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To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
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Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
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Also see [[AdvancedOptions]]
The Advanced Rules carry on beyond the basic rules. When [[Warriors]] who survive beyond their first adventure, continue in the game by visiting settlments between [[Adventures]], upgrading their equipment, spending gold for supplies, and [[Training]] to the next [[Battle-Level]] from time to time, the advanced rules are needed.  Most of the advanced rules are found in the [[RolePlay Book]], but Warrior-specific advanced rules are found mostly in their specific rulebooks.  The [[Original Warriors]] (Barbarian, Elf, Wizard, Dwarf) have their Warrior-specific advanced rules in the [[RolePlay Book]].
One of the three official books which came with the [[Warhammer Quest]] game. In this book were found 30 adventures, six for each of the five [[Objective Room]] board sections.
For the basic game, this small piece of paper is used to track the Warrior's Wounds, Gold and Notes.
An adventure is basically a quest that the Warriors undertake as a common goal. There is some objective that they must complete in order to be successful and then to gain the reward for the adventure -- usually treasure or gold, but they might just get to live or get their souls back...  The game came with the [[Adventure Book]]
Armour can be worn by some [[Warriors]]. The term itself generally refers to all sorts of physical protection: Body Armour, Helms, and Shields being the most common.  It is important to note in the wording of some Warriors' rules that //Armour// might be used to refer to body armour, while the same rules specify whether the Warrior can wear a helm or use a shield.  For example, when the Wardancer's and Trollslayer's rules say that they cannot wear armour, this means all types of armour, while the Bretonnian Knight is forbidden wearing any armour except his Knightly Armour this is in reference to body armour, since the same rules state that he can wear a helm and use a shield.

Armour modifies damage mostly in the same way as [[Toughness]] giving the Warrior an added layer of protection. Armour Worn is generally represented in the Warrior's characteristics as a modified Toughness value. For a Warrior with a Toughness of 4, who is wearing a Warhelm that grants +2 Toughness, this would be expressed as //Toughness 4 (6)//, the armour-adjusted Toughness being represented by the number in parenthesis.
Most Warriors and Monsters have a number (value) indicating how good they are at using ranged weapons like a bow, crossbow or gun. This is called Ballistic Skill. The lower the number the better. Some even have "auto" for this value, meaning that they cannot miss (no dice roll is needed).
Can be purchased at the General Store, a shop found in any of the [[Settlements]]. They can be used to heal a Warrior's Wounds. The [[RolePlay Book]] gives specific instructions for when and how they can be used. Bandages do not always succeed when used on an [[Unconscious]] Warrior.
Noted for his strength, massive build (i.e. lots of Wounds/hit points) and tendency to go [[Berserk]] (+1 attack when berserk) in battle. Also, he is the original leader and Lantern carrier for the warrior party. He carries a sword and has furs for protection. He can wear most armour and use most swords and heavy weapons.
The [[Rule Book]] along with each Warrior's profile card, equipment cards and spell cards (Wizard) provide the [[Basic Rules]] for the Warhammer Quest game. [[Advanced Rules]] go beyond these and tell how the game is to be played at advanced levels -- generally meaning that the Warriors will continue in the game beyond their first adventure.
In [[Warhammer Quest]], each level of a [[Warrior]] is called his //Battle-Level//.  A Warrior begins at Battle-Level 1 and can advance one level at a time all the way through to Battle-Level 10 -- if he survives that long.  Most Warriors gain [[Battle-Level]]s by [[Training]] between [[Adventures]], but there might be some exceptions for some custom Warriors.  Many Warriors also must be able to find a certain Special Location in order to train and gain a new Battle-Level.  Most of these locations for training are found in a city or town, while some may also be found in a village or only apart from a settlement (like the [[Wardancer]]).

''NOTE:'' If using the [[Advanced Rules]] of the game, most Warriors are exactly the same at Battle-Level 1 as their Basic Rules for the basic game.  However, there are some differences for a few Warriors when making the tansition from the basic to the advanced rules.  One instance to illustrate this is that the Wizard's basic //Fireball// spell causes ''1D6 + 2 damage'' in the basic rules, but it causes ''1D6 + (the Wizard's Battle-Level) damage'' in the advanced rules (as described in the [[Spell Lists]] in the [[RolePlay Book]].

Two examples of ''exceptions'' to the need for training in a settlement:
Each of these Warriors immediately advance to the next level even when in a dungeon at the time that they have enough experience and/or gold.
The [[Barbarian]]'s Berserker skill is reset at the end of each combat. This means that he only gets to count the kills during the current combat when adding to his 1D6 roll to go berserk. 

No matter how many kills he has, if he rolls a 1 he still does nothing but cause one wound to each adjacent warrior.
The actual wording on the Barbarian's card says that "there is a chance that he MAY go berserk". It DOES NOT say he "MAY go berserk if he wants to try".

I treat the berserk skill as part of the Barbarian's battle mode, or as his emotional/psychological state in battle.

Therefore, each turn, the [[Barbarian]] must attempt to go berserk -- just like his card reads -- unless he is already berserk or (obviously) if the [[Combat]] has ended.
This is the term often used to refer to the entire revealed portion of the dungeon. It might be one room or many, one corridor or many, or any combination of rooms and corridors. When, for instance, a spell refers to a target anywhere as //on the board//, then it basically means that the target is in the revealed portion of the dungeon and distance within this area does not matter for the effect of the spell.

There are some instances when a Warrior or monster will not be //on the board// though still be in the game. The most usual occurance is probably when the Wizard casts a special spell upon himself. For example, here is the flavour text for the Voidmaster spell: //The Wizard temporarily leaves the physical universe for the cold depths of the void, where he can recover his strength.// Whenever this spell is cast, the Wizard's model is literally removed from the board for one whole turn.
Each room or corridor is refered to as a board section. A board section is a single tile representing a room or corridor. Some board sections are actually [[Objective Room]]s. This is important to note since many spells, abilities, and special items in the game limit their effects to //the same board section// or to //one board section// and similar expressions.
Carrying a Repeating Crossbow, he hunts down outlaws for various crimes committed, bringing some in alive and others dead. His special skill, Act out of Turn (for lack of a name I give it this one), allows him to decide when he will act during the Warrior Phase (on a 5+ result of a 1D6 roll).
With his Knightly Armour and shield for protection, he wields a mighty Broadsword to cut down even some of the most menacing of monsters. He has Extensive Broadsword Training (no actual skill name was given) enabling him to wield the weapon with great accuracy (no initial to hit penalty, though one is incurred during a death-blow at times). His Renown, his honour in combat, his Questing Favours (from the ladies), and Knight's Quest set him apart from many other warriors.
Wielding an axe and a crossbow and armoured with Dwarf Mail, he also has three special Beer Casks and a Beer Gut (+ 1d6 beginning [[Wounds]] on top of his normal Wounds). As he adventures, he is always in search of the Perfect Brew, gathering ingredients for it along the way.
He begins with a Mark of Chaos (one re-roll per adventure), Mighty Axe (does [[Normal Damage]]), and light armour. He also has either two Chaos Artefacts and one Chaos Attribute OR one Chaos Artefact and two Chaos Attributes. Their are six each of Artefacts and Attributes which are randomly rolled. This ensures that even two Chaos Warriors in the same party will likely be quite different from each other. This warrior's development is positively Chaotic. He makes a specified number of rolls on his Paths of Chaos table each time he gains a new level.
These are issues that Old Warrior thinks need to be clarified.  Doubtless more will be added as time permits.  Remember that these explanations are unofficial and will often just be Old Warrior's specific rulings in games wherein he is the Game Master.

[[Gigantic Spider Damage]]

Since this wiki project was first started, I have created an entirely new wiki document to handle my own particular rulings and methods as GM in Warhammer Quest.  Therefore, I would refer the reader to ''[[Old Warrior's Rulings wiki|http://www.goodsandgoodies.com/wq/Wiki/OW-WQ-Rulings.html]]''
Background: #FFF
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Error: #f88
There are different strategies that can be used with varying degrees of success, depending upon the situation.  Most of the time, it will depend upon the types of Warriors in the party, what their goals are, and what types of enemies they may face as to which type of strategy(ies) will be most useful in the game.  The strategies given below range from general to specific and from defensive (or conservative) to aggressive (or risky).  More commentary to be provided in the near future.
*Biggest Threat
**The Biggest and Baddest - An obvious biggest threat is the big Minotaur or Ogre -- or even a Giant or Dragon at higher levels. It is often a good strategy to concentrate all the Warriors' destructive powers on the elimination of the one or more most dangerous monsters.
**Multiple Enemies - Yet, sometimes it is easier to kill many pests than to kill one really big monster. One Minotaur is a very scary and dangeous opponent for level one Warriors, but 12 or more Goblins with spears ([[Fight in Ranks]]) could do more harm to the Warrior Party in one turn than a Minotaur can do. Think of it this way, a single Minotaur can only attack one Warrior with up to two attacks, but twelve Goblins can attack all of the Warriors with pontentially three attacks against each Warrior. Goblins are much easier to kill. It might be better at times to thin out their numbers first and then concentrate on the Minotaur.
**Multiple enemies with ranged weapons - These can also be devastating. When possible engaging as many of these potential shooters as possible in hand-to-hand combat could greatly increase the Warriors' chance of survival, this can be particularly useful at times when trying to protect the party's healer, who is often the most vulnerable to harmful missiles.
**Spell-casting Monsters - Spell casting monsters are some of the most dangerous. A classic example is the Brain Bursta spell which Orc Shamans and Goblin Shamans can cast. There is a chance that this spell will kill a Warrior instantly with no hope of being healed. Another example is the Necromantic magic which will 50% of the time summon more Undead creatures to attack the Warriors. It is very much in the Warriors' best interest to rid themselves of such potential danger as soon as possible.
*Fighting Defensively
**No Really - Fighting Defensively
**Ranged Attacks
***Magic Attacks
***Missile Attackes
**L Formation - 
**Line-the-wall - 
**Square Formataion - 
*Protect the Healer(s)
**Hugging Corners
**Straddling Doorways
*Scouting Ahead - all of the following abilities should be take advantage of as often as possible. Knowledge of danger before facing it can help a party of Warriors to use a strategy(ies) which work best for the situation.
**Second Sight
**Scouting Skill
**Sixth Sense
This is the number of six-sided dice which are to be rolled to help determine the potential damage done whenever hand-to-hand or ranged attacks successfully hit a targeted enemy.  Most [[Warriors]] and level-one monsters begin with only one Damage Die. 

A notable exception to the single Damage Die is the Minotaur Monster which has two Damage Dice. Another exception is the Dwarf Warrior whose Great Axe allows him to roll an extra Damage Die, which may be used instead of the other die result, or added to it if doubles are rolled. (See the Dwarf's basic game Profile card for full details.)
The following three paragraphs are from a strict reading of the original Death-blow rule as found in the Warhammer Quest Rule Book:

A Warrior gets a followup death-blow attack as a part of his current Attack against a monster adjacent to both his model and adjacent to a monster which he has just slain. This only applies if the initial slain monster was at full health before the Attack AND if it is killed with only one blow by the Warrior in hand-to-hand combat.

The death-blow may continue on to a third target if the second monster is killed in the same manner (single blow and at full wounds beforehand). The death-blow can continue - up to a maximum of eight monsters killed with the same attack -- either clockwise or counterclockwise, but the entire Attack including death-blow follow-through attacks must not change direction.

The death-blow stops if a less than fully healthy monster is killed, the Warrior misses with his [[To Hit]] roll, OR if an empty space, a solid object, or a Warrior comes between the direction of the attack and the next available monster.

~ ~ ~

Old Warrior's much nicer (to the Warriors) Death-blow rule follows:

Any attack with a melee weapon that kills a monster may result in a death-blow on the next monster adjacent to the warrior. If that monster is also killed, then the attack may proceed to the next available monster (adjacent to warrior), and so on, until it is stopped by running out of monsters, by failing to hit a monster, by another Warrior, or by a solid object (such as a wall). 

Two points of clarification: 

1. Monsters diagonally adjacent to the attacking warrior may be hit by a death-blow. Empty spaces do NOT prevent a death-blow. 

2. ANY melee weapon may be used to death-blow, unless the weapon's description or the warrior's rules state otherwise. I allow a death-blow with "fight in ranks" weapons. For instance, a spear may kill a monster adjacent to the warrior AND proceed to the monster directly behind it. I will make a judgment on other such weapons during gameplay.
[[WHQ Glossary]]
The Dwarf is one tough warrior with his Chainmail (plus basic Toughness of 4) and Great Axe (rolls an extra d6 for damage, ignoring the lowest number and adding them together if it matches the other dice). He is the only warrior who is able to trip on his beard (double 1's with Great Axe damage). He also carries a rope which often saves a warrior's life -- especially from dangerous pits. His special skill is really his ability to wield such a dangerous weapon, the Great Axe with such a good Weapon Skill ([[Weapon Skill]] = 4 like the Elf).
Having both a sword and a bow and very good Ballistic and Weapon Skills makes this warrior a force to be reckoned with. He is able to Dodge incoming blows and automatically breaks pinning. He also has a magical healing potion which will restore a single warrior to full health.  He can obtain some unique Elf-only equipment at the Elf Quarter Special Location between adventures.
A warrior who may choose his path as a Mage or as a Knight, but later might be forced to change his path in training -- depending upon the number of random spells and skills he acquires. While he chooses his path, he may yet enjoy some of the benefits of the other path as well. Whichever path he takes, he begins with a sword, Scale Mail armour, and War Crown of Tiranoc (one free full turn in each adventure).

''As a Knight'', he also has a bow (like the basic Elf) and his Blades of Death skill (+1 Attack if his first attack hits). 
''As a Mage'', he has three spells, one of which he may attempt to cast in each turn. He adds his dice roll (1d6) to the Power Phase roll -- on 7+ a spell succeeds. Aura of Vitality for healing, and two attack spells: Sword of Aenarion and Shockwave.
A rather unique Warrior which is limited to only using Weapons and Armour aquired at the //Foote Locker// Special Location. He can do a //Running Blitz// attack with his Spiked Shoulder Pads. He has a //Gat-ork-ade// bottle which can enhance his abilities for a brief time or even fully restore his health. He also has a //Push It// and //Powerful Strike// skills.
This is a term that is sometimes used by Warhammer Quest players to refer to Warrior characters that were added by Games Workshop either by  Warrior Pack, magazine article, or mail order.  The following list may or may not be complete.

*[[Bounty Hunter]]
*[[Bretonnian Knight]]
*[[Chaos Warrior]]
*[[Elf Ranger (Knight/Mage)]]
*[[Ex-BloodBowl Player]]
*[[Halfling Thief]]
*[[Imperial Noble]]
*[[Kislevite Shaman]]
*[[Lord of Aenarion]]
*[[Pit Fighter]]
*[[Trollslayer]] (in the [[RolePlay Book]], but also issued as a Warrior Pack)
*[[Warrior Priest]]
*[[Witch Hunter]]
[[Vote for Your Favourite WHQ Warriors |http://www.runboard.com/bwarhammerquest.f1.t90166]] 

Custom Characters are so numerous... Here are a couple links to see many of them:
*[[Custom Characters (Old Warrior's Stronghold|http://www.goodsandgoodies.com/wq/custom_characters.htm]]
*[[The Museum|http://wquest.free.fr/]] - Follow the Warriors link.
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>>
The Gigantic Spider's 2D6 Damage is based upon the //Web (1D6)// Special Rule. If a Warrior is already webbed, then the Gigantic Spider can hit him automatically with both of its attacks, each of which does 1D6 damage with no modifier for Toughness or Armour.
He begins with a Short Sword (str 2), a Shortbow (str 1), and his splendid Lunch Box (50% chance of restoring 1 wound to the Halfling once per turn, whether on ZERO Wounds or not). He also has two very useful skills (named them here): Treasure Finding - one-third of the time he gets an extra treasure whenever the warrior party gets treasure); and, Scouting Ahead - he can go two board sections away from the Lantern without getting lost in the dark, AND, he might be able to tell what is in a room when exploring (one in six chance). His settlement visits can really be an adventure on their own too.
This is one of the things needed in most games of this type. Warhammer Quest has most of the usual suspects: healing spells, healing potions, healing amulets and rings, and others as well. Even food and drink items are often used to heal. Warhammer Quest does not really come with hunger and the need to eat -- at least not in the dungeons. This is sort of handled in settlements by the requirement to pay [[Living Expenses]].

Some Warriors will have special equipment or skills that let them heal themselves and/or others.
*The Warrior Priest has his Ring of Jade which may or may not heal one or two Warriors at the end of the turn. This ring might sometimes even wound the Warriors further.
*The Pit Fighter can gain a special skill called Quick Medication and the Elf can learn how to use Herblore. Each of these abilities are non-magical, can only be used once per turn, and have possible undesired side effects (on a bad dice roll).
There is room for some strategy in the area of healing. Healing strategies will obviously be limited to the types of healing available to a Warrior party.  Yet, even with limited healing available, the timing of that healing can be very crucial depending upon what potential types of damage can be inflicted upon the Warriors in the current situation.

*End Game: Healing at End of Turn
*Multiple Healers: Anyone Gonna Heal Us? (example: Two Martial Artists - both wanted to attack...)
*"Ounce of Prevention"-> better than... Fatal Damage!
*Proximity of Healing/Healer
**Adjacency Healing
**Same Board Section Healing
Here is a warrior with a very high opinion of himself! He has a Rapier (str 1), a Duelling Pistol (str 6), and an Ancient Heirloom which makes certain monsters afraid of him! His //Duellist// skill (keep attacking until he misses) makes him deadly in a sword fight. There are really nifty things he can purchase from LUIGI & SALVATORE.
He begins with a sword, a Totem Staff, his personal store of mana, and one Spirit-Familiar (Raven or Wolf, which affect his characteristics). He uses Blessings which work much the same as the Wizard's spells, but are powered by mana.

Some additions to the shaman have been provided by Thecustodian: [[Kislevite Shaman (additions only)|http://www.goodsandgoodies.com/wq/Characters/Thecustodian/kislevite_shaman__additions.htm]]
Line of Sight (LOS) is important in Warhammer Quest primarily in relation to ranged attacks and some spells which require that the attacker have a clear line of sight to the target or to the target area.

One should use a straight edge (like a ruler or taut string) or at least an imaginary straight line.  If there is a straight line from the center of the attacker's square to the center of the target's square, then the attacker has LOS.

Unlike some other games, other intervening models on the board do NOT hinder LOS, because it is assumed that they are constantly in motion during the combat.
The rules for [[Settlements]] require that each Warrior pays Living Expenses for each day that he stays in a Settlement. This cost varies based upon the size of the Settlement. There are exceptions to having to pay. For instance [[Training]] (definitely) and some [[Settlement Events]] (maybe) remove this requirement for a specified amount of time. Some Warriors have special rules which either make them pay less or more in Living Expenses. Also, beware of acquiring a Pet Dog (from a Settlement Event). Pet Dogs eat way too much!
He has a Great Sword (not sure if the same as that found at the Weaponsmith's), Phoenix Armour (+2 T), and the Talisman of Khaine (+2 Attacks and special mobility for one turn per adventure). He fights with an amazing and complicated Battle Trance, which is both a great blessing and great curse. This skill gives him many fighting advantages, but they reverse and become disadvantages at the end of the combat. Then there are the Blood Points found in his advanced rules... (also complicated, but a great idea).
[[WHQ Glossary]]
[[Old Warrior's Custom Creations]]
Game Strategies:
[[Combat Strategies]]
[[Healing Strategies]]
[[Clarification of Rules]]
[[Rule Interpretations]]

[[Stronghold Hompage|http://www.goodsandgoodies.com/wq/]]
Whenever a weapon's description says that it does //normal damage//, this means that the Warrior's current Damage Dice characteristic and his current Strength are used to determine the potential amount of damage done.  Damage Dice are rolled and the Strength is added to it. If something modifies the number of Damage Dice (like a Killing Blow skill which grants +1D6 for damage), then any extra Damage Dice are rolled in addition to the Warrior's normal amount of Damage Dice. If some spell, item, or skill increases the Warrior's Strength, then it is the modified Strength that is added to the Damage Dice result.
There were five Objective Room board sections which came with the game. Each one had six ready-made adventures detailed in the [[Warhammer Quest]] [[Adventure Book]]. Below are listed the five Objective Rooms which came with the game. Others were available through expansions (at least two).
He is a very powerful warrior, but also stupid. He has many special rules to accommodate his monstrous size and stupid nature. He is very strong and does extra damage many times (+1d6 on 5+ to hit). He is notorious for attracting hordes of monsters more than the warriors would normally face. This is not an overstatement. Because of his extra damage and the fact that he begins with TWO Attacks, the creator(s) decided that his slow mental abilities would cause him to share (by forgetting to pick it up) with his fellow warriors approximately one-third of the gold from monsters he kills.
All of these Old Warrior creations can be found in the pages of [[Old Warrior's Stronghold]]. Direct links are provided here for your convenience, but it is recommended that you have a look at all the custom things created by others as well.

*''Custom Characters''
**[[Aes Sedai Female|http://www.goodsandgoodies.com/wq/Characters/OWWarriors/Aes%20Sedai%20Female.htm]]
**[[Aes Sedai Male|http://www.goodsandgoodies.com/wq/Characters/OWWarriors/Aes%20Sedai%20Male.htm]]
**[[Christian Missionary|http://www.goodsandgoodies.com/wq/Characters/OWWarriors/ChristianMissionary.htm]]
**[[Citizen|http://www.goodsandgoodies.com/wq/Characters/OWWarriors/citizen2.htm]] (originally by Luminos, revised by OldWarrior)
**[[Dwarf Engineer|http://www.runboard.com/bwqwhqoldwarrior.f11.t98]] (basic rules only)
**[[Friendly Giant (html)|http://www.goodsandgoodies.com/wq/Characters/OWWarriors/The%20Friendly%20Giant.htm]] - [[Friendly Giant (pdf)|http://www.goodsandgoodies.com/wq/characters/OWWarriors/The%20Friendly%20Giant.pdf]]
**[[Jaedai (Jedi)|http://www.goodsandgoodies.com/WQ/Characters/OWWarriors/Jaedai.htm]]
**[[Martial Artist|http://www.goodsandgoodies.com/wq/Characters/OWWarriors/MartialArtist.htm]]
**[[Ninja|http://www.goodsandgoodies.com/wq/Characters/OWWarriors/The%20Ninja.htm]] -- Needs his skills for higher levels. [[Advanced Rules Ideas Topic|http://www.runboard.com/bwqwhqoldwarrior.f11.t93]], where Cutlass has offered many suggestions.
**[[Pirate|http://www.goodsandgoodies.com/wq/Characters/Warriors/W305_Pirate.htm]] (a revision of Mike Huffstetler's Pirate, by OldWarrior and Cutlass)
**[[Pit Fighter Community Revisions|http://www.goodsandgoodies.com/wq/Characters/Misc/PitFighter%20-%20Revisions.htm]] (Edited by OldWarrior, yet a community work with much help from Thecustodian) Note: to play the Pit Fighter Revised as intended, you need the original Pit Fighter's rules)
**[[Rogue-Smuggler|http://www.runboard.com/bwqwhqoldwarrior.f11.t100]] (basic rules only)
**[[Saedith (Sith)|http://www.goodsandgoodies.com/WQ/Characters/OWWarriors/Saedith.htm]] - Needs a little more work on higher level spells (Force Powers).
**[[Sea Elf Adventurer|http://www.runboard.com/bwqwhqoldwarrior.f11.t89]] (basic rules only)
**[[Sea Elf Princess|http://www.runboard.com/bwqwhqoldwarrior.f11.t96]] (basic rules only)
*''Custom Tables''
**[[Objective Room Treasure Type Table|http://www.goodsandgoodies.com/wq/Tables/ObjectiveTreasureType.htm]]
**[[Random Battle Level One Monster Tables|http://www.goodsandgoodies.com/wq/tables/Random-BL1-MonTab.htm]]
**[[The School of Martial Arts|http://www.goodsandgoodies.com/wq/Tables/School%20of%20Martial%20Arts.htm]] - A special location where many warriors may find benefit, or gain glory -- or even suffer shame -- in a martial contest. Taken from the Martial Artist's full rules. 
**__Warrior Party Composition Tables:__
***[[Warrior Party Composition Tables (Original)|http://www.goodsandgoodies.com/wq/Tables/warrior_party_composition.htm]]
***[[Warrior Party Composition Tables Limited Edition|http://www.goodsandgoodies.com/wq/Tables/Party_Composition_Limited.htm]] - Uses Offical and Semi-official Warriors only
***[[Warrior Party Composition Tables Expanded Edition|http://www.goodsandgoodies.com/wq/Tables/Party_Composition_Expanded.htm]] - the most complete selection
*''House Rules: [[Old Warrior Rules!|http://www.goodsandgoodies.com/wq/rules/OldWarriorRules.htm]]''
*''Images for Settlements'' - created to help visualize what is available for shopping and available Special Locations.
**[[Market|http://www.goodsandgoodies.com/wq/pics/Market2.JPG]] - for any settlement
**[[Special Locations|http://www.goodsandgoodies.com/wq/pics/SpecialLocationsCommon.jpg]] - for towns and cities
*''Random Quest Generators'' (Just the random generator is provided by OW. The adventures were created by others.)
**[[Custom Quest Generator|http://www.goodsandgoodies.com/wq/Quest_Generator.htm]]
**[[Adventure Book Quest Generator|http://www.goodsandgoodies.com/wq/Adventure_Book_Quest_Generator.htm]] - One must have the [[Adventure Book]] to benefit from this generator.
[[Old Warrior's Stronghold|http://www.goodsandgoodies.com/wq]] is a website which hosts custom Warhammer Quest things. There is a large collection of custom Warriors. Also, one will find some random adventure generators (on the home page), custom tables, house rules, custom board sections, and even a tip fo the day (also on home page).
The Webmaster -- a big fan of Warhammer Quest and of custom things created for the game. Old Warrior is very well acquainted with most of the Warhammer Quest rules -- both basic and advanced. And, he is familiar with very may Warrior types, both official and custom Warriors. Old Warrior has created and collaborated with others on custom creations for Warhammer Quest. Most of these things can be found in Old Warrior's Stronghold. See especially the Custom Characters, Custom Tables and House Rules pages of [[Old Warrior's Stronghold|http://www.goodsandgoodies.com/wq/]].

To contact Old Warrior:
[[Send Email|mailto:goodsandgoodies@yahoo.com]]
[[Visit Old Warrior's Message Board|http://www.runboard.com/bwqwhqoldwarrior]]
[[Warriors]] which came within the original Warhammer Quest game box are sometimes referred to by players as "original Warriors", "one of the original four'', or some similar terms.  Here are the "Original Warriors":
This Warrior starts with a sword, six daggers for throwing and just maybe some armour (random table). He starts with two skills: Sense Danger - He has a one-in-six chance to prevent ambushing monsters from using their ambush ability; and Dashing Steel - he has a 50% chance (once per monster event) of gaining an immediate extra attack against a single monster when it is first placed adjacent to him.
He starts with two melee weapons: a Fist Spike (+2 Attacks and step into slain monster's square option) and Pit Flail (+2 Str, with one-in-six chance of hitting himself with it). He has a Heal-Itt Potion which may last for one or many drinks to provide little or much healing. His advanced rules provide for a random amount of indebtedness (which he needs to pay off), a reason for leaving the pit fighting scene, and some nice equipment (Knee Spikes for one). He gains Training Points to spend on customized characteristic increases when gaining levels.
Can be purchased at the General Store, a shop found in any of the [[Settlements]]. They can be used to heal a Warrior's Wounds. The [[RolePlay Book]] gives specific instructions for when and how they can be used. Provisions do not always succeed when used on an [[Unconscious]] Warrior.
This is a more detailed version of the basic game's [[Adventure Record Sheet]].  It is a full-page in size.  It can be found at the back of the [[RolePlay Book]].
One of the three official books which came with the game.  It gives the games advanced rules, [[Training]] details -- including [[Skills]] and Wizard's [[Spells]] and the advanced statistics for the [[Warriors]] which came with the game.  Between [[Adventures]] travelling (with [[Hazards]]) and settlement visits with shops and [[Special Locations]] are fully explained.  All ten levels of monster tables, a full bestiary, and all monsters' [[Special Rules]] are included as well.

For more details on the game's contents, it is recommended to visit [[Warhammer Quest at BoardGameGeek.com|http://www.boardgamegeek.com/boardgame/1634]].
This was one of the three official books which came with the game.  This book explained the game's basic rules, including dungeon generation, handling the various phases of each turn, what the [[Warriors]] do in their turns, how to manage the [[Monsters]], all the details of setup, combat and spell casting, and so on...

For more details on the game contents, it is recommneded to visit [[Warhammer Quest at BoardGameGeek.com|http://www.boardgamegeek.com/boardgame/1634]].
''"Same Board Section" Healing:'' in my games I am now interpreting this limitation to allow such healing to reach Warriors up to 6 squares from the healer when they are in an adjacent board section. Reason: it doesn't seem reasonable to be able to heal someone 6 squares away in the same board section while the Warrior just over the threshold of a doorway cannot be healed.
This is a very important basic rule used throughout the entire game of Warhammer Quest. Regardless of the number of modifers in play, when rolling a six-sided die (1D6) to determine if something is successful, a //[[natural]]// 1 is always a failure and a //[[natural]]// 6 is always a success.
Settlements are places where most Warriors go between their dungeoneering [[Adventures]] to sell some of their treasures, train to a new level, acquire new equipment and supplies, have a good time, relax, kick back and... get into trouble!  Yes, Settelements can be a source of trouble.  Don't stay too long either, unless you wish to experience a Catastrophic Event. Settlements come in three sizes too: City, Town, and Village. Here is a list of things related to Settlements:
*[[Catastrophic Events]]
*[[Living Expenses]]
*[[Settlement Events]]
*[[Special Locations]]
A veteren Warhammer Questor's comments on game rules, strategies and etc... with Glossary. Hosted at [[Old Warrior's Stronghold|http://www.goodsandgoodies.com/wq/]]. (A work in progress)
These are special abilities usually specific to a certain class of Warrior. Some skills, or variations of the same skill, can be acquired in more than one class of Warrior, especially when custom Warriors are allowed into the game.

''Beginning Skills'' - Most Warriors have at least one thing they are good at which might be represented as a skill when they are first created. The Barbarian's Berserk ability for instance is generally considered a skill, though it is not officially designated as a skill. The Elf, on the other hand, has the //Dodge// ability which is considered a skill. It seems irrelevent whether an ability is actually called a skill or not in the beginning, so long as the players understand how the ability works and actually use it in the game.

''Skills from Level Advancement'' - Unlike many beginning abilities, the Warrior's potential additional skills usually clearly listed in a skills table. The Warrior's Battle-Level Table, or other instructions, will tell when he gains a new skill at each level and the method of generating that skill. For most Warriors, this will mean rolling 2D6 on the skills table and then adding that skill's name and description to his [[RolePlay Adventure Record Sheet]].

''Skills from Elsewhere'' - There are skill, or abilities, which Warriors might acquire outside of their training/level advancement methods.  Often, these are acquired at [[Special Locations]]. For instance, there is an whirling blades ability that can be learned by some physical fighters when they venture into the Fighting School. It allows the Warrior to trade in his nomral Attacks for one turn in an adventure and perform an attack versus every single adjacent monster. Whatever skills/abilities are acquired in this way do NOT count against the number of Skills the Warrior officially has which are specific to his class and his Battle-Level advancement.
Special Locations are places where Warriors can do, experience, and buy special things not normally available elsewhere. Also, many Warriors need to visit their own specific Special Location to obtain [[Training]] to advance their Battle-Level.

These are places that for the most part can only be found in a town or a city, though an Alehouse will be available in all villages as well. Another exception is the Fighting School (see Pit Fighter's rules) which can be found in a village on a 1D6 roll of 6. Also, some custom characters might have special locations that can be found in a village. Some Special Locations particular to a specific Warrior, like the Saedith' Saedith Enclave, might have a better chance of being found in or near smaller settlements.

The general method for finding a Special Location is to roll a certain number of 1D6's depending upon the size of the settlement. On a result of 7+ the location is found. See the [[RolePlay Book]] for more details.

The following two illustrations (images) were created to help show what might be available in settlements. They do not include all Special Locations, because these would likely number more than 100 with all the Custom Warriors available.

The two images provided below were created to help show what places are avaialable depending upon the settlement size and type of Warrior. For instance, the Wizard's Guild was included because it is one of the Special Locations found in the [[RolePlay Book]] and more than one Warrior type can visit. The School of Martial Arts and the Fighting Scool were included because several Warriors are able to visit. The Special Locations image has not been updated yet to include the Empire Army Camp.

*[[Market|http://www.goodsandgoodies.com/wq/pics/Market2.JPG]] - for any settlement
*[[Special Locations|http://www.goodsandgoodies.com/wq/pics/SpecialLocationsCommon.jpg]] - for towns and cities

__''Here is a list of Special Locations:''__

*''[[RolePlay Book]]''
**Alchemist Laboratory
**Dwarf Guildmasters
**Elf Quarter
**Gambling House
**Wizard's Guild
*''[[Expansion Characters]]''
**Baron's Castle (Bretonnian Knight)
**Brewmaster's Tavern (Brewmaster)
**Chaos Temple (Chaos Warrior)
**Elf Noble House (Elf Ranger)
**Fighting School (Pit Fighter)
**Foote Locker (Ex-Blood Bowl Player)
**Grail Chapel (Bretonnian Knight)
**Kitchens', The (Halfling Thief)
**Luigi & Salvatore (Imperial Noble)
**Shrine of Asuryan (Lord of Aenarion)
**Temple of Sigmar (Warrior Priest)
**Trollslayer's Shrine (Trollslayer)
**Watch House (Bounty Hunter)
**Witch Hunters' Guild (Witch Hunter)
**Wood Elf Troupe (Wardancer)(NOT in settlements)
*''Custom Characters'' (Listing just a few which are from Old Warrior's Characters. Many more can be found in the Custom Warriors' rules.)
**Christian Mentor (Christian Missionary)
**Giant Trainer (Friendly Giant)
**Jaedai Mentor (Jaedai)
**Saedith Enclave (Saedith & Jaedai)
**School of Martial Arts (Matial Artist)
**Wise and Helpful Aes Sedai (Aes Sedai)
**World of Dreams (Aes Sedai)
This is a characteristic that Warriors and Monsters often use in determining damage in hand-to-hand combat. There are rare instances, due to a skill or special weapon, that the Warrior's Strength might be used for ranged damage. The attacker's Strength value is usually added to [[Damage Dice]], but some weapons either modify or ignore the Attacker's strength for damage purposes.

Strength is also used for Strength tests in the advanced game where role-playing can be more or less an important part of the game. Even the basic game rules have at least one Strength test involved. Whenever a Gaint Spider traps a Warrior in a web, that Warrior must pass a Strength test in order to break free of it.

When the attacker, be it a monster or a Warrior, rolls a six-sided die to determine whether the target is hit by the attack, it is referred to as a "To Hit" roll. The number required to hit the target is usually either determined by the attacker's [[Ballistic Skill]] or by a comparison of the attacker's [[Weapon Skill]] and that of the defender. There are some exceptions. For instance, the Imperial Noble's Duelling Pistol's To Hit roll is not based upon Ballistic Skill but rather upon a comparison of the "To Hit" roll result and the distance to the target.
There were three To Hit Charts in the original Warhammer Quest books. Of the three, the only correct one was the one found on the inside of the back cover of the [[Adventure Book]].

Here is an FAQ quote showing the reasoning behind this:

"Q: The to hit numbers on the Advanced Profile card for my Warrior card are different from the table in the rule book. Which is correct? 
A: There are three 'to hit' charts, one in the back of the Rule Book, and two in the back of Adventure Book (one on the last page and one on the inside back cover). Of all three tables, the one on the inside back cover of the AB matches the 'to hit' profiles given in the Monster descriptions in the RPB and on the Advanced Profile cards. It would seem reasonable to assume that the table on the inside back cover of the AB is correct."
This is a characteristic of [[Warriors]] and [[Monsters]] which shows their natural, unassisted resistance to all sorts of damage. Damage is usually modified by Toughness before being subtracted from the target's [[Wounds]].
Here is a dwarf with a serious attitude. He comes with a special magical Rune Axe (+1 wound for damage on monsters). He also has three pieces of Stone Bread, which he can eat even while fighting. His Trollslayer Skill seriously modifies his strength (+4 at [[Battle-Level]] 1) for damage on //[[natural]]// 6 [[To Hit]]. He never wears armour, never retreats, and never leaves until the quest is done. He doesn't care much for gold. His monster-slaying gold is tracked as experience and his actual gold has a maximum (randomly rolled when created). He has a serious weakness for the bottle when in a settlement. Oh, and watch out for the scary orange Mohawk that he might sometimes acquire at the Trollslayer Shrine!
Whenever a Warrior is reduced to ZERO current [[Wounds]] he is considered unconscious.  He will die at the end of the turn if by some means he is not healed to at least 1 current Wound.
This is a list of terms used in the [[Warhammer Quest]] game. Most are used very much as like terms are used in other games.  However, their specific usage in Warhammer Quest may be different.  To see explanatory comments, click on the word.  Words in bold currently have information attached; but, any non-bold words have yet to be commented upon.

[[Advanced Rules]]
[[Adventure Book]]
[[Adventure Record Sheet]]
[[Ballistic Skill]]
[[Basic Rules]]
[[Board Section]]
[[Catastrophic Events]]
[[Damage Dice]]
[[Expansion Characters]]
[[Line of Sight / LOS]]
[[Living Expenses]]
[[Normal Damage]]
[[Objective Room]]
[[Original Warriors]]
[[Rule Book]]
[[Rule of One and Six]]
[[RolePlay Adventure Record Sheet]]
[[RolePlay Book]]
[[Settlement Events]]
[[Special Locations]]
[[Special Rules]]
[[To Hit]]
[[Warhammer Quest]]
[[Weapon Skill]]
He wears the Belt of Ariel which magically protects him (random degrees of protection). His weapons: the //Swords of Orion// (one in each hand) which give him the ability to continue a death-blow beyond one obstruction. His skill: the Dance of Death allows him to move, fight, move, fight, and move again (until he runs out of movement and/or [[Attack]]s). Between adventures he may be able to receive special enhancements for the Swords of Orion. He favors visiting a Wood Elf Troupe in the wild rather than staying in a settlement (see [[Settlements]]).
The very best dungeon crawl game of all time (definitely the webmaster's opinion)!  There is so much to this game, that links are being provided here if the reader would like to know what it looks like and to get some serious reviews and/or the many details about what came in this game. Well, even if you are quite familiar with the game, you might find these links useful.

[[Warhammer Quest at BoardGameGeek.com|http://www.boardgamegeek.com/boardgame/1634]]
[[Warhammer Quest at Wikipedia|http://en.wikipedia.org/wiki/Warhammer_Quest]]
[[Old Warrior's Stronghold (for custom Warhammer Quest things)|http://www.goodsandgoodies.com/wq/]]
[[The Stronghold's WHQ Links Page|http://www.goodsandgoodies.com/wq/Links.htm]]
A place for Old Warior to post his comments and interpretations about Warhammer Quest, hopefully in an organized fashion. Also, it is intended to provide an ''unofficial'' [[WHQ Glossary]].  It is assumed that the reader has some knowledge of the Warhammer Quest game, but one can follow the links provided by clicking on [[Warhammer Quest]] to read the Wikipedia article and see what is written and images shown at [[BoardGameGeek.com|http://www.boardgamegeek.com]].  As for acquiring the game itself, the best way generally is to search for it on eBay.

To save a copy of this single-page Warhammer-Quest-A-Pedia wiki to your computer, use your Internet browser's ''//Save As//'' option (found under the File menu). If given a choice of file type, save as an html file. Remember that this wiki is a work in progress and will be updated from time to time.

This wiki is completely ''unofficial''.  Besides a few excerpts, the official materials are not being provided to the public.  One needs a copy of the game in order to play.

Anyone wishing to add comments must do so through the webmaster at Old Warrior's Stronghold. One may leave Old Warrior comments, suggestions and etc. about this [[Warhammer-Quest-A-Pedia]] at the ''[[Warhammer-Quest-A-Pedia Feedback|http://www.runboard.com/bwqwhqoldwarrior.f12.t9117]]'' topic within Old Warrior's message board.
He a real jewel of a warrior who worships the god Sigmar. He has a Warhammer (+1d6 damage on 6 to hit), an Ornate Breastplate (+1 T), a Ring of Jade (for erratic healing of adjacent warriors), a Ring of Command, and a Holy Book of Sigmar with three initial Blessings he may attempt to use (one per turn, works much like the Elf Ranger's spells). There isn't much treasure he can use, but he has the ability to trade unwanted and unusable treasures for something useful -- a forced trade (if he passes a Willpower test) at the time a new treasure is acquired by the party, even if the other warrior would rather keep their treasure.
Warrior(s) (capitalized) is the term used to refer to the player characters in Warhammer Quest. Usually the term warrior (lowercase) is avoided, but if it does appear it is supposed to refer to non-player characters -- usually monsters or other non-player characters.

The four basic Warriors that came with the game are: Barbarian, Elf, Wizard, and Dwarf.  Also, in the back of the [[RolePlay Book]] a Trollslayer's rules were included.

For a summary of twenty official and semi-official Warriors produced by Games Workshop for Warhammer Quest and to vote for one's favourite Warrior(s), visit this forum topic in the Warhammer Forum (at Runboard.com): [[Vote for Your Favourite WHQ Warriors|http://www.runboard.com/bwarhammerquest.f1.t90166]]
In Warhammer Quest, each Warrior and Monster have a value which shows how skilled they are in Hand-to-hand Combat. The Attacker's Weapons Skill is pitted against the Defender's Weapon Skill. There is a [[To Hit Chart]] which shows the lowest number required for the Attacker to succeed in hitting the Defender.
He has a Sabre (normal damage, but +1 to damage on 6 to hit) and a Pistol (str 5). He also begins with 1d6 random Amulets, which have various abilities (one heals 1d6 wounds on a single warrior). He also has a special attribute: Faith. His Faith Points can be used to influence dice rolls (+ or - 1). A Witch Hunter has to be careful not to lose Faith... He is a specialist at fighting demonic and unclean creatures. He gains double the gold value if he slays an evil magic user. He may enter into a Battle of Wills with certain creatures. Also, he can attempt to get a bit of [[Training]] between [[Battle-Level]]s.
He is the most magical warrior of them all, or at least Games Workshop seemed to indicate this whenever comparing other metaphysical types with the Wizard. He begins with a one use //Hand of Death Scroll// (3d6 damage only modified by Toughness), a sword, his personal store of power (1d6 Power Tokens), and three magic spells. He gets one random spell from each spell card deck (each deck having five different spells): Healing, Attack and Defense. Therefore, Wizards can be quite different in what they are able to do. From [[Battle-Level]]s 2 through 10, the Wizard becomes increasingly more powerful, continually gaining new and more powerful [[Spells]], more personal power and more current power (adding his Battle-Level to the current power roll unless the roll is a 1).
In Warhammer Quest there are Wounds (uppercase) and there are wounds (lowercase). This subtle difference is sometimes helpful to note when reading various rules and descriptions of how things work. Although, sometimes it seems that someone may have forgotten to use the "shift" key in the typing of the official materials.
*''Wounds'' (uppercase/capitatlized) are the number of hit points a Warrior or monster has, whether we are talking about Current Wounds or Starting Wounds.
**''Starting Wounds'' - the number of Wounds a character has when completely healthy, having suffered no damage, or when they have been fully healed.
**''Current Wounds'' - the number of Wounds a character currently has. This expression is often used after a character has suffered some loss of health (loss of hit points).
*''wounds'' (lowercase) is often used to refer to the number of hit points worth of damage that has been caused or actually inflicted upon the target of an attack, spell, trap, and etc... Unless otherwise specified, the number of wounds indicates the amount of damage before any defensive modifiers are applied (like [[Toughness]] and [[Armour]]). Some abilities, magical armours, magical weapons (like the Parrying Blade) spells and etc... can sometimes totally ignore, absorb, or even deflect part or all of the wounds inflicted.
The term //natural// is used to indicate the unmodifed dice roll most often used in reference to rolling a //natural// 1 (bad) or a //natural// 6 (good), indicating that something, usually bad or good (respectively), happens as a result. For instance the roll [[To Hit]] an enemy of which a Warrior is terrified (see [[Terror]]) would be modified by -2; but, if a //natural// 6 is rolled -- the dice roll itself was a 6 -- then the result is treated as a 6 and is not modiifed for many purposes. See the [[Rule of One and Six]]. A //natural// 6 is often used for the successful use of some skills. The //Trollslayer skill// for instance, modifies the Trollslayer's Strangth for damage purposes on a //natural// 6 [[To Hit]].