Dwarfs present = 3+
***No Warrior Dwarfs present = A
**versus all others 4+
*''Dark Elves''
**versus Chaos Dwarfs (see two options below)
***Warrior Elves Present = 3+
***No Warrior Elves Present = A- versus all others = 4+
*''Greenskins'' (roll for chance of being of a different tribe: 1D6, 5+ = different tribe)
**versus Chaos Dwarfs = 2+
**verus Dark Elves = 3+
**versus another Greenskin tribe
***When Dwarfs are present = will NOT fight Greenskins
***When Dwarfs are NOT present = 5+
**versus all others = 4+
*''Lizardmen''
**versus Skaven = A
**versus all others = 4+
*''Monsters'' (generic catagory)
**versus all others
***When any monster Sorcerer is present = 4+
***No monster Sorcerer is present = 2+
*''Skaven'' (roll for Clan first: 1D4, Moulder, Eshin, Pestilens & Skryre)
**versus another Skaven Clan = 4+
**versus Lizardmen = A
**versus all others = 4+
*''Undead''
**versus all living creatures = A
**versus Chaos Daemons** = 6

NOTES:
 * I am somewhat aware that Chaos Warriors are aligned with Daemonic factions in the Warhammer World, but unless we end up with those factions of Chaos Warriors as monsters in my game(s), then I think the Chaos Warriors would have to randomly pick which faction they fight for whenever those factions happen to fight each other.
 ** Undead versus Chaos Daemons here is a purposeful distinction, because living Chaos creatures draw the animosity/hunger to devour of the Undead (IMO). So, with some Warhammer World  info, I still think this works, but Chaos living creatures will NOT be likely to attack the Undead (if unprovoked).
I do NOT plan to get into the DnD-like moral alignment (Good, Evil, Neutral, and etc...).
I plan generally that the races will not attack their own kind/same race as themselves unless some sub-division (faction -- as in sub-race or tribe, or clan) issue is involved (especially if a story dictates). Some exceptions: Skaven betray other clans; Chaos are prone to fight each other (divided by gods); and Orcs of different tribes tend to fight each other except when working together against common enemies.
IF a sorcerer is present as part of the new group, then this dynamic will possibly be different (a modifier or different table) as I will assume the sorcerer will influence the rest of the race/faction.
IF a scenario (story) otherwise dictates, then that will generally overrule (or even dispense with) table.
Generic Armour for Monsters.

General rules for generic/common monster armour is that a helm or shield can only have a maximum of 2 Toughness. body armour can have a maximum of 3 Toughness at lower levels, but the body armour limit is increased for monsters with an armour rating higher than 5. Also, for area hit damage resolution, body armour will also protect legs. Shields will protect the arms.

Monster which are not humanoid in their body shape, but have armour, will generally (if not always) be considered to be armoured with body armour -- or, in some cases, by a tough external shell.  For instance, a Griffon's armour value of 4 is considered body armour.

Dragons are considered to be armoured by their hard scales which cover them almost everywhere. Certain Attacks which ignore armour will somehow get under or around their scales or will hit a vulnerable, unprotected portion of their body.

Most monster's Magic Armour is body armour. Often, unless a magic weapon or Critical Hit ignores said armour's protection (Toughness modifier), then the monster will enjoy better protection than the generic armour equivalent.

In the tables below, the word //armour// will stand for body armour.

Look up the monster's Armour value and roll the dice indicated, then look up the result to know what specific common armour items the monster is wearing. The value in parenthesis after each piece of armour shows how much of the total armour value is provided by that item.

''Monsters Common Armour Table''
*__Armour 1 (1D3)__
**1 = helm(1)
**2 = shield(1)
**3 = armour(1)
*__Armour 2 (1D6)__
**1 = helm(1), shield(1)
**2 = helm(1), armour(1)
**3 = armour(1), shield(1)
**4 = helm(2)
**5 = shield(2)
**6 = armour(2)
*__Armour 3 (1D8)__
**1 = helm(1), shield(1), armour(1)
**2 = helm(2), shield(1)
**3 = helm(1), shield(2)
**4 = armour(2), helm(1)
**5 = armour(1), helm(2)
**6 = armour(2), shield(1)
**7 = armour(1), Shield(2)
**8 = armour(3)
*__Armour 4 (1D8)__
**1 = helm(2), shield(1), armour(1)
**2 = helm(1), shield(2), armour(1)
**3 = helm(1), shield(1), armour(2)
**4 = helm(2), shield(2)
**5 = helm(1), armour(3)
**6 = shield(1), armour(3)
**7 = shield(2), armour(2)
**8 = helm(2), armour(2)
*__Armour 5 (1D6)__
**1 = helm(1), shield(2), armour(2)
**2 = helm(2), shield(1), armour(2)
**3 = helm(2), shield(2), armour(1)
**4 = helm(1), shield(1), armour(3)
**5 = helm(2), armour(3)
**6 = shield(2), armour(3)
*__Armour 6 (1D6)__
**1 = helm(2), shield(2), armour(2)
**2 = helm(1), shield(2), armour(3)
**3 = helm(2), shield(1), armour(3)
**4 = helm(1), shield(1), armour(4) 
**5 = shield(2), armour(4)
**6 = helm(2), armour(4)
*__Armour 7 (1D3)__
**1 = helm(2), shield(2), armour(3)
**2 = helm(2), shield(1), armour(4)
**3 = helm(1), shield (2), armour (4)
*__Armour 8 (1D3)__
**1 = helm(2), shield(2), armour(4)
**2 = helm(2), shield(1), armour(5)
**3 = helm(1), shield(2), armour(5)
At the beginning of each turn in combat, the GM will roll on the Monster Behavior Table to see how each group of monsters will act duing that turn (i.e. fight normally, FightParrying, FightAiming, & etc...). This seems to favour melee fighters as far as completeness, BUT I would just add a note that any portion that does not apply would just be ignored. I need a better word than //Redistribute// -- maybe //Regroup//. That seems more of a defensive term...
NOTE: By default each turn (and each Initiative Cycle as appropriate) monster sorcerers and missile troops will generally try to escape pinning and move out of hand-to-hand combat. They will attempt to move where they can still see to shoot and/or cast spells. But, still roll on the following table, because the result may still apply, especially if the monster fails to escape pinning.
Also, once a monster has chosen (randomly) its target at the beginning of the turn, it will generally attack the same enemy throughout the GameTurn unless the first target is slain.  What normally applies then in the case of the LARGE Monster rule, will apply to most monsters -- being allowed to use their Attacks on different targets when other targets have fallen. This is consistent with allowing a monster to perform a [[Death-Blow]].

(TENTATIVE)

|''Monster Behavior Table''|
''Roll 1D12''
1 = Fight as Normal
2 = Fight Normal, & Escape Pinning/Redistribute forces*
3 = Fight Aiming
4 = Fight Defensively** (IF have more than 1 Attack)
5 = Fight Defensively & Aiming 
6 = Fight Defensively, & Escape Pinning/Redistribute
7 = Fight Parrying
8 = Fight Parrying & Defensively (IF have more than 1 Attack)
9 = Fight Parrying & Escape Pinning/Redistribute
10 = Fight Agressively
11 = Fight Agressively & Parrying
12 = Fight Aggressively * Escape Pinning/Redistribute

''*''Escape Pinning/Redistribute -- only if some special rule does not prevent this (like GangUp).  Each monster that is pinned normally, will have some sort of Initiative based Escape Pinning value assigned (probably using the same 1D6 values as Warriors have). Some few might get //Auto Escape Pinning// like the normal Elf, but that is the same as the //Never Pinned// Special Rule.  This idea of redistributing the monsters also will help to accomodate the new concept of Monster Alignment (see  MonsterAlignmentTable).  Also, even if a monster fails to escape pinning, then it CAN still change targets as appropriate to another adjacent enemy.

Fight Defensively was normally something a Warrior could do. Now, monsters with more than one Attack MIGHT sacrifice one Attack to do so, thus gaining a -1 to be hit benefit. Perhaps at higher levels it will be a formula of Monster Attacks / 2 = the random number of Attacks (roll 1D{random number}) the monster will give up to gain -1 to be hit per Attack given up.

__Quick notes for further editing__
Defensively = give up 1 Attack for each -1 to be hit this turn
Aggressively = +1 to be hit by enemies BUT get a damage bonus on each successful hit (Level 1-3: +1 wound, Level 4-6: +2 wounds, Level 7-9: +3 wounds, Level 10: +4 wounds)
Fight Aiming = -1 Attack (except if they have only 1 Attack), -1D3 places in the current Turn's Initiative Order, + greater chance to hit the declared target area (must have a table for the monster's declaration), a greater chance on the Critical Hit Table to have extra effects against the target.
It will benefit any model with only 1 Attack especially. -1 Attack to represent slower actions while aiming (but the model gets at least 1 Attack). This will be especially useful to missile troups which are limited to only 1 Attack with their missile weapon. One drawback: -1D3 to the Initiative order (act up to three places down the list within the division of Missile Attacks OR Melee Attacks respectively -- hmmmm.... missile and melee Attacks might be more interspersed than at first I thought...) This fighting order penalty will also help to show the attacker is acting more slowly while aiming. Also,a model may NOT move more than half of its Movement in order to aim. (so Move limit is halved, round DOWN)(see MovementActions).
Parrying = -1 to hit enemies this turn, But chance to parry many incoming successful blows (see FightParrying). Critical Hits & Extremely Critical Hits CANNOT be Parried by this method. A Magical Parrying Blade.. maybe.
A list of things the GM, or group of players, should do to manage the monsters.

*__''At the beginning of each Combat/Monster Event''__
**Monster Equipment:
***Roll the treasure (see RandomTreasure) for the Event. If the treasure is something one of the monsters could use, then determine whether they do use it -- roll 1D6, on a roll of 1, 2, or 3, a random monster does use it. On 4+, it is only carried by the monster(s).
***IF any monsters have an Armour value, roll on Monster Common Armour Table (see MonsterArmour)
**MonsterPlacement
***IF monsters on the board already, roll on MonsterAlignmentTable -- this will affect how the monsters are placed.
***Refer to each monster's equipment (above) to see if this affects placement
**Roll 1D12 for each monster (and Warrior) to determine their Initiative Order (see InitiativeTests & SimultaneousCombat for many more details).
***If monsters already present, roll only for the new monsters to see where they fit in. (Important to keep results from all combatants for this reason)
*__''At beginning of each Turn''__
**Roll on MonsterBehaviorTable for each specific type of monster in the combat. This should be done in the Declaration Phase AFTER the players have declared any FightingStances for their Warriors this turn. The specific target of each monster's Attacks will be determined at the beginning of the monster's turn in the first InitiativeCycle of each GameTurn.
Monsters will be placed in a room if they are room-generated unless they have missile weapons, but might not always be placed adjacent to the Warriors. Monsters generated by UnexpectedEvents may sometimes be treated more like groups of wondering monsters and might sometimes be placed often barely in sight of the Warriors, or even just out of sight, but see MonsterSpecialRulesMods too.
[[Ambush]]
EscapePinning //n//+
GangUp
[[Hate]] //race//
NeverPinned
Unlike normal Warhammer Quest, I am going to allow Warriors to use their movement more fluidly during Combat. In other words, moving can be done first (same as normal rules), OR it may be done partially BEFORE attacking, between Attacks, AND/OR AFTER Attacking.

The primary difference then between characters like the Wardancer and the Martial Artist is that they CAN carry on a death-blow after moving one or more spaces, while other Warriors CANNOT do so.  Other Warriors CANNOT carry their same melee Attack to other targets which require them to move to reach them, while the Wardancer and the Martial Artist CAN do so.  I basically stated the same thing twice -- in two different ways, trying to make sure we all understand.

Example: a Barbarian (level 1) who is berserk, can attack and slay several adjacent Goblins with a single Attack (by death-blow) and then move into base contact with other enemies and start his second Attack from the new position.  Given the nature of Simultaneous Combat, this could prove quite interesting, since several models (friend and/or foe) could have moved between these two Attacks.

''Movement Actions'' -- Instead of a fixed Movement opportunity with maximum Movement points (squares or movement), now each combatant will have TWO Movement Actions in each turn of the Combat. Details follow...
*1. Each model's Movement for the turn will be divided into TWO Movement Actions. Formula = Movement divided by 2 = 1 Movement Action. Allowing the player or monster to have any odd square of movement for either Movement Action (a flexibility for the rule). This then gives each combatant a total of TWO Movement Actions each game Turn, even though their total movement and squares they can move per Movement Action will vary (especially among the monsters).
*2. In addition to the number of Attacks each model gets in each InitiativeCycle during the turn, they may use ONE Movement Action. IF they wish to use TWO Movement Actions at once, then they may do so by delaying one Attack for that cycle -- thus pushing that Attack into the next Cycle.
*3. This will accommodate all sorts of movement and Attacking combinations while still helping everyone to know what is allowed and what is not.
See [[Example of Simultaneous Combat with new Movement Rules]]

''Monsters Escape Pinning --'' I plan to make use of my new EscapePinning monster special rule. See that tidler for info on how this will be calculated.  So, part of the MonsterBehaviorTable will include the possibility that monsters will seek to escape pinning in order to change targets and/or Combat strategy. Any monster special rule which says that the monster is not pinned (like //Never Pinned//, //Fly//, and //Ethereal//) will be treated like the Elf (auto escape pinning, see NeverPinned).

''Pinning --'' With more fluid movement involved, the pinning rule must be modified. It will still work as normal, BUT NOW a Warrior (or even a monster) might need to escape pinning more than once in the same game turn in order to be able to take advantage of splitting up their movement.

This type of more fluid movement should make more Combat strategy options.  For instance, a Wizard might wish to move in close and attack with his Sword of Stone (or other magical blade) and then move away (escaping pinning if needed), hopining that another Warrior will prevent a surviving monster from retaliating.  This might encourage an Elf to become even more versatile, since an Elf has such good Weapon Skill and TWO Attacks at level 2!

''Clarifications --'' I do NOT consider a Warrior (or monster) to have escaped pinning IF they do NOT actually move after passing their Escape Pinning test. AND, in reference to stopping adjacent to a foe, the Warrior is then immediately pinned again (//stopping// is here defined as NOT moving anymore before using the next Attack). In other words, an Elf could NOT move away from a Minotaur and stop next to an Orc and then shoot an arrow back at the Minotaur. The Elf would have to stop moving in a square which is NOT adjacent to any monster in order to be able to shoot.

Oh, and YES, it will still be a 1D6 dice roll as normal (to escape pinning).

Another thing that should be clarified is that if ALL foes are killed, then the model is no longer pinned. So, I will allow a Warrior to move, Attack and kill all adjacent monsters with his Attack (including death-blow) AND move again (if desired) before the GM activates the next model (or group) according to the Simultaneous Combat Initiative rotation for that turn.
When you select this Perk, there is a chance (30% + (2x Luck)) that your character will gain a temporary ally, whenever a new Unexpected Monster Event happens.
The Mysterious Stranger will be randomly generated as a Warrior of the same or up to three levels lower than your Warrior. Alternately, the player may choose what type of Warrior the Mysterious Stranger will be, but still roll for the beginning level below.
Roll 1D4 the first time the Mysterious Stranger appears to determine the level.
*1 = Your Warrior's level -3 (but not less than Battle-level 1)
*2 = Your Warrior's level -2 (but not less than Battle-level 1)
*3 = Your Warrior's level -1 (but not less than Battle-level 1)
*4 = Same as Your Warrior's level

From then on, the Mysterious Stranger will level up each time your Warrior gains a new level. Use the Mysterious Stranger's Warrior class' rules, only improving him by the normal training methods for that Warrior type. The Mysterious Stranger does not visit settlements like a normal Warrior. He just appears at times when needed in the dungeons.

If the Mysterious Stranger 'dies' in combat, he will disappear for the rest of the dungeon. At the start of the next Adventure, the Mysterious Stranger is alive and back to normal, ready to sometimes show up to help again.

The player may control the Mysterious Stranger for the duration of any combat in which he/she appears.

There is only one level of this perk.

There is no prerequisite for this perk.

(based on the Fallout 2 perk of the same name)
''Never Pinned = Auto Escape Pinning'' -- just like the Elf Warrior has.
This is definitely not a "Tank Warrior" ability.  Only Elves, Halflings, spell casters, archers, thieves, rangers and the like can acquire this perk.
Each one of this perk's two levels grants one extra Movement Action per combat turn.  The Nimble Foot Warrior's Movement (1/2 to determine a normal Movement Action) is rounded down for this purpose. So, if a Warrior with Nimble Foot 1 normally has  Movement 5, then his extra Nimble Foot Movement Action each GameTurn will be 2 squares.  Each of these extra MovementActions is otherwise subject to all the normal rules of the game.  So, with this perk a Warrior will have up to three MovementActions available each Turn.

Special Condition: In order to use any Nimble Foot extra Movement Action in a GameTurn, the Warrior with this perk must begin the turn with Current Movement (as modified by anything) of 2+. In the case of only 2 Current Movement, the Nimble Foot Movement Action will only be 1 square.

Just to be clear, Nimble Foot does NOT affect non-combat Movement. Also, Barbarians, Chaos Warriors, Dwarfs, Ogres, Friendly Giants, and similar Warriors cannot gain this perk.

__Prerequisites__
Nimble Foot 1: base Movement 4
Nimble Foot 2: same as Nimble Foot 1 PLUS Second Battle-level Title advancement (Hero level for most Warriors)

(based on Bonus Move perk in Fallout 2)
OldWarrior
Your Warrior favours his dominate hand far more than the average Warrior. So much so in fact that he is very good at using all one-handed weapons, both melee and missile!
The One Hander gains +1 to hit with all one-handed weapons (including pistols!), but suffers -2 to hit with all two-handed weapons (including bows!).
This is an excellent trait for Warriors which normally cannot use most, or any, two-handed weapons.
The Ogre Warrior and Friendly Giant (and any other Warrior type which suffers no penalty for using two-handed weapons) CANNOT choose this trait.

(based on the trait of the same name in Fallout)
Suitable for treasure hunters, thieves, and Ogres!
This perk grants an additional +8 slots (squares) to your Warriors' Backpack. However, whenever actually using this extra capacity, your Warrior suffers -1 to his current Movement Characteristic. With the new MovementActions rules in Combat, that Movement Penalty could make quite a difference in combat.

__Especially Appropriate Classes for this Perk__ (though all may choose it)
*Goldhunter
*Halfling Thief
*Ogre (with their love for 'shiny' things
*Outlaw
*Pirate
*Thief

(based upon a trait of the same name introduced in Fallout 2)

The SmallFrame trait and Pack Rat perk can work together, but the Pack Rat bonus AND penalty is added AFTER deducting from the Warrior's base Backpack size (due to Small Frame). In other words, the Small Frame trait makes the Pack Rat Movement penalty to be more often active in gameplay. So, part of the benefits of Small Frame (+1 Move) is countered by the Pack Rat Movement penalty when the small Warrior gets overloaded with stuff!
This perk is useful to lessen travel time in the Old World.
*Level 1: Roll 1D6 each time your Warrior is to travel for two weeks or longer. On 5+, deduct one week from the travel time (one less Hazard). If for any reason two or more weeks are added (by a Hazard) to your Warrior's journey, then you may roll 1D6 again and deduct one week from that amount of travel as well (on 5+). This attempt may be made for each new instance of travel time added to your Warrior's journey.
*Level 2: same as level 1, but succeed on 3+.
*Level 3: same as above, but  this perk is automatically successful!
Note that if your Warrior has, or acquires, a Warrior skill which lessens his travel time, then this perk will still work the same as above on the adjusted amount of travel time which is at least two weeks in length. So, for example, if an Elf has the Forest Walker skill (-1 week travel), then the Path Finder perk may still be used for traveling to a town or city, but NOT for a two-week trip to a village, since the Forest Walker skill already reduces that trip to only one week.

__Prerequisites__
Level 1: Initiative 3+
Level 2: Initiative 4+
Level 3: Initiative 5+
Your Warrior has the expert skill of packing more powerful punches with his powder weapon(s).
Your Warrior's gunpowder-based Attacks (with a gun) which actually hit are more likely to be Critical Hits (but Extremely Critical Hits still require a //natural// 12 to hit.) If your gunpowder shot hits (on the 1D12 dice roll, according to the normal rules), if the to hit result is a 10+ (instead of the normal standard of 11+), your Attack is treated as a Critical Hit (roll on the Critical Hit Table).

There is only one level of this perk.

__Prerequisites__
*must be able to use a gunpowder weapon
*Battle-level 2+

(based in part upon the Fallout 2 Sniper perk)
If your Warrior passes a 'passive Initiative test' at the beginning of any Monster Event in which your Warrior is NOT already in hand-to-hand combat, he may shoot his missile weapon once (unless it needs to be reloaded first!) for free. This means that it does not count against his normal Attacks for the first turn of combat immediately after a new group of monsters arrives.  This free shot may happen even before ambushing monsters Attack.  Technically, it also happens before any determination of the Initiative Order for the combat, or for any modification of it due to a new group of monsters arriving during a pre-existing combat. The use of this skill does NOT affect the normal option to fight defensively or parrying versus ambushing monsters. That is a separate test and function. This also means that the Warrior can switch to a melee weapon with no penalty, in order to defend against his foes in melee combat.

__Pro Shooter Levels__
*1: as above
*2: +1 to the passive Initiative test for this purpose
*3: +2 to the passive Initiative test
*4: +3 to the passive Initiative test

The only prerequisite is for Proshooter 1 (level 1) for a Warrior starting out: The Warrior must begin with a missile weapon, or some sort of item or ability which works much the same (requiring a Ballistic Skill dice roll to hit) as part of his/her normal beginning equipment and weapons. Non-missile type Warriors are not allowed this perk (two examples: Bretonnian Knight, Chaos Warrior -- unless he has an artefact or attribute that works with Ballistic Skill).
Some who cannot get level 1 of this perk when starting out include: Barbarian, Wizard, Friendly Giant (one of my custom Warriors, which CAN throw Spears or improvise by throwing non-throw weapons too). However, IF one of these Warriors which normally do not begin with a missile weapon decides to choose a Weapon Specialization for a basic beginning missile weapon, then (per WarriorCustomization, they would get a missile weapon determined by GM)  he/she may then choose this perk during Warrior Customization at the beginning of the game.
Whenever your Warrior is KnockedDown (but NOT unconscious), instead of taking an entire InitiativeCycle to get back up, he may get back up by sacrificing just one Attack OR one of his MovementActions.

This perk only has one level.
Prerequisite: none.

(based on the Fallout 2 perk of the same name)
+1 to all Combat Initiative Tests which are used to determine the Initiative Order for the combat.

There is only one level of this perk.

Prerequisite: Initiative 4+ OR Battle-level 3.
See EscapePinning for how these modifiers influence a monster's Escape Pinning value for these advanced rules.

*__''Class Modifiers''__
**Assassin: +1
**Missile Troops*: +1
**Sorcerer: +1
** *non-stationary, single shooter. In other words, Warpfire Thrower and Jezzail teams do NOT get this mofifier.


*__''Race Modifiers''__
**Daemon: +1
**Dark Elf: +1
**Goblin*: +1
**Skaven**: +1
** *Hobgoblins and Snotlings are considered as Goblins for race modifier.
** **Giant Rats and Rat Ogres are considered Skaven for race modifier.
|Dungeon Room Treasure|
Roll for treasure each time a group of monsters arrives -- keeping the result secret until after the monsters are defeated. BUT, the reason for rolling WHEN they are placed is that some monster MIGHT get to use the treasure item during the combat! ;) If it is result #12, it will definitely NOT be something the monster(s) will use, but rather carried in a bag or whatever...
First of all, there is a chance the Warriors get a Magic Weapon (armour or item, from monster Special Rules) that a monster WAS using. 5+ on 1D6. IF NOT (from bad roll OR none present), then use the following method:
1D12
*''1-6'' = a random something common the monster(s) was (were) using.
*''7-10'' = normal treasure roll (using my normal random treasure methods)
*''11'' = GM rolls random choices given below (in number 12), leaving out the random gold option (1D4).
*''12'' = The leader chooses from one of the following five random methods:
**1. Take a Treasure Card (using my full Treasure Card table)
**2. Random Treasure from group database (sort of chance roll in itself!, like a Chance card in Monopoly)
**3. Random from Weapons & Armour Table (Roleplay Book)
**4. Random from Magic Items Table (Roleplay Book)
**5. Random Gold Table -- Each Warrior roll 1D6 (rerolling any results of 1)
***1 = reroll (normal random table = no gold)
***2 = 25 gold
***3 = 50 gold
***4 = 100 gold
***5 = 200 gold
***6 = 400 gold

|Objective Room Treasure|
All Toughness tests against disease now have this Specialist Action Modifier +1 for each time this is chosen as a Specialist Action.
Also, there is a chance that Resist Disease can prevent the plague effect (-1 T per incident) of the monsters' //Plague// Special Rule. Upon specializing in Resist Disease your Warrior may ignore the effect of the //Plague// Special Rule (each incident of it) on a //natural// 6 on a 1D6.  Each additional improvement to Resist Disease adds +1 to this ability (//Resist Disease// 5+, 4+, and etc...).
All Toughness tests against poison now have this Specialist Action Modifier +1 for each time this is chosen as a Specialist Action.
Also, there is a chance that Resist Poison can prevent the poison effect (-1 Str per incident) of the monsters' //Poison// Special Rule. Upon specializing in Resist Poison, your Warrior may ignore the effect of the //Poison// Special Rule (each incident of it) on a //natural// 6 on a 1D6.  Each additional improvement to Resist Poison adds +1 to this ability (//Resist Poison// 5+, 4+, and etc...).
A Rogue Warrior is one that tends to have a more questionable moral character, or is at least perceived this way by his deportment. Most Warriors may choose this trait. However, some of the more 'moral' types may not (Warrior Priest, Bretonnian Knight, Witch Hunter, and etc...). Generally, any Warrior whose rules prohibit visiting the Alehouse or the Gambling House (or both) ''cannot'' have this trait.

''Gutsy?'' -- Whenever rolling a Will Power test to resist going along with any type of illegal activities, the Rogue Warrior has a -1 modifier to his test.

''Guilty (until Proven Innocent)!'' -- Whenever being accused of something, a Warrior with this trait will be more likely to come away with an unfavourable result. Roll twice on any random tables and take the worst of the two results. One point of Luck may be spent to take the better result, or to reroll IF the two results are the same.

''Greedy'' -- Also, your Warrior has a great tendency to 'look out for number one'. Practically, this means that he is more greedy. He should roll at least SIX 1D6s when 'rolling for gold' (by the Roleplay Book method) -- or, if using another random gold method (like a table), roll TWO sets of dice and the Rogue Warrior gets the lowest of the two if the two results are different; BUT, he/she gets double the result IF the two results are the same! This represents how gold often seems to slip through the fingers of greedy characters and at other times they seem to get more of it!

''Glutten (for punishment)'' -- A Rogue Warrior MUST visit the Gambling House (at least once) and the Alehouse as soon as possible in every settlement they visit (only in a town and city for Gambling House). The order is not important as long as they visit BOTH before doing any other normal business (even before training).

''Guile'' --
*A more 'positive' side of this trait makes it easier for the Warrior to find places that are illegal or of less than upright reputation. To find such a Special Location, add +1 to the dice roll. For instance, a Chaos Warrior with this trait will sometimes find a Chaos Temple more easily and any Rogue Warrior trying to find the Gambling House will also add the +1 to their roll.
*Also, being of a suspicious nature, your Warrior gains a +1 bonus to any passive Initiative tests related to combat and the avoidance of traps.
For most things the usual Rule of 1 and 6 will apply, but for the new 1D12 To Hit roll, we now have ''The Rule of 1 and 12''.  Very much the same as the Rule of 1 and 6. Regardless of the number of To Hit modifiers -- negative and positive -- a //natural// 1 always is a miss and a Critical Miss at that, and, a //natural// roll of 12 is always a hit and also is an Extremely Critical Hit.
Your Warrior excels more than the average when shooting and/or aiming with a missile weapon.
For each level of this perk, your Warrior may decide for every missile Attack, before rolling the To Hit dice, whether to add +1 to the To Hit result OR to add +1 to the area hit table if aiming the shot. If modifying the To Hit result, the modifier does increase the chance of getting a Critical Hit, but NOT the chance of an Extremely Critical Hit. Extremely Critical Hits require a //natural// 12 on the 1D12.
With level 2 and 3 of the Sharp Shooter perk, your Warrior may choose to apply the modifiers separately to the To Hit result and to the Aiming 1d12. For example, Sharp Shooter 2 would allow a Warrior to add +1 to the To Hit result AND +1 to the Aiming 1D12; OR, +2 to the To Hit result; OR, +2 to the Aiming 1D12. The Sharp Shooter must state how the modifiers will apply BEFORE rolling the To Hit dice.
Note: thrown weapons are NOT modified by Sharp Shooter.

__Prerequisites__
*Level 1: Elves, none (may start out with Sharp Shooter level 1); Warriors of less than Initiative 3 at Battle-level 1 require Battle-level 3;  All others, Battle-level 2.
*Level 2: Elves, Battle-level 4; Warriors of less than Initiative 3 at Battle-level 1, Battle-level 6;  All others, Battle-level 5.
*Level 3: Elves, Battle-level 7; Warriors of less than Initiative 3 at Battle-level 1, Battle-level 9;  All others, Battle-level 8.

(based somewhat upon the Fallout 2 perk of the same name)
''Versus Melee Attacks''
Every combatant that is currently holding a shield will be able to attempt to block incoming melee Attacks, but ONLY those types of melee Attacks which hit the arm(s) or torso.  This is handled similar to FightParrying, but is NOT one of the FightingStances, AND FightParrying is against ALL melee Attacks and not just those that hit the arm or torso.  The shield bearer should roll 1D12 versus each incoming melee Attack that would hit the arm(s) or torso.  To succeed in blocking, the result must be higher than the Attacker's To Hit result.  Critical Hits and Extremely Critical Hits cannot be blocked.

__Weapon Skill Deficiency__ -- If the defender's Weapon Skill is less than the melee Attacker's Weapon Skill, then the difference is subtracted from the Defenders Shield Blocking dice roll.

__Initiative Deficiency__ -- If the defender's Initiative is less than the melee Attacker's Initiative, then the difference is subtracted from the Defender's Shield Blocking dice roll.

IF the defender has a deficiency in both Weapon Skill AND Inititiative, then the total of the differences is subtracted from the Shield Blocking dice roll.

''Versus ALL Missile Attacks''
Unless the shield itself (or a rune on it) gives a better means of protection against missile Attacks, a shield grants -2 to be hit (-2 to the Ballistic To Hit 1D12 of the Attacker).  A Great Shield will grant -3 to be hit against missile Attacks.

''Versus Magic and Fire-based Attacks''
Common shields will normally have no use against fire and magic effects. However, some magic shields, or common shields with certain types of runes, might. Refer to the normal rules and the shield and/or rune description(s).

''Elf Shield''
It will work as above (treat it as a normal shield with -2 to be hit by missile Attacks), BUT will still ignore the first blow (melee or missile) each turn which actually hits the defender (of an Elven race), according to the normal rules. However, a physical Attack's To Hit roll must now be a //natural// 12 (on 1D12) to bypass the Elf Shield (normal rules = //natural// 6 on 1D6).
Along with using InitiativeTests to determine the order of actions taken by each Warrior and monster type during Combat, further Actions will be resolved as well, alternating back around through the Inititiative order.

Here is a somewhat simple example to help the players understand how the Simultaneous method will apply.  Assume there are three Centaurs fighting against a Barbarian, Wizard, Elf, and Pit Fighter. Assume level one game (all Warriors are level 1 for this example).

FIRST TURN:
Initiative results determine that the Elf is first, the Pit Fighter second, Barbarian third, the Centaurs fourth, and the Wizard last.
The Elf shoots and wounds a Centaur.
The Pit Fighter uses his Fist Spike, moves next to two Centaurs and attacks only once (because the Centaurs have two Attacks in melee combat)(Because he has 3 Attacks with the Fist Spike, he would attack twice if his adjacent opponents ALL only had 1 Attack per turn). He misses.
The Barbarian goes berserk (+1 Attack for rest of Combat) and also moves up next to the Pit Fighter and attacks a Centaur with his Sword -- using his first Attack, wounding it a bit.
There is one Centaur which is NOT pinned. Therefore, it shoots before the other Centaurs take any action. It shoots at the Elf (randomly determined), who dodges (thankfully!).
The other two Centaurs use their first Attacks against the Barbarian and Pit Fighter, because those are the only two Warriors adjacent to them. One wounds the Barbarian and one misses the Pit Fighter.
The Wizard stays out of the fight and saves his power for healing, but he could shoot now IF he has a missile weapon.
NOTE: We still have some unresolved Attacks (Barbarian, Pit Fighter, and two Centaurs in melee combat -- since I treat their bows as only one shot per turn and the one has already shot an arrow). So, now we must revisit the Initiative order for this turn. The Elf has used his Attack to shoot, so we begin with the Pit Fighter.
The Pit Fighter attacks once again (2nd Attack), wounding a wounded Centaur even more.
The Barbarian uses his second (and last) Attack to slay the very-wounded Centaur and further wounds the next Centaur with his Death-blow.
The remaining Centaur again attacks its chosen foe for this turn (we will assume it is the Pit Fighter), and mortally wounds him (takes him down to ZERO Wounds).
The only way then that the Pit Fighter can use his third Attack (last one) is to somehow be healed at this point. He decides to sip a little Heal-Itt. He gets back on his feet and attacks the Centaur. We will say he misses -- just to keep us all guessing how this Combat would have turned out!
Finally, just before the end of the turn, the Wizard casts Heal Wounds to restore some of the Barbarian's health.

Note that this example is only to illustrate the concept of Simultaneous Combat. I have left out some of the other advanced features that will be used in this game (such as FightAiming, FightParrying, FightAggressively, and CriticalHits).

''Saving an Attack --'' Okay, I just ''know'' that this will come up! If you move away from monsters and do NOT Attack, you MAY save your Attack for later. However, you will then need to wait to use that Attack until the next time we come around the Initiative order to your Warrior.  Each time through the Initiative Order will be referred to as an InitiativeCycle.

''Example of Saving an Attack:'' An Elf has a Blade of Leaping Copper and hopes to use it on a Minotaur that has 9 Wounds left. However, the Elf currently has no way to get to the Minotaur. So, he moves one square away from his current opponent and hopes things will free up so that he can reach the desired target with his remaining movement (3). He passes on his Attack and the other Warriors act and monsters too. Finally, the Dwarf, last in the Initiative order for this turn, gets into position and slays three Orcs! This leaves a nice path for the Elf. The Elf then, first in the order for this turn, gets his chance and swiftly engages the Minotaur hitting it twice! However, for whatever reason, the Minotaur decided to try to parry this turn and parries one of the blows. Still cutting into the beast for 4 more wounds is nothing to spit at! (see also MovementActions)

''Retaliatory Attacks'' (and such like things) -- I mean things like the Reaction Strike skill and the Rebound spell's effect when it actually does rebound an Attack.  These types of things will usually be handled immediately, interrupting the Initiative order until performed. Then the Initiative order will continue to be followed as normal.
Rules, Methods, Tables, and Etc...
Very Advanced Quest Rules
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
http://www.goodsandgoodies.com/wq/wiki/VeryAdvancedWHQ-Wiki.html
With this trait your Warrior gets more normal Warrior skills but less WarriorPerks.
The Skilled Warrior will be affected both in his beginning Warrior Customization and in his progression to higher levels.
''Warrior Customization'' -- The Skilled Warrior will begin the game with TWO extra Warrior skills instead of none or only one, BOTH of them chosen by the player; but, this Warrior will NOT get a Warrior Perk until his next title level advancement (usually at Battle-level 2). This also means that a Skilled Warrior will only get ONE Characteristic increase at the beginning of the game.

''Warrior Advancement'' -- for the Skilled Warrior's entire career, he will NOT gain a Warrior Perk at each new level. Instead, he will only gain a new perk (or improvement of a current one) each time he gains a new Title Advancement (as indicated in the Warrior's Battle-level table). 

NOTE: if a Warrior is both a GiftedWarrior AND a Skilled Warrior, then Skilled Warrior reverses the GiftedWarrior chance to not gain a new skill when the Battle-level says so. ALSO, please refer to the ''Gifted/Skilled Warrior Package'' in the WarriorCustomization section.

(somewhat based upon the Skilled Fallout trait)
Any Warrior can have a small frame (small size for their race). This gives your Warrior +1 to their Combat Initiative Tests, +1 to Initiative Tests for avoiding traps, and +1 to Movement.
The negative aspect to having a small frame is that your Warrior will not be able to carry as much stuff in his/her backpack: -4 slots/squares.

Small Frame and PackRat traits can work together, but the Pack Rat bonus AND penalty is added AFTER deducting from the Warrior's base Backpack size. In other words, the Small Frame trait makes the Pack Rat movement penalty to be more often active in gameplay. So, part of the benefit of Small Frame (+1 Move) is countered by the Pack Rat movement penalty when the small Warrior gets overloaded with stuff!
Your Warrior has gained a nack for hitting the bull's eye!
Whenever your Warrior scores a Critical Hit with a bow and arrow, the Attack will be upgraded to an Extremely Critical Hit on a successful Luck test (roll 1D6 + Your Warrior's starting Luck -> succeeds on 7+).

There is only one level for this perk.

__Prerequisites__
*Must be able to use a bow
*Any single skill, other perk, or Specialist Action which assists with shooting a bow

Note that the second prerequisite does not have to only assist with shooting a bow. For instance, a Warrior with the ProShooter perk may choose the Sniping Bowman perk.

(based in part on the Fallout 2 Sniper perk)
Your Warrior gets to choose THREE Specialist Actions when beginning the game (or two of them and one of the WeaponSpecializations -- see WarriorCustomization). Also, at each new level, your Warrior gets one improvement to a Specialist Action he already has and the usual possiblity of gaining a new one (50% chance) (see LevelUp).

Below is a listing of suggested Specialist Actions. Each player, however, may present a different Warrior Customization than is listed here. While playing with a GM, which is highly recommended for these advanced rules, the GM will ultimately decide whether your Warrior is allowed to have a particular Specialist Action. IF playing without a GM, you might need to have a majority ruling in favour of a Specialist Action in order to allow it in the game.  Unlike the RolePlay Book in Warhammer Quest, some of the Specialist Actions listed below might be related to combat.  Having a greater randomness on the To Hit dice (1D12) and some other dimensions added to combat gives us a little more room for customization.

Most of these Specialist Actions are things that a Warrior may normally attempt during gameplay, but a Specialist Action makes the Warrior better at it. This usually means a beneficial modifier to whatever test is needed to be successful with the action. These also might be considered general skills -- a concept I was going to include as a separate catagory, but then decided would overlap too much with Specialist Actions and Warrior Perks!

Generally, the same guidelines as outlined in the Roleplay Book will apply here, but feel free to be a little less stringent (more lenient) if desired. Also, some of these Specialist Actions can be readily seen to coincide with some of the new rules for Advanced Combat (Simultaneous Combat and/or the custom rules regarding the fighting stances and etc...)  Also, some reactive things are included sort of as passive Specialist Actions, though they technically do not belong here. The reactive and Advanced Combat Specailist Actions will have their own explanations to help clarify things.

As a rule, each time your Warrior gets or increases any of the Specialist Actions, he gains +1 modifier to that specific action's/ability's tests. There might be some limitations added. The information in parenthesis after each Specialist Action tells what the modifier applies to.

*AimedBlow (Aiming 1D12)
*AimedShot (Aiming 1D12)
*Avoid Trap
*Barge Aside
*Bartering
*Bluffing Enemies
*Climb on Shoulders
*Climb Wall
*Construction
*DefendAlly (WS)
*Detect Trap
*Difficult Shot (non-monster target)
*Disarm Enemy
*Disarm Traps
*Distract Enemy
*Duck Beneath Enemie's Death-blow (Init. or WS) (see DuckEnemyDeath-blow)
*Duck Beneath Warrior's Death-blow (Init.) (//Duck// in Roleplay Book, renamed here to differentiate)
*FightAggressively (has prerequisites)
*Fight Defensively (WS)
*FightParrying (1D12 versus enemy To Hit result)
*Find Secret Doors
*Hide
*Hold Door Shut/Open
*Identify Objects (not writtings or runes necessarily)
*Improvise Weapon
*Interrogate (Str ->force: Init. ->cunning; WP ->browbeating)
*Jump (vertical), Down (T), Up (Init.)
*Kick Over (Str.)
*Leap (horizontal) (Init.)
*Lift Trapdoors (Str.)
*Listen at Doors (Init.)
*Loosen/Tie Bonds (Str or Init.)
*Make Bandages (Str or Init.)
*Make Rope (Init. or Str)
*Move Heavy Objects (Str)
*Pick Locks (Init.)
*Read Languages (Init.)
*Read Magic (Init.)(Script & Runes, also used to identify scrolls , and could help to identify some objects)
*ResistDisease
*Resist Magic Influence (versus certain roleplay situations) (WP)
*ResistPoison
*Searching Objects (Init.)
*Searching Rooms (Init.)
*Spot Lie (Init.)
*Starting Fires (Init.)
*Stunning Enemies (WS, to hit)
*Swing on Rope (Init.)
*Tie Rope (Init.)
*Understand Speech (Init.)
*Wait/Interrupt (Init.)
*Wedge Door (Str.)
Your Warrior is less likely to get KnockedDown in combat.  If a Critical Hit result shows that your Warrior is 'knocked down' while NOT on ZERO Wounds, if he/she passes a normal Toughness test (7+), then the' knocked down' portion of the result(s) is avoided.

There is only one level of this perk.

Prerequisite: Toughness 3+

(somewhat based upon the Fallout 2 perk of the same name)
This tidler is provided to help the user to see 'at a glance' the main things which are changed and/or added for this particular rule set.

*Beginning WarriorCustomization
**Special Options for players to choose from
**Including some or all of the following:
***Characteristic Mods
***Extra Skill(s)
***SpecialistActions (including WeaponSpecializations)
***WarriorTraits (optional, concept & conversion from Fallout)
***WarriorPerks (concepts and conversions mostly from Fallout)
*Turn Phases
**Event Phase -- separated from Power Phase dice roll
***Using Modified Dungeon Bash Method for Unexpected Events (using a 1D20 and special table)
**Declaration Phase -- even more important with introduction of Figthing Stances
**Combined Warrior & Monster Phases into one Combat Phase
***Ambush & Reactive Phase
****Passive Initiative Tests
*****Fight Defensively versus Ambushes/surprise Attacks
*****Fight Parrying versus Ambushes/surprise Attacks
***Initiative Cycles -- incremental sub-turns within the Combat Phase -- used to show a more realistic 'simultaneous combat'
***Introduced MovementActions to facilitate simultaneous combat
*Fighting Stances (new, in addition to the Roleplay Book's Fight Defensively)
**FightAggressively
**FightAiming -- potential greater damage and/or injury to targeted area
**FightParrying
*Monster Stuff
**MonsterAlignmentTable -- they might attack each other
**MonsterArmour -- to facilitate area hit issues
**MonsterBehaviorTable -- to add variety and personality to the monsters' behavior in combat
***EscapePinning for monsters
****Tables added to show these values already calculated
****Some Monster Races and Classes given Escape Pinning modifiers
*1D12 Dice
**For To Hit Dice -- with modified To Hit Chart, but still using the same Weapon Skill verus Weapon Skill basis.
**For Combat Order Initiative Tests
**For Aiming -- rolling 1D12 to show chance to hit specific area when aiming an Attack
*Critical Hits & Misses
*Common Armour Issues
**ArmourEffects
**ShieldBlocking
**HelmetAbsorb-Deflect
*Encumbrance
**Based upon Starting Characteristics
**Represented by graphical Backpack for each Warrior
*Experience and Gold
**Experience for monster killing (Experience-Gold-RandomBounty)
**Random Bounty table with modifier for killing more monsters (1D20 + modifier from table)
*Treasures
**More Common Weapons and Equipment -- some the monsters used
**Monsters have chance to use special treasures in combat
**Some chance of Monster Magic Weapons, Items, and Armour being usable by certain types of Warriors (RandomTreasure)
*Warrior Development
**Influenced by some WarriorTraits and WarriorPerks
**Extra Specialist Action Modifiers
**SpecialistActions (listed and some explained -- especially combat-related ones, including WeaponSpecializations)
This information is to help the GM and players to know when to roll on the various tables.  Note that some things have all been combined into one table the ''Area Hit and Critical Hit Table''.

__''Players''__
*Area Hit & Critical Hit Table --
**Use this table whenever you roll a 1D12 for your to hit roll in Close Combat or with a missile weapon and it is a successful hit.
**Also Roll on the Critical Hit area hit column (D66) if your Warrior's To Hit result is an 11+.
**Roll on the Extremely Critical Hit column for area hit (D66)  whenever your Warrior rolls a //natural// 12 to hit.
*CriticalMissTables -- Roll on this/these table(s)  whenever your Warrior rolls a //natural// 1, or a modified 1, in Close Combat or when firing a missile weapon.
*ToHitResultTables -- For Aimed Attacks especially, but that tidler includes an area hit table for any Attack that is not a Critcal Hit, or that fails to be successfully aimed, but still hits.
*InjuryTables --
**Roll on these tables for your Warrior only at the end of a turn in which your Warrior remains on ZERO Wounds.
**Also, you may roll on these tables for monsters IF a Critical Hit result says to do so.

__''GM''__
*Area Hit & Critical Hit Table --
**Use this table whenever a monster rolls a 1D12 to hit in Close Combat or with a missle weapon and has a successful hit result.
**Also roll on the Critical Hit or Extremely Critical Hit column as needed.
*ToHitResultTables -- For Aimed Attacks especially, but that tidler includes an area hit table for any Attack that is not a Critcal Hit, or that fails to be successfully aimed, but still hits.
*InjuryTables -- Roll for the monsters whenever they remain on ZERO Wounds at the end of the turn.  Also, roll on these tables for monster injuries IF the player forgets to do so when it is indicated as a Critical Hit result.

See the Area Hit & Critical Hit Table for more details.
Note that Critical Hit is sometimes used in this wiki as a short method of referring to both Critical Hits and Extremely Critical Hits.
//The winds of magic have begun to affect this metaphyscial Warrior early in life and will do so throughout his/her career for better or for worse!// Only a Wizard, other type of mage, priest, or Runesmith's Apprentice, and the like can acquire this trait. (Below, substitute your type of caster/blesser... for //Wizard// or //Chance Caster// as appropriate. For instance, a Warrior Priest would be treated the same as a //Chance Caster//. Also, substitute your Warrior's ability type for the word //spell// as appropriate.

''Benefit''
The Wizard who has this trait has +1 Current Power for each of his titles gained, beginning with +1 at Novice title. This power is added even when the Power dice is a natural 1, though an Unexpected Event will still happen. An Elf Ranger Mage which has this trait may add +1 to one spell attempt per turn. He gets +1 twice at Champion level, which can be +2 to one spell attempt or +1 to two different spell attempts -- and so on for his third and fourth title levels.


''Strange Effects''
However, whenever the Power Phase results in a //natural// 6, your Warrior loses control of the power for a short time -- even though he still gets the extra power from having the Tainted Power trait. Immediately, during the Power Phase, the Wizard will randomly cast one spell (randomize from the spells that he knows) out of his Current Power. If he does not have enough Current Power to cast it, then he will spend any Power Tokens and use any items which store power to be able to do so. Also, the target of the spell will be random as well. For instance, if there are three board sections in LOS of the Wizard, and he randomly casts Pit of Despair, roll 1D3 for which board section and then a random dice for a simple number of non-overlapping 2x2 areas where it could be placed on that board section. If a Warrior ends up being targeted, that is part of the danger of having a Tainted Mage along...

In the case of a chance caster, he/she must immediately attempt one casting of a random known spell with a random target, or random target area as appropriate (try to keep it simple). The spell MAY get a positive modifier (but does NOT have to -- decide both whether to modify and how much to do so BEFORE the random target is determined), but this could be dangerous for his party. A beneficial spell can randomly affect one or more monsters too! Imagine casting the Glory! spell upon a whole group of Chaos Warriors!
According to the normal rules, several things can add a modifier to your Warrior's To Hit rolls, whether it be a monster's Special rule (usually a negative modifier, like Fear, Terror, and Sword of Distortion) or a Weapon (Enchanted Blade adding +1 to hit for instance, or a Broadsword giving -1 to hit), all these modifiers will apply as normal, applying them to your 1D12 dice result.

Yes, this means that such effects will NOT have as big an influence in the game as previously, but it seems appropriate for a more advanced combat system -- especially considering that some of the advanced combat rules include more modifers on the To Hit rolls.
This is really about the area hit.  The first table shows the To Hit dice results and the area of the target's body which is randomly hit based upon the To Hit result.  The second table shows the value needed to roll on the Aiming 1D12 in order to hit the specific target area when AIMING with either melee and missile Attacks.  To be clear, these tables do NOT decide whether the Attack hits, only which area is hit.  If an Aimed Attack's additional 1D12 fails to succeed, then use the To Hit dice result and look up the area hit on the first table.

Note that an Aimed Attack target area must be declared BEFORE rolling to hit. IF a Critical Hit or Extremely Critical Hit is rolled, then an Aimed Attack automatically hits the target area. IF an Aimed Attack 'accidentally'/randomly hits the declared target area, then the Aimed Attack is considered successful -- so check the first table first before rolling on the second table.

IF for any reason a dice roll is upgraded to a Critical Hit or Extremely Critical Hit, then use the Critical Hit Tables instead of the first table.

Actually, the first table below is included in the ''Area Hit & Critical Hit Table''.

*__''Area Hit Table'' (To Hit 1D12)__ (non-Aiming Attacks which hit, or Aimed Attack which fails on the Aiming but is still a hit)
**Arm or Leg (roll 1D6): 2, 5, 8
***1-2 = Arm
***3-6 = Leg
**Body (torso): 3, 6, 9
**Head: 4, 7, 10
**See Critical Hit Tables: 11, 12
*__''Aiming Table'' (Extra Aiming 1D12)__ (Criticals automatically successful)
**Torso: 3+
**Leg: 5+
**Arm: 6+
**Head: 9+
**Heart/Vitals: 10+
**Eye: 11+

The Area Hit table above is important especially for both normal Attacks which hit and are not Critical Hits and for Aimed Attacks which hit but are not successful Aimed Attacks (meaning they fail to hit the targeted area).  The area hit will determine whether certain pieces of armour are used to defend in one way or another.  More details will be given in the ArmourEffects tidler. Also, remember that successfully Aimed Attacks are more likely to be treated as Critical Hits.
In Very Advanced Warhammer Quest, I have changed from the normal 1D6 to 1D12 for the To Hit dice rolls.

''How do we know what number is required to hit the target then?'' -- we will still use the same Weapon Skill versus Weapon Skill standard AND the accompanying To Hit table(s), but we will just add a small calculation.

''Formula:'' original 1D6 To Hit value times 2 and subtract 1.  ''(To Hit Value X 2) - 1''. But, remember the Rule-of-1&12. You CANNOT hit with a //natural// roll of 1 and you CANNOT miss with a //natural// roll of 12!

__Examples__

''1.'' If Attacker's Weapon Skill is 4 and Defender's Weapon Skill is 4, then by original rules we need a 4+ to hit. (4 X 2) -1 = 7+.

''2.'' If Attacker's Weapon Skill is 5 (like Wardancer) and Defender's Weapon Skill is 2 (like a Goblin), we would have needed 2+ to hit. Now, we need 3+ to hit. (2 X 2) -1 = 3.

''3.'' If five Snotlings (WS 1) are ganging up an the Wardancer (WS 5), this is handled the same way as above except that we add the Snotlings +4 to hit with their Gang Up rule coming into play (see ToHitModifiers). We would have needed 6 to hit for WS 1 Attacker versus WS 5 Defender. So, (6 X 2) -1 = 11+ to hit (for just one Snotling). With the +4 to hit, all five Snotlings only need 7+ to hit the Wardancer. 

As you can see by this last example, this new method changes some of the game's dynamics. The new fighting options (Parry, Fight Aggressively, and etc...), Fight Defensively (already in the Roleplay Book!), Fear, Terror, Gang Up, Daemonic -//n//, Ethereal -//n//,  Armour modifiers (like the Furs over Chainmail causing -1 to hit), weapon modifiers (Relic Blade's +1 to hit, Broadsword's -1 to hit), spell and blessing effects, Boots of Battle (with their -1 to hit), skills, and etc. (and on and on I could go...) These things will have a less drastic effect upon the chance of hitting (both positively and negatively). Therefore, I see them as sort of more important on a general level when all taken into consideration and in relation to the choices the players will make in the game.


''Triggering Skills and Weapon Abilities'' -- For most special things which would have required a //natural// 6 to hit in order to add some special effect to the Attack, they will now require a //natural// 12 to hit.  One of my own custom Warriors, the Martial Artist will require a //natural// 12 to hit in order to trigger his Killing Blow skill (+1D6 damage), but a compromise will be made when he reaches a high enough level that this skill would be triggered on a //natural// 5 or 6. The To Hit result on a 1D12 will then be a //natural// 10+.  This also applies to the Trollslayer skill (modified Strength for damage on a //natural// 6 becomes on a //natural// 12).  The Warhammer also will require a //natural// 12 to gain the extra 1D6 damage.  Monsters and Warriors which get an extra amount of damage on 5+ to hit will now need to roll a //natural// 10+ to hit.  Examples of this include Ogre (semi-oficial Warrior), Friendly Giant (custom Warrior of mine), and Ogre monsters.
After applying any modifiers to the 1D12 To Hit dice result and determining whether it is a hit or a miss based upon the ToHitRolls-1D12 rule(s), look up the final result on the appropriate table below.  Remember that regardless of positive and negative To Hit modifiers, a natural 1 and a natural 11 or 12 will be treated as a 1 or a 11 or 12 respectively.  Also, modified results of 11+ which are NOT a natural 12  will be considered an 11 and results lower than 1 will be considered as a 1.  Including the modifiers in this way will add the aspect of increased chances of Crital Hits and Critical Misses in some situations, while maintaining the natural results will also ensure some chance of the worst and the best happening regardless of the situation.  Lastly, insisting on a natural 12 for the result of 12 on the tables will help to ensure both the rarity and the hope of landing an Extremely Critical blow/shot in combat regardless of one's advantages or disadvantages.

Why have tables for misses? This will provide an opportunity to accidentally hit an unintended target (friend or foe), or even to have an unfortunate incident with one's missile or melee weapon... and so on.

|Melee To Hit Table|
__Melee Hits__

__Melee Misses__


|Missile To Hit Table|
__Missile Hits__

__Missile Misses__
Normally, my games have the normal WHQ phases PLUS an Event Phase at the beginning (just after the Power Phase, since I roll a separate dice for Unexpected Events) AND a Reaction Phase at the end (just before the End of the Turn). This will also be true of this game, but a couple explanations seem in order:

''Event Phase'' -- This is where ambushing monsters and Warriors will take their special preemptive turns. IF a Warrior Ambushes AND monsters Ambush, then they will take Initiative Tests and act according to the SimultaneousCombat method DURING the Event Phase.  The Pit Fighter's Reaction Skill and the Reaction Strike skill as well will be treated as being resolved at the beginning of the Event Phase BEFORE any ambushes happen.

''Combat Phase'' - This combines the Monster Phase and the Warrior Phase into one due to the SimultaneousCombat method.

''Reaction Phase'' -- This will still be important, but I suspect that more healing will happen durng the Combat Phase in order to allow Warriors to fight who have been knocked down by monsters acting before them in the Combat Phase.

Okay, here is a tentative more advanced outline of the Turn:

__Advanced Turn Phases__

*''1. Power Phase''
*''2. Event Phase'' (also, Reaction Attacks and Ambushes {single Attack only!} would be resolved here)
*''3. Combat Phase'' (resolve Initiative first in first turn, then follow that order for the rest of the Combat). See MovementActions.
**3.a. Magic Phase (especially for monsters, but might be important to Warriors too)
**3.b. Physical Attacks Phase (including missile Attacks {move and shoot, or shoot and move?} {see also MissileAttacks} and melee Attacks (move and Attack, or Attack and move).
**Repeat the above steps until all combatants' Actions (Attacks and Movement) are used up.
*''4. Reaction Phase''
**4.a. Reaction Attacks
**4.b. Reinforcement Ambushes
**4.c. Pre- End of Turn Healing
*''5. End of Turn''
**5.a. End of Turn Healing Effects
**5.b. Unconscious/Serious Injury Effects
**5.c. Fatal Damage

The following comments posted to a message board while trying to reason out monster missile attacks, and other things:

Well, it seems best, according to the new Simultaneous Combat concept, to include a Magic Phase, since normally magic is quicker than everything else.

As for missiles being fired faster, I think I will only allow that IF there is some other special rule in play like Ambush, or the Pro Shooter perk.

Otherwise, I think we will have...

1. Pre-Ambush Special Reactions (like Reaction Strike {skill}, Pro Shooter {perk} and Quick Reaction Skill)
2. Ambush Magic (if successful or auto)
3. Magic
4. Normal Ambush
5. Other Surprise or quick Attacks (like Throw Spears or Breathe Fire)

So, I think that will all be treated as sub-phases within a general 'Magic and Surprise Attacks' phase. 
Unarmed melee Attacks as they relate to CriticalHits, Extremely Critical Hits, and FightAiming melee are primarily just handled the same as a melee Attack with a weapon but with three points of clarification.

*1. Normal Damage Strength NOT added to the damage results -- unless the Warrior has some special rule that allows it to be added for an unarmed Attack.
*2. All Critical Hits and Extremely Critical Hits do Normal Damage AND a minimum of AbsoluteWounds (as indicated in the CriticalHits tidler) plus whatever the table results indicate. Therefore, unarmed Attacks will be treated just the same, but without adding the combatant's Strength.
*3. Treated as Blunt Weapon -- for Critical Results on the Area Hit & Critical Hit Table.
Room Events will be handled as normal, except that I might place monsters with some variance, depending upon the situation, instead of melee monsters always adjacent to the Warriors.  This same thing is true of many of the games that I GM which have a story-driven campaign.

Unexpected Events will be generated by the following method taken mostly from Dungeon Bash, but modified for my own purposes.  I do not think this is necessary to this rule set, but it is what I plan to use, because I think it will vary the level of suspense -- a further apsect of realism to go along with the more realistic combat.  This new rule set should work fine with the usual 1D6 method of generating Unexpected Events.

__''Threat Level''__
There will be a number to represent the current threat level. Roll 1D20, if the Threat Level number or lower is rolled then an Unexpected Event is triggered. The game will begin with Threat Level 1 (5% chance).
*''Threat Level Progression''
**''Before the First Combat in the Adventure'' -- +1 to Threat Level every other turn.
**''During Combat'' -- Threat Level = 4 (20% chance of an Unexpected Event)
**''Immediately After Combat'' -- Threat Level drops to 2 (10% chance) for the next turn.
**''After First Combat in the Adventure'' -- +1 to Threat Level during EACH non-combat turn. So, for example, the second turn after a combat will have Threat Level of 3.
*''Maximum Threat Level = 8 (40% chance)''

As the reader can see, the chance of an Unexpected Event will accelerate very quickly after the first combat. Before that, it will progress relatively slowly, but still a little faster than the original Dungeon Bash method. The Warhammer Quest method, based upon the Rule Book, remains at a constant 16.67% for every turn of the game.

''During a Rest Period?'' -- If a Warrior party decides to rest for a while -- something people keep suggesting as an alternate way of healing -- AND they are in a room in which they can shut the door(s) and set a watch, then I will be inclined to use the slower, pre-first combat Threat Level progression (+1 every other turn).
''Serious Editing NEEDED HERE''

To correspond to the advanced notion of hitting one's target upon specific areas of the body, the Warriors will now have certain benefits from the pieces of armour they wear.  This is somewhat based upon the Pit Fighter's advanced Armour rules, but will be more in depth. It will partially be based upon the To Hit dice result (see the To Hit Tables after they are completed) AND definitely will be influenced by the FightAiming stance.

For instance, if a monster hits a Warrior on the head, the Warrior's Helm might protect him (depending on other factors), but his body armour definitely will NOT help him against such a blow.
With this in mind, I see even more support in this particular game to allow custom common armour (like is found in the original Treasure Tome). Sadly -- as it relates to  my first game to playtest these rules -- my gaming community will be revising the treasure we use from that document. I happen to be the one working on revising those things at the moment (from time to time).

I am thinking of some chance of a Shield taking the blow and/or deflecting a portion of the damage from a blow that actually causes wounds. Maybe a shield can be used similar to the FightParrying technique in combat, but with NO penalty (except the usual rule of NOT using a two-handed weapon at the same time).  I think a Block roll (1D12) of some type could be used. Then again, maybe using the same rules for Blocking with a shield as for Parrying with one's melee weapon would make sense. Mostly, it seems that a shield would work a little differently versus missiles.
After generating their Warriors as normal, the players will then get to make some interesting choices to customize their Warriors. There are five areas of customization: Characteristics, Skills, Specialist Actions, Perks, and Traits. Notice how a couple of them sort of slide into the other choices, affecting how many of them can be chosen as well.
For the sake of less confusion, a player may wish to think about and choose the WarriorTraits first, especially when choosing the GiftedWarrior and/or SkilledWarrior traits. Also, your Warrior might need to pick one of the WeaponSpecializations and/or perk and/or normal Warrior skill based upon each other! For instance, a Warrior who normally does not begin with a bow, but wants to specialize in the use of a bow, will have the option to choose the ProShooter perk.
*''WarriorTraits'' -- This one is entirely optional. Each Warrior MAY choose up to TWO Warrior Traits. Traits are similar to skills and perks, ''but'' they have a much greater likelihood of having a negative effect(s) during gameplay as well as a positive effect(s). Before dismissing this option, please be advised that Warrior Traits cannot be gained at any other time in the Warrior's career -- only at the beginning of the game!  (There is one exception, ChaoticMutation, which lets a Warrior replace one Warrior Trait with a different Warrior Trait {once only}.)
*''Characteristics'' -- Each player may add +1 to any TWO Characteristics (cannot choose Damage Dice, nor the same Characteristic twice), OR choose to add +1 to ONE Characteristic AND choose one Skill, Spell, Blessing, or other special ability (at GM's discretion).  Concerning the choices of Characteristics, each player may wish to review the available Warrior Perks first to see what minimum Characteristics' values might be needed. ''Note:'' If Wounds is chosen for the +1 to a Characteristic, 1D6 Wounds will be added, rerolling every time a 1 is rolled.
*''Skill'' -- Each player may only make a skill choice IF they choose only one Characteristic increase instead of two. Choice of Skill (or whatever) will be anything that does not have a prerequisite. A Warrior may choose a second Warrior Perk (see below) instead of a skill.
*''SpecialistActions'' -- Instead of just waiting until the first time to level up to choose a Specialist Action (with 50% chance of getting it), each Warrior will get to choose ''three'' Specialist Actions at the very beginning of the game. Then they will automatically get +1 modifier to a single Specialist Action of their choice (which they already have) at each new level gained in addition to the chance of gaining a new Specialist Action at each new level.
**Also, for a single Specialist Action choice, a Warrior may take one of the WeaponSpecializations instead -- but only one when starting out (only one weapon and only one Weapon Specialization for it).
*''WarriorPerks'' -- Also, each Warrior MAY choose one Perk. OR, instead of choosing a skill (which is taken instead of a second Characteristic increase) a Warrior may choose a total of two Perks.

All that being stated, here are some possible combinations (or customization packages) that a player may choose when starting out:
*''Package A:'' No Traits Chosen
**''A1'' -- 2 Characteristic Increases, 3 Specialist Actions, 1 Perk
**''A2'' -- 2 Characteristic Increases, 2 Specialist Actions + 1 Weapon Specialization, 1 Perk
**''A3'' -- 1 Characteristic Increase, 1 Skill, 3 Specialist Actions, 1 Perk
**''A4'' -- 1 Characteristic Increase, 1 Skill, 2 Specialist Actions + 1 Weapon Specialization, 1 Perk
**''A5'' -- 1 Characteristic Increase, NO Skill, 3 Specialist Actions, 2 Perks
**''A6'' -- 1 Characteristic Increase, NO Skill, 2 Specialist Actions + 1 Weapon Specialization, 2 Perks
*''Package B (1-6):'' same as above, but 1 or 2 Traits Chosen (but NOT GiftedWarrior NOR SkilledWarrior)
*''Package C: Gifted Warrior'' (with or without a second Trait, but NOT with SkilledWarrior {see 'Package Z' below})
**--  All Characteristics Increased (except Damage Dice), NO Skill, 2 Specialist Actions (but NOT Weapon Specialization), 1 Perk
*''Package D: Skilled Warrior'' (with or without a second Trait, but NOT with GiftedWarrior {see 'Package Z' below})
**''D1''-- 1 Characteristic Increase, 2 Skills, 3 Specialist Actions, NO Perks
**''D2''-- 1 Characteristic Increase, 2 Skills, 2 Specialist Actions + 1 Weapon Specialization, NO Perks
*''Package Z: Gifted/Skilled Warrior Package:'' (BOTH traits chosen)
**''Very Special!'' -- All Characteristics Increased (except Damage Dice), 2 Skills, 1 Specialist Action (cannot be Weapon Specialization), NO Perks
Warriors will be allowed to choose up to two Perks starting out, but will get to choose at least one at that time.  Then, each time a Warrior gains a title (see each Warrior's Battle-level Table), he may choose one more Perk. Note that I am contemplating allowing a Warrior to normally gain one new Warrior Perk at each new Battle-level -- pending some play testing of these rules.

Perks are very similar to skills. Most Perks will have some prerequisite(s). If a Perk has more than one level, all previous levels must be gained before the next level. Generally, a Warrior Perk will have only positive (helpful) effects in the game -- PackRat is a notable exception.

Many Perks will either be borrowed from or based upon Perks in the Fall Out rpg games.

There might be some highly specilial and secret perk(s) that your Warrior(s) can get as a reward for completing some quest (GM determines).

ActionWarrior (do more each turn in combat)
AdrenalineRush (Oh yeah!)
AdventurousExplorer (more interesting{?} Hazards and Settlement Events)
AwareNess (keeping an eye out for the bad guys!)
BetterCriticals (uh huh!)
BookWorm (for priest and mage types)
CautiousNature (handle some surprises easier)
ChaoticMutation (a strange twist in personality!)
DeathDealer (Death-blows hit more often)
DivineFavour (more blessing attempts)
DodgeBlows (melee dodging)
DodgeMissiles (missile dodging)
ExtraTough (what do you think?)
FamiliarSpirit (for spell casters)
FortuneFinder (more gold found)
HeavyDrinker (this is a big one!)
HereAndNow (gain another Battle-level immediately)
LifeGiver (extra Wounds!)
LightStep (avoid traps easier)
LuckyWarrior (more lucky!)
MasterThief (better lock picking and stealing)
MasterTrader (get more gold when selling)
MysteriousStranger (someone to fight for you now and then)
NimbleFoot (move more in combat)
PackRat (larger Backpack, but it could slow you down)
PathFinder (chance of shorter travel routes)
PowderKeg (more Critical Hits with gunpowder weapons)
ProShooter (get a shot in before the combat starts...)
QuickRecovery (get up more quickly)
QuickResponder (act sooner in combat Initiative Order)
SnipingBowman (more Extremely Ciritical Hits with a bow)
SharpShooter (more accurate shooting)
StoneWall (less likely to get knocked down)
Wariors MAY choose one ''or'' two Traits at the beginning of the game. They ''cannot'' be gained at any other time in the game. There is just one exception contained in these rules: IF a Warrior gains Chaos Mutation as a perk (once only), then he can lose one Warrior Trait and choose a new Warrior Trait to take its place.

Some Warrior Traits are not available to all Warriors (some such limitations might yet need to be added too). See each trait's information for full details.

A Trait is something that helps to define your Warrior. Generally, it will add both something positive ''and'' something negative to your Warrior, ''or'' it will just be some distinguishing feature or quirk which has little gameplay significance except for role-playing purposes, or for story value (well, not so much yet, but more traits might be added!).  Some traits might be a bit more helpful than hurtful, but they are in this category due to the high possibility that they will have a negative effect at some point in the game.

For the sake of less confusion, a player may wish to think about and choose the Warrior Traits first, especially when choosing the Gifted Warrior or the Skilled Warrior traits (see WarriorCustomization).

Some of these Warrior Traits have a brief parenthetical statement for a quick idea of what it is about, but it is best to follow the link for for details.

*BruiSer (slower, less likely to hit, but more powerful)
*CursedWarrior (no one wants to be this Warrior, or around him either)
*DangerousBrawler (more Criticals AND more Critical Misses too)
*EyesOfTheGods (one free spell per adventure, but...)
*FancyFighter (very talented fighter {more Critical Hits!}, but does less damage)
*FastMetabolism (is healed better than others, but suffers more from poison and heat)
*FastShot (Shoot more, but no aiming)
*FrenziedFighter (increasing Frenzy ability, but more vulnerable)
*GiftedWarrior (very drastic trait, big boost starting out)
*GoodNatured (a healer and barterer, less fighting skill)
*HeavyHanded (hit harder, but lack finesse! -- less effective Criticals)
*InnerPower (more effective spells, blessings... at a cost...)
*MageSense (Magic Resistance, but...)
*OneHander (One-handed weapons, oh yeah!, two-handed, oh no!)
*RogueWarrior (very interesting!)
*SkilledWarrior (more skills, less perks)
*SmallFrame (quicker, carry less)
*TaintedPower (more power, but less control!)
Warriors may choose a Weapon Specialization instead of some other Specialist Action. This will further allow Warriors to be customized.  IF a Weapon Specialization is chosen at the beginning of the game, your Warrior will be given a common starting weapon of the type of his/her Weapon Specialization choice unless your Warrior already starts with a weapon of this type. In that case, it would not be downgraded.

__''WEAPON SPECIALIZATIONS''__

This concept is taken primarily from my Aes Sedai Male Warrior rules. However, the concept is being expanded to include the possibility of specializing in more than one weapon.

Since the number and types of weapons are so numerous, I will just give the types of specializations which may be used for a particular weapon. A Warrior CANNOT choose to specialize in the use of a weapon which his normal rules prohibit him/her from using.

However, please be advised that IF your Warrior chooses to specialize in the use of a certain melee or missile weapon or weapons, then all other weapons of melee or missile class will incur a -1 to hit when used by your Warrior.  For example, if a Barbarian specializes in the use of one-handed swords, then he will be at -1 to hit with all other types of melee weapons. When throwing a Spear or shooting a bow, he will NOT suffer this penalty. But, let's say he decides to specialize in the use of bows at level 3. Now, he will also suffer -1 to hit with any other type of missile weapons as well. Each additional weapon type that a Warrior specializes in will no longer suffer the -1 to hit for a previous Weapon Specialization.

''Weapon Specializations Do Stack'' -- Yes, you may specialize in the use of a weapon with a +1 Attack benefit and then next time choose the same weapon and add a +1 to hit benefit. So, in this case, the Warrior has increased his specialization for the same weapon type, spending a total of TWO Specialist Actions points to do so.

''Starting Out Limitation'' -- A Warrior may only choose one weapon in which to specialize when starting out and may only gain one Weapon Specialization for that weapon at that time. He may add more later.


''~ ~ ~ Specialization Benefits ~ ~ ~''

''Accuracy:'' +1 to hit while using this weapon.

''Speed:'' +1 attack in each game turn while using this weapon. For spell casters and priests, this benefit can only be used in a turn where the Warrior does NOT use his metaphysical power(s) to attack. For missile weapons which require reloading time: 1. If 1 Attack may be traded to reload (Like Gunfighter has), then this extra Attack may be used for that purpose; 2. If one turn is required to reload, then Speed would have no effect for that weapon. For thrown weapons (like Daggers and Throwing Axes), this benefit allows the Warrior to throw more IF he has enough of the throwing weapons at hand.

''Force:'' +1D6 damage on a //natural// 12 to hit.

''Magical Infusion:'' (for Wizards/mages only) It is a magical weapon enhancement. The Warrior may count one attack as magical for each power point spent – this applies only to a single physical attack while using a non-magical weapon of his specialization type. In other words, in order to count a single attack as magical, the Warrior must spend one power point, unless of course the weapon itself is magical, in which case this benefit will have no additional effect.