Warhammer Quest

Frequently Asked Questions (FAQ)

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WARRIORS

Barbarian

A savage warrior from the snow-clad realm of Norsca whose love of battle and plunder has lead him to the Worlds Edge Mountains.
Wounds  1D6+9 
Move 
Weapon Skill 
Ballistic Skill  5+ 
Strength 
Toughness  3(4) 
Initiative 
Attacks  1(+1) 
Pinning Roll  6+ 

The Barbarian starts with the Lantern. In combat the barbarian may attempt to go berserk each turn by rolling a 6 on a d6, adding 1 to his roll for each opponent he has already slain. If he rolls a natural one, he has an abortive berserk and causes one wound to himself and any adjacent Warriors. While berserk, the Barbarian doubles his attacks.

The Barbarian is included in WQ. 

Barbarian questions

Q: When does the Barbarian check for going Berserk?
A: At the start of the Barbarians turn in the Warriors phase. (GWUK)

Bretonnian Knight

The Questing Knight hails from the land of Bretonnia, roaming the Old World on thier Grail Quest. Seeking peril and adventure to test their knightly virtues to prove they are worthy of the Grail.
Wounds  1D6+7 
Move 
Weapon Skill 
Ballistic Skill  6+ 
Strength  3(6) 
Toughness  3(5) 
Initiative 
Attacks 
Pinning Roll  6+ 

The Bretonnian Knight starts with a mighty Broadsword which adds +3 to his strength when determining wounds. However, death blows are not as accurate because of the weight of this weapon. The knight also starts with a Questing Favour that can apply a number of different bonuses depending on what he rolls on a table.

Chaos Warrior

Having sold his soul to Chaos for one reason or another, the Chaos Warrior is a powerful fighter who must conceal his true identity from his fellow Warriors.
Wounds  3D6 
Move 
Weapon Skill 
Ballistic Skill  5+ 
Strength 
Toughness  3(4) 
Initiative 
Attacks 
Pinning Roll  5+ 

An unusual character, the Chaos Warrior cannot use most treasure and does not gain skills when increasing in battle-level. Instead of skills, he is granted 'gifts of Chaos' in the form of Chaos Attributes (strange mutations) and Chaos Artefacts (magic items). The more Chaos Attributes (not Artefacts) he has, the harder it becomes for him to be admitted to settlements. A high amount of Chaos Attributes also increase the chance that he will be summoned away to serve the Chaos gods or become a mindless Chaos spawn, either result taking him out of the game. 

Chaos Warrior questions

Q: Is the Mark of Chaos the Chaos Warrior starts with "obviously manifest?"
A: No. (GWUK)

Q: Does the Chaos Warrior have to be unpinned to use the Ring of Desolation, as with a missile weapon?
A: No, it does not count as a missile weapon. The Chaos Warrior may use it while pinned. (GWUK)

Q: How often may the Chaos Warrior use the Attribute 'Levitate?'
A: Once per turn. (GWUK)

Q: Does the Attribute 'Featureless Face' cancel the effects of other attributes of a facial nature?
A: No. (GWUK)
Note: GW suggests that 'Featureless Face' may simply be an illusion.

Q: Does the Attribute 'Featureless Face' cancel out the "obviously manifest" side effect of previously granted facial Attributes?
A: Yes, "obviously manifest" facial attributes previously granted are no longer "obviously manifest," although any granted after 'Featureless Face' will be. (GWUK)

Q: The Chaos Attribute 'Magic Resistance' gives an example of a Chaos Warrior wearing a ring of Magic Resistance, yet on p. 5 the booklet states that Chaos Warriors may only use potions and non-magical treasure, and there is no Chaos Artefact Ring of Magic Resistance. Does this mean that the Chaos Warrior is able to use magic rings as well as potions?
A: No. The Chaos Warrior may not use rings. (GWUK)

Q: Does the Chaos Warrior get death blows with the Lashing Blade?
A: No. The blade can only attack one model unless they are in an adjacent square. (GWUK)

Q: If the Chaos Warrior is using the Lashing Blade, does he pin all Monsters within four squares?
A: No, he only pins adjacent Monsters. (GWUK)

Dwarf

The Dwarf seeks not only gold and adventure, but the opportunity to deal out retribution to the dark minions who now inhabit his ancestors strongholds and mines.
Wounds  1D6+8 
Move 
Weapon Skill 
Ballistic Skill  5+ 
Strength 
Toughness  4(5) 
Initiative 
Attacks 
Pinning Roll  5+ 

The Dwarf starts with the Rope. A good, solid fighter the Dwarf is armed with a Great Axe. When using the Great Axe, the Dwarf rolls two dice for damage, discarding the lowest.

The Dwarf is included in WQ.

Dwarf questions

Q: Does the Dwarf roll an extra die for damage with the Great Axe only, or with any axe?
A: With the Great Axe only. (GWUK)

Q: When using his Great Axe, the Dwarf rolls two dice for damage and discards the lowest. How is this handled when he goes up in level and his damage dice increases?
A: Whatever his Damage Dice is, when the Dwarf is using the Great Axe, he rolls one additional die. From the resulting number of dice rolled the lowest is removed. See note on Dwarf Battle Level table RPB p. 44.

Q: If the Dwarf trips, does he cause any damage?
A: No. (GWUK)

Q: When using his Great Axe, the Dwarf rolls two dice for damage and if they are doubles (not double ones) he adds them together rather than taking the lower of the two away. If he gets a double one he trips over his beard. How are these results determined when he goes up in level and his damage dice increases?
A: The Dwarf continues to roll damage dice (whether one or more) and an extra dice for the axe. From all of these dice he discards the lowest unless there are two ones in which case he trips over or unless there is a double, in which case he adds up all of the dice for damage. (GWUK)

For example a Dwarf of battle-level 9 or 10 rolls the following:
D. DICE  AXE  RESULT 
4 3 1 + 1 = A double one. The Dwarf trips over. 
4 3 1 + 2 = The Dwarf discards the lowest (1). Total damage is 9 + Strength. 
4 4 3 + 1 = A double. He adds up all of the dice. Total damage is 12 + Strength. 
5 5 1 + 1 = The Dwarf trips over. 
 

Q: What treasure, if any, do you get for defeating the Monsters in the extra Objective room found via the Dwarf's Stonemaster skill?
A: An Objective room treasure. (GWUK)

Elf

A nimble Wood Elf from the forest of Loren, whose passion for gems and jewels along with his hatred for Orcs, Goblins and other evil races has brought him to the dungeons of the Worlds Edge Mountains.
Wounds  1D6+7 
Move 
Weapon Skill 
Ballistic Skill  4+ 
Strength 
Toughness 
Initiative 
Attacks 
Pinning Roll  Automatic 

The Elf starts with the Healing Potion which will restore any Warrior to full wounds when used. The Elf is never pinned and may also dodge attacks on the roll of a 6 on a d6. The Elf is an excellent archer.

The Elf is included in WQ.

Elf questions

Q: The rule book states that a Warrior may not use a ballistic weapon if he is pinned. The Elf is never pinned. Does this mean he can shoot an adjacent monster at point blank range (giving him a better chance to hit in some circumstances)?
A: No. The Elf, like all other Warriors, cannot shoot at all when adjacent to a monster. 'A model may only shoot if it is not adjacent to, and therefore not pinned by, an enemy' RB p. 25 - emphasis should be on 'adjacent to'. Also note the example of combat RB p. 29. (GWUK)

Q: Is the bow the Elf starts with an 'Elf Bow' (uses Strength of Warrior)?
A: No. It is a bow which causes 1D6+3 damage. (GWUK)

Q: Is the bow the Elf start with limited to one attack per turn (as a Long Bow), or as many attacks per turn as the user has (like a Short Bow)?
A: It is limited to one attack per turn. (GWUK)

Q: The Elf Warrior card does not list arrows - does this mean that the Elf does not need arrows for the bow he starts with, or does he have an unlimited supply?
A: The Elf starts with enough arrows to last one adventure, after which he must purchase arrows like any other Warrior. (GWUK)

Q: Can the Elf use the skill 'Leap' to leap vertically up or down a level in a multi-level room?
A: No. (GWUK)

Elf Ranger

Neither High Elf or Wood Elf, the Elf ranger belongs to a noble cast of Elf known as the Dispossessed who can be found in many of the great cities of the Old World. Seeking lost treasures of the Elves so that his kind might return in triumph to Ulthuan, the Elf Ranger finds himself in the dungeons of the Worlds Edge Mountains.
Wounds  1D6+7 
Move 
Weapon Skill 
Ballistic Skill  5+ 
Strength 
Toughness  3(4) 
Initiative 
Attacks 
Pinning Roll  3+ 

The Elf Ranger is an unusual Warrior in that he must choose to be an Elf Ranger Knight or an Elf Ranger Mage, which affects what abilities, skills and equipment he starts with. The Elf Ranger always starts with scale mail armour, a sword (1D6+3) and a War Crown of Tiranoc. If he is a Knight he starts with a bow and the Blades of Death skill. If he is a Mage he starts with spells. The Elf Ranger may cast spells if he can roll a certain number or above on a D6. The number he must roll to cast a spell is dependent on the Power that turn, eg if the number rolled in the Power Phase for power was a 3, the Ranger will need to roll a 4 or more to successfully cast a spell. Initially, the Ranger may only attempt to cast one spell per turn. In the Advanced game, as the Ranger progresses, whether a Mage, or a Knight he may learn Spells and Skills. A Knight tends to roll skills with a chance of getting spells whereas a Mage will tend to roll spells with a chance of getting skills. Note that the Spells the Elf Ranger can use are not the same as those of the Wizard. They are entirely new Elf spells.

Elf Ranger questions

For questions regarding spells and spellcasting, refer to section IV Spells.

Q: If an Elf Ranger has multiple attacks and the skill 'Battle Lord,' can he shoot, then move up to a Monster and use the rest of his attacks in hand-to-hand combat?
A: Only if he also has the skill 'Flame of Vengeance.' (GWUK)

Q: The Elf Ranger skill 'Blades of Death' allows the Ranger to have an additional attack if his attack hits (even if it does no damage). When the Ranger advances in battle level and gains multiple attacks, does this skill apply to all of his attacks, or just one?
A: The skill applies to one attack only which the player must nominate in the Warriors' Phase before he rolls the dice. (GWUK)

Q: The Elf Ranger skill 'Cry of Vengeance' makes all of the Rangers' hits that turn cause treble damage - is the damage trebled before or after his Strength bonus is added?
A: The damage is trebled before the Strength bonus is added. (GWUK)

Q: Does the Elf Ranger skill 'Warning of Asuryan' work with all ambushes, including Automatic and Magic ambushes?
A: Yes. (GWUK)

Q: The Elf Ranger skill 'Weaponlord' allows the Ranger to add '+1 Strength dice.' What does this mean?
A: The Elf Ranger adds 1D6 to his Strength when determining damage. (GWUK)

Imperial Noble

Whether to escape from the tedium of life at court, or to support an expensive lifestyle, the Imperial Noble finds himself exploring the most dangerous areas of the Old World.
Wounds  1D6+7 
Move 
Weapon Skill 
Ballistic Skill  4+ 
Strength 
Toughness 
Initiative 
Attacks 
Pinning Roll  5+ 

The Imperial Noble has the following equipment: Rapier, Ancient Heirloom and Duelling Pistol. The Rapier only causes 1D6+1 damage, but if the Noble hits (even if he doesn't cause damage) he may make another attack immediately either on that monster or another one, and so on until he misses. The Rapier has no Death blow. The Duelling Pistol causes 1D6+6 damage. To hit, the Noble counts the number of squares to his target then attempts to roll above that number on 1D6 to hit. The Ancient Heirloom causes fear (-1 for monster to hit the Noble) in one type of monster, determined randomly. 

Imperial Noble questions

Q: How many 'Necklets of Purest Silver' may the Imperial Noble wear?
A: One. (GWUK)

Q: How many 'Gem-Encrusted Bracelets' may the Imperial Noble wear?
A: Two. One for each arm. (GWUK)

Q: How does the skill 'Feint' work when the Imperial Noble is using the Rapier? As the Noble can continue to attack if he does not miss, this is potentially devastating.
A: The 'Feint' skill allows the Noble to re-roll once per Attack, in accordance with his Attack characteristic.

For example, a Battle-level 2 Noble has an Attack characteristic of 2 and successfully rolls his required number to feint. Using the Rapier, he rolls his first strike, which hits, so he has another, and so on, until he misses - he then re-rolls (feint) and hits, so he has another, and so on, until he misses. He does not get to re-roll this miss because he has already feinted for this 'attack.' He now proceeds to his second attack. (GWUK)

Q: When determining who can be hit by the Blunderbuss, can the 2 x 2 square area of effect extend beyond the range of 6 squares as in the example below:
1 2 3 4 5 6
IN *
*
IN -- Imperial Noble
* -- Area of effect

A: No. The 2 x 2 square area of effect must fall within the 6 square range as below: (GWUK)
1 2 3 4 5
IN *
*
IN -- Imperial Noble
* -- Area of effect

Pit Fighter

Trained to fight in the illegal fighting pits of the Old World, the Pit Fighter has escaped his cruel master to find fame and fortune in the dungeons of the World's Edge Mountains.
Wounds  1D6+8 
Move 
Weapon Skill 
Ballistic Skill  6+ 
Strength 
Toughness  3(4) 
Initiative 
Attacks 
Pinning Roll  5+ 

The Pit Fighter starts with Heal-Itt(sic) Potion, Pit Flail and Fist Spike. The Fist Spike gives him +2 attacks but no death blow, however, he may move into the square of a dead opponent when using the Spike. The Pit Flail gives +2 strength, but on the roll of a 1 he wounds himself.

Pit Fighter questions

Q: How many attacks does the Pit Fighter actually have?
A: One attack initially if he is using any weapon other than the Fist Spike. The Fist Spike gives him two (2) extra attacks for a total of three attacks on the first battle level if he is using it.

Q: If the Pit Fighter has more than one attack and is using the Fist Spike, does he get +2 attacks for each attack he uses it, or does it only add two attacks to his total number of attacks?
A: It adds two attacks to his total number of attacks. (GWUK)

Q: Can the Pit Fighter use both the Fist Spike and the Pit Flail?
A: No. To quote the Pit Fighter character card - 'A the start of each turn, the Pit Fighter must declare whether he is using the Fist Spike or the Pit Flail. He cannot use both in the same turn.'

Q: If the Pit Fighter has the skill 'surehanded,' can he use both the Fist Spike and the Pit Flail?
A: Yes. The Pit Fighter can use any combination of weapons, including the Fist Spike and Pit Flail when he has the skill 'surehanded' as long as he specifies his attacks. (GWUK)

Q: If the Pit Fighter is using more than one weapon, one of which being the Fist Spike, does it add two attacks each time it is used?
A: Whether he uses it for one or all of his attacks the Fist Spike only adds two attacks in total. (GWUK)

Q: In the Pit Fighter booklet on p. 4 under Special Rules, it states that the Pit Fighter has a chance to react if Monsters are placed due to an Unexpected Event, but on p.6 in the Advanced Rules, it says that he gets the same reaction "... at the start of any combat." Which is the case?
A: He has a chance to react to any Event, unexpected or not. It's a reaction strike whenever Monsters are placed. (GWUK)

Q: When attempting to find a Fighting School, does the roll of 6+ apply to all eligible Warriors, or just the Pit Fighter?
A: All eligible Warriors can find it on a 6+. (GWUK)

Q: As the Fighting School can be found on a 6+, is it possible to find it in a village rolling on 1D6?
A: Yes this is possible. Rural Fighting Schools in small isolated villages are quite popular. (GWUK)

Troll Slayer

Driven by an all-consuming guilt brought on by a great tragedy in his life, the Troll Slayer wanders the world in self-imposed exile. He seeks the most dangerous monsters he can find, believing that death at the hands of such creatures will redeem him.
Wounds  1D6+10 
Move 
Weapon Skill 
Ballistic Skill  6+ 
Strength 
Toughness 
Initiative 
Attacks 
Pinning Roll  6+ 

The Troll Slayer starts with a Rune Axe which causes an additional point of damage in combat. He may never wear armour and may only use hammers or axes.

The Troll Slayer appears in the RPB in the basic WQ set and in a separate Warrior pack. There is only one difference between the two - the Warrior pack Troll Slayer starts the game with three pieces of Stonebread.

Troll Slayer questions

Q: How much damage does the Troll Slayer do with his Rune Axe?
A: The Rune Axe gives the Troll Slayer one extra point of damage (ie 1D6 + strength + 1).

Note: The Warrior pack booklet is much clearer than the RPB as regards damage for the Rune Axe.

Wardancer

Famed and feared throughout the world, Wardancers are Wood Elves trained in ritual dances of worship, and deadly dances of war. Wardancers, like other Wood Elves occasionally become 'wayfarers,' travelling throughout the world and sometimes teaming up with Warriors of other races.
Wounds  1D6+7 
Move 
Weapon Skill 
Ballistic Skill  6+ 
Strength 
Toughness 
Initiative 
Attacks 
Pinning Roll  3+ 

The Wardancer begins the game with the Belt of Ariel and the Twin Swords of Orion. The Belt of Ariel either increases the Wardancers Toughness, or deflects a blow - this is determined randomly each turn. The Twin Swords of Orion allow the Wardancer to carry a death-blow past another Warrior or other obstacle blocking the death-blow. The Wardancer also starts with a skill, 'Dance of Death,' which enables him to move, fight, move, and fight again if possible. Basically the Wardancer is able to move and fight in any order subject to normal pinning rules and his movement/attacks characteristics. For example, he would be able to start his turn attacking an adjacent Monster, move to another part of the room, attack another, and then (if he has movement and attacks left) move and attack again. He is also able to carry a death-blow over to another monster elsewhere in the room if he is able to move within range.

Wardancer questions

Q: Both p. 3 of the booklet and the Warrior card state that the Wardancer has a WS of 5, yet the battle-level table at the back of the booklet says he has a WS of 4 until battle-level 4. Which is correct?
A: The Warrior card and p. 3 of the booklet are correct. The WS column should appear thus:(GWUK)
BL 10 
WS 5 5 5 5 6 6 7 7 8

Q: Can the "Aspect of the Wind" be gained on both swords, thus giving the attack bonus for each?
A: The Wardancer gains full benifits from each sword if it is on both.(TLOM)

Warrior Priest

A member of the cult of Sigmar, the Warrior Priest has gone forth into the world in the name of Sigmar to stamp out the taint of Chaos wherever it may be found.
Wounds  1D6+7 
Move 
Weapon Skill 
Ballistic Skill  5+ 
Strength 
Toughness  2(3) 
Initiative 
Attacks 
Pinning Roll  4+ 

The Warrior Priest starts with a Holy Book of Sigmar and a Ring of Jade. The Holy Book of Sigmar contains blessings which the Warrior Priest reads during play. The blessings have various effects, such as adding extra attacks, banishing fear etc. The chance of success for a blessing is based on a die roll in combination with the power roll for that turn. The Warrior Priest learns new blessings as he advances in level. The ring of Jade is able to heal the Priest and adjacent warriors under the right circumstances. In the Advanced Rules, the Warrior Priest also has a Ring of Command which gives him strength bonuses.

Warrior Priest questions

Q: On the front of the Warrior Priests Ring of Jade equipment card, it states that he may heal anyone on the same board section yet on the back (and in the booklet) it states that he can heal anyone adjacent to him. Which is correct?
A: He can only heal someone adjacent to him and on the same board section, for example he could not heal a Warrior who was adjacent to him and on the other side of a doorway. (GWUK)

Witch Hunter

The Witch Hunter exists to fight all enemies of humanity, and travels throughout the Empire and beyond, seeking out the mark of Chaos and evil, rooting it out, wherever it may be found.
Wounds  2D6 
Move 
Weapon Skill 
Ballistic Skill  4+ 
Strength 
Toughness  3(4) 
Initiative 
Attacks 
Pinning Roll  5+ 

The Witch Hunter starts with a Sabre (+1 Str damage on a roll of 6) and Pistol. He also starts with D6 Amulets which, depending on type, do everything from wounding adjacent Monsters to adding to healing Wounds. In addition, the Witch Hunter also has D6 Faith points, which can be traded in to add +1 per point to any die roll.

Wizard

Although not skilled in physical combat, the Wizard is a master of magic, and a powerful ally when exploring the dungeons of the Worlds Edge Mountains.
Wounds  1D6+6 
Move 
Weapon Skill 
Ballistic Skill  6+ 
Strength 
Toughness 
Initiative 
Attacks 
Pinning Roll  4+ 

The Wizard starts with the Hand of Death Scroll and three spells. The Wizard may cast spells in accordance with the power rolled in the Power phase of each turn. He also has his own limited store of power which he may draw upon. The Wizard may wield swords but he cannot wear armour.

The Wizard is included in WQ.

Wizard questions

For questions regarding spells and spellcasting, refer to section IV Spells.

Q: Does the Wizard have to be using his staff as a weapon to gain the +1 Toughness benefit?
A: Yes, he must be using it as a weapon to gain the Toughness benefit. (GWUK)

Q: Does the Wizard have to be using his staff as a weapon to gain the Power Phase re-roll?
A: It may be anywhere on his person to confer the re-roll. (GWUK)

Q: Does the Wizard have to be using his staff as a weapon in order to draw on the Power it stores?
A: It may be anywhere on his person for him to use the stored Power. (GWUK)


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Please email any questions/comments to Arrch or Halion.