First Level Character Generation
Part Three: Equipment and Finishing the Character

By Peter Haresnape

This is the third and final part of the Character Generation system, which covers initial purchases, as well as working out wounds and pinning.

Equipment

Once a Warrior has his or her basic statistics and skills set up, it is time to head down to the shops and make some purchases. Each Warrior receives an initial allocation of 200 gold.

The possible purchases are split between a number of tables. Some are available to all warriors, though some are restricted.

The tables are as follows:

Cutting Weapons- All Warriors
Bludgeoning Weapons- All Warriors
Piercing Weapons- All Warriors
Ballistic Weapons- All Warriors
Armour- All Warriors
Gunpowder- Human and Dwarf Warriors
Arcane Items- Spellcasting Warriors
Holy Items- Priestly or Temple Warriors
Elf Items- All Elves
Dwarf Items- All Dwarfs
Drugs and Herbs- All Warriors
General Equipment- All Warriors
Pit Fighter Equipment- Pit Fighters Only

Cutting Weapon Table

The damage for Cutting Weapons is equal to the strength of the warrior wielding it, plus the appropriate damage dice. Most have a further modifier to the Strength. Many Cutting Weapons cause Deathblows. This means that if a warrior kills a monster with a combined toughness and armour lower than his strength, he may make an immediate attack on an adjacent target.

Name Cost Damage Restrictions or Abilities
Sword 50 - Deathblow. Can be used to Parry
Short Sword 35 -1 Strength Deathblow. Can be used to Parry
Longsword 100 +1 Strength Deathblow. Can be used to Parry
Axe 35 - Deathblow
Sabre 100 Wielder must have 'Advanced Swordsmanship' skill. -1 to be hit. Deathblow Can be used to Parry
Broadsword 125 +3 Strength -1 to hit. Deathblow
Greatsword 175 +4 Strength -1 to hit. -1 Initiative. 2 Handed.
Battleaxe 125 +2 Strength 2 Handed, Deathblow
Great Axe 125 +1D6, discard lowest damage dice. 2 Handed, Deathblow
Throwing Axe 50 - Handheld or thrown

Bludgeoning Weapon Table

The damage for Bludgeoning Weapons is equal to the strength of the warrior plus the damage dice. On a certain score of the to hit dice, extra damage may be caused.

Name Cost Damage Restrictions or Abilities
Mace 60 +1D6 (6) -1 to hit
Club 20 No Extra Damage  
Staff 30 No Extra Damage 2-Handed. -1 to be hit, -1 to hit. Can be used to Parry
Warhammer 100 +1D6 (6)  
Great Hammer 150 +1D6 2-Handed. -1 to hit.
Flail 60 +2 Strength -2 to hit
Throwing Hammer 60 +1D6 (6) if thrown. Handheld or thrown

Piercing Weapon Table

Piercing Weapons usually have a strength that is the same regardless of the strength of the wielding warrior. This score is added to the damage dice as usual. Piercing Weapons may ignore armour if the to hit roll is high enough.

Name Cost Damage Restrictions or Abilities
Dagger 10 Strength 1 Can be thrown or held
Poniard 30 Strength 2 Pierce Armour on to hit 6
Spear 50 Strength 4 +1 Initiative in first round of combat, Attack in Ranks
Halberd 60 Strength 5 -2 Initiative, 2 Handed, Attack in Ranks
Javelin 50 Strength as thrower Thrown only, Pierce Armour on to hit 6
Rapier 100 Strength 1. Wielder must have 'Advanced Swordsmanship' skill. Sustained attack until miss. Can be used to Parry

Ballistic Weapon Table

Unless stated, there is no specific range for each of these weapons, beyond the limitations of the rulebook.

Name Cost Damage Restrictions or Abilities
Bow 40 Strength 3 One shot per turn
Longbow 75 Strength 4 One shot per turn
Shortbow 40 Strength 1 One shot per attack
Arrows (24) 10 Strength as Bow  
Crossbow 250 Strength 5 One shot per turn
Pistol Crossbow 375 Strength 3 Three shots per turn. One turn to load
Quarrel (24) 10 Strength as Crossbow  
Fire Arrow (6) 25 each Strength as Bow. 1D6 Fire Damage per turn (unmodified). Sets target alight on 4+. Burns until Damage of 1 or 2.

Armour

A Warrior may have one piece of armour, one shield, and one helmet. These items add up to give a save against any hand-to-hand or missile attack. The names for armour are generic. Light Armour might be a breastplate, or studded leather. Medium Armour might be chainmail. Heavy Armour is usually full plate armour with appropriate bracers and greaves.

Name Cost Defence Restrictions or Abilities
Light Armour 75 6+ Save  
Medium Armour 250 5+ Save -1 Move for Strength less than 3
Heavy Armour 1000 4+ Save -1 Move
Shield 75 +1 Save  
Large Shield 135 +1 Save, +2 vs Missiles -1 Move, -1 to hit
Helmet 50 +1 Save  

Gunpowder Weapons

Few warriors wield one of these expensive items, not least because they require a source of gunpowder and shot for use. Most gunpowder weapons have a limited range.

Name Cost Damage Restrictions or Abilities
Single Pistol 400 Strength 6 Range 6. 1 turn to reload.
Brace of Pistols (2) 750 Strength 6 Range 6. 1 turn to reload.
Musket 500 Strength 8. If a shot kills a monster it hits the monster behind at -1 Strength. -2 to hit. 1 turn to reload.
Repeater Pistol 900 Strength 6. Continue to roll to hit until you miss. Range 6. 1D3 turns to reload.
Blunderbuss 750 Strength 4 on a 2x2 area, unmodified for armour. +1 to hit. 1D3 turns to reload. Requires 6x the Gunpowder and Shot. On a roll of 1 to hit, it misfires and causes Strength 4 hit on warrior and adjacent models, unmodified for armour.
Hunting Rifle 2500 Strength 8, ignores armour and Ignore Pain. +1 to hit. 1 turn to reload.
Gunpowder and Shot 25 Allows 24 shots  
Superior Gunpowder 25 +1 Strength for any powder weapons. 6 shots  
Superior Shot 25 Ignores 1 point of armour. 6 shots.  
Silver Shot 25 Ignores 1 point of armour. Magical. 1 shot. Every wound scored after deductions against Undead or Ethereal Monsters causes 1D3 Wounds.

Arcane Items

Scrolls contain spells that may be used once, at no charge, whereupon the scroll is destroyed.

Amulets are items that can be used to cast spells. Generally they can be used once per adventure. Some may only be used once, some recharge themselves, and some have a number of charges that must be recharged once depleted.

Name Cost Use Restrictions or Abilities
Hand of Death Scroll 50 Causes 3D6 unmodified wounds on one monster  
Resurrection Scroll 50 Restores a dead warrior to life. Place on the same board section as the user, on full wounds. Can be used even if the warrior died some time ago. Resurrected warrior loses any gold, treasure or experience gained in this dungeon.
Banish Magic Scroll 50 Completely nullifies all Magic on the same board section. No spells can be cast, and any in play are dispelled. Lasts 1 turn. Magical Items still work as normal.
Spell Scroll 50 each Each scroll contains a random spell from the first level of one of the College Lists. You may choose the Colour of the Spell.
Wizard Staff 80 Attacks as a normal Staff. Magical Weapon. Each staff has two abilities upon purchase.
Magical Weapon +30 The weapon counts as Magical.  
Amulet 50 each Roll once on the Amulet Table for each Amulet you purchase.  
Power Stone 40 A Power Stone contains 1D6 Power Points that can be used for spellcasting. Can be recharged in Settlements.
Trance Stone 30 Restore 1 wound for each turn the warrior does nothing. No additional effect for more than one.
Potions 35 each Roll once on the Potions Table for each Potion you purchase  

Holy Items

These relics and sacred objects are available to holy men and women from the vaults of their temple. In each case the purchaser has an item that is appropriate to the God or Goddess they worship. Ulric worshippers might wield Blessed Warhammers or Axes, while followers of Taal could carry a Blessed Spear. The Sacred Book of a follower of Sigmar might be the Deus Sigmar or the Unfinished Book.

Name Cost Use Restrictions or Abilities
Holy Symbol 150 Choose God. A follower of that god wielding it gets +1 Luck. Vampires will reselect any warrior with a Holy Symbol once when choosing whom to attack.
Sacred Book 100 Allows use of Blessings appropriate to the God. Free to a Priest
Holy Water 60 BS to hit, range is double strength. Causes unmodified hit at Strength equal to WP, using Warrior's Damage Dice. Can't be regenerated. Only affects Undead, Dæmonic or Chaotic Monsters.
Consecrated Incense 40 Diffuses through room and heals 2D6 wounds on each Warrior  
Tears of Shallya 55 Immunity to Poison for the entire adventure.  
Blessed Weapon +30 Magical Weapon A Blessed Weapon must be appropriate to the God.
Relic 35 The carrier can pass one Psychology test automatically. Once per adventure.
Healing Artefact 70 At the end of each turn, roll 3D6. If two dice are the same, heal a number of Wounds equal to the total of the double rolled. The Wounds are shared out between the holder and any adjacent Warriors, with all the healing from a single dice spent on a single Warrior. Warriors should be nominated before the dice are rolled. On a double or treble 1, each warrior seeking healing loses 2 unmodified wounds.

Elf Items

Elven Items should really be split into High and Wood Elf items, but as these kin still have a modicum of respect for each other, not to mention many skills in common, it is as well to assume that they have access to the same or similar items.

Name Cost Use Restrictions or Abilities
Elf Bow 500 Normal Damage One shot per attack
Twin Swords of Orion Special Normal Damage Carry deathblows, Wardancer only. Can be used to Parry
Surestrike Arrows (6) 10 each Normal Damage +1 to hit
Ithilmar Weapon Double Ignores Initiative penalties and to hit penalties up to -1 for the weapon.  
Ithilmar Armour Double +1 Initiative to the wearer, this armour doesn't count towards penalties. Elven, Heavy, Medium or Light
Elven Armour 750 6+ Save Any damage dice scoring 1 or 2 are ignored.
Elven Helmet 250 +1 Save If the wearer has a higher initiative than the attacker, he can roll 1D6.1 Blow absorbed, helm destroyed2-4 No effect, resolve as 6+ armour save5-6 Blow negated
Elf Shield 175 No Save bonus Ignore the first attack per turn, unless made with an unmodified 6 to hit.
Elf Cloak 25 Absorbs 1 wound per hit. Roll 1D6 for each absorption. On a 1 the cloak is torn and useless.
Elf Boots 25 +1 Move Lasts 1 adventure
Woodland Cloak 150 Makes wearer 'invisible' for up to one whole combat if he doesn't attack. Ignore one Hazard per journey.  
Healing Potion 75 Heals 1 warrior to full wounds  
Potion of Vigour 50 One potion gives +1 to the characteristic for 1 turn. Strength, Toughness, WS, BS, Initiative or Attack. Choose type when purchased.
Waybread (6) 10 each Heals 1 wound when eaten  
Elf Rope 20 Breaks on a roll of 1  
Belt of Ariel Special Roll 1D6 in Power Phase:1 No effect2-3 +1 Toughness4-5 +2 Toughness6 Ignore one blow Wardancer only
War Crown of Tiranoc Special The wearer gets a free Warrior phase once per adventure. Affects only the wearer. High Elf only.

Dwarf Items

Dwarf Items are more limited, but contain possibly the best armour in the Old World (and also the most expensive!)

Name Cost Use Restrictions or Abilities
Gromril Weapon Double Ignores 1 point of armour and conveys a further +1 Strength. Axe, Hammer or Sword-class weapon only.
Gromril Armour Double If first save fails, roll another at 6+. armour doesn't count towards or cause penalties Can receive runes
Runic Armour Triple Counts as Magical, so at -1 to hit by any but a Magical Weapon Can receive runes
Rune Weapon Triple Magical Weapon, and carries a Common Rune Axe, Hammer or Sword-class weapon only.
Pickaxe 70 Normal Damage. On to hit of 6, ignores armour. (Piercing weapon) counts as an Axe for Runes, etc.
Firebombs (3) 50 each Causes 1D6 damage unmodified in a 2x2 grid. No BS roll necessary, but each bomb uses 1 attack.
Stonebread (6) 10 each Restores 1D6 wounds when eaten. Dwarf only
Cask of Dwarf Ale 80 Roll once on the Brew Table for each cask you purchase.  
Mining Helmet 50 A light source. +1 save Illuminates the current board section.
Flashpowder (3) 20 each When used, every enemy must roll Initiative Test (8). Lose 1 attack if they fail. +2 to all Pinning rolls in the turn used.

Drugs and Herbs

These poultices, remedies and brews tend to be viewed with suspicion, often rightly so! There are a few different types of Equipment, as follows.

Blade Venom is applied to a bladed weapon and lasts for one dungeon, unless otherwise stated. Blade Venom has no effect on Ethereal or Undead Monsters.

Drugs are ingested in some manner, but often have an associated risk. Some are Addictive, which means on a roll of 2-3 on 2D6 after each use, the warrior is hooked and must have another dose before each adventure, or be at -1 on all his rolls.

Herbs are bought and turned into Potions, Salves or Compresses, either by the warrior or the herbalist. Thus, once you have bought the herb, you decide what product it becomes. Potions have a one-off effect that usually lasts one whole turn. Salves give an effect over a number of turns. Compresses generally target specific injuries.

Name Cost Use Restrictions or Abilities
Black Lotus 200 gold Blade Venom- Any hit causing damage kills the enemy if they fail a Toughness test 7 Works for one turn
Dark Venom 200 Blade Venom- +1 Strength. Works for the adventure.
Veilbud 150 Blade Venom- the damaged monster also loses 1D3 attacks for the next 1D6 turns. For one attack that causes at least 1 wound.
Erwurgwort 150 Blade Venom- Each wound after modification causes 1D3 wounds instead. For one attack
Foxtail 90 Blade Venom- attack also paralyses the monster for 1 turn, giving it a Move and WS of 1. Works on each attack in one turn that causes at least 1 wound.
Mad Cap Mushroom 70 Drug- Makes the warrior Frenzied for one combat. Roll 1D6 after use. On a 1 the Warrior is immediately and permanently Stupid.
Crimson Shade 170 Drug- +1D3 Init, +1 Move, +1 Strength for one combat. Addictive.
Mandrake 180 Drug- Ignore Pain 2 for one combat. Addictive. Addicts have a permanent additional -1 Toughness
Black Hove 80 Drug- Spellcasters gain +1D6 Power to their store Reduces Initiative by -1 for the rest of the dungeon.
Gelbenwurzel 180 Drug- +1D6+2 points to improve WS, S, T, M, A, Init, Intel, BS as warrior chooses for 1 turn. Addictive. After use, the warrior suffers penalties equal to the bonuses for 4D6 turns.
Healing Herbs (Arkasu, Feuerkraut, St Johan's Wort, etc) (6) 15 each Potion- restores +1D6 wounds per application. Salve- restores +1D3 wounds at the start of the next 1D3 turnsCompress- +2 to Downed Table +1 on Downed Table unless otherwise stated.
Restorative Herbs (3) 50 each Potion- restores one warrior to Starting Wounds. Salve- restores one stat to Starting Level. Compress- automatic Stabilised condition +2 on Downed Table unless otherwise stated.
Purgatives (3) 45 each Potion- eliminates the effect of any poisons or diseases Magical diseases remain on a roll of 1-3 on 1D6
Fennel (3) 30 each Potion- eliminates one poison from the bloodstream. Salve- protects the warrior from poison for one Combat  
Deliona 95 Potion- Ignore Pain 1 for 1D6 turns. Salve- Ignore Blow 6+ for 1 turn  
Melkineye 80 Potion- +1 WS for 1 turn  
Hardath Root 80 Potion- +1 Toughness for 1 turn  
Galin's Herb 80 Potion- +1 Strength for 1 turn  

General Equipment

This is clearly available to all warriors, though not all will want to take advantage. As far as the clothes go, you should assume that the clothes and accessories appropriate to your warrior are free with it. Likewise, a wizard who has bought a scroll from the Arcane Items section is assumed to have a Scroll Case.

Name Cost Use Restrictions or Abilities
Locktools 50 Locktools allow lockpicking, or give +2 to rolls if the warrior has the skill. Concealable. Lock tools break if a natural 1 is rolled during the attempt.
Lantern 50 An essential piece of dungeoneering equipment, this illuminates the current board section and all those adjacent. First Lantern is free!
Candles (6) 10 each Candles illuminate the current board section Concealable
Rope (3) 3 each A rope allows warriors to escape pits, cross crevasses, etc. Breaks on a roll of 1-2 on 1D6
Week's Provision (12) 4 each Each set of provisions allows a warrior to avoid foraging for a week of travelling.  
Cask of Ale (6) 5 each -1 WS, -1 Init, +1 Strength (Dwarf +2); +1 Psychology; lasts 1 combat. Drinking Ale disrupts any spellcasting.
Bandages (6) 15 each +3 Wounds. Perish on a roll of 1-3 on 1D6 after the adventure.
Door Spikes (6) 10 each Seals a door shut. To open a sealed door, a Strength 9 test must be passed.
Map 50 Maps are rare, the good ones anyway. If a warrior tries to use his map, roll 1D6. On a 6, it provides a shortcut. On a 1, it leads them astray. Concealable
Walking Staff 25 Not considered a weapon, but can be used as such, at -1 Strength.  
Knuckle Duster 25 gold Allows an otherwise unarmed Warrior to add Strength to Damage Rolls Concealable
Furs 40 Furs keep a warrior warm, and absorb the first wound each turn Roll 1D6 when it takes wounds: on a 1 the furs are torn and cannot absorb any more wounds.
Robe 12 Robes are impressive to the simple peasant and a favourite of mystics and merchants alike.  
Cathayan Silk Robes 40 These clothes are perilously expensive, and give the impression of a very rich owner.  
Buckle 5 Often showing a crest or symbol, a Buckle is a good way of showing allegiance unobtrusively.  
Boots 8 Sturdy boots are an essential!  
Gloves 4 Prevent abrasions, especially from wielding swords all day.  
Wide Brimmed Hat 12 A warrior with one of these can hide his face in the crowd. +1 to any roll to hide in a settlement
Stealthy Clothes 30 These clothes are usually a dark hue, allowing the owner to sneak and hide. +1 to any roll to hide or sneak.
Disguise 25 This helps a distinctive or wanted warrior to hide in the crowd. Reroll any roll to avoid attention, be spotted etc.
Belt 3 Useful for attaching items to and keeping up ones trousers.  
Cloak 10 Allows you to swirl it mysteriously, and possibly assist concealment. Conceals 2 items.
Quiver 12 Holds up to 60 arrows or bolts.  
Powder Horn 12 Keeps gunpowder dry and safe from fire risks.  
Scroll Case 12 Contains scrolls, spells and incantations. Generally hangs from a belt.  
Secret Pocket 35 Allows a further 3 Concealable Items If clothes are lost, so is the Secret Pocket

Pit Fighter Weapons and Armour

These items are available to Pit Fighters only, to supplement the unique rules around this career.

The weapons of a Pit Fighter are remarkable primarily in that they are seldom seen outside the Fighting Pits and Gladiator circuses. It takes great skill to use these frequently bizarre weapons, and even greater skill to use them outside of the ring, against people armed with more conventional weapons!

The Pit Fighter, alone of all the warriors, has a modular approach to arming himself. He will not use full suits of armour, preferring to modify sections to allow manoeuvrability, often adding spikes or blades to allow unconventional weapons.

The Pit Fighter has ten areas that he must outfit. They are as follows:

Head (HD), Left Arm (LA), Right Arm (RA), Legs (LG), Torso (TO), Neck (NK), Left Fist (LF), Right Fist (RF), Waist, (WA), Feet (FT).

Each of these areas may have 1 piece of armour or weaponry.

When resolving hits against a Pit Fighter, the To Hit Roll indicates where the damage is applied.

To Hit Roll   Area Affected 
2 Head (HD)
3 Left Arm (LA)
4 Right Arm (RA)
5 Legs (LG)
6 Torso (TO)

These locations thus need the highest armouring. A basic suit of Pit Armour provides +1 Toughness against hits on any location. Note that Pit Armour does not provide Armour Saves as such, as the design is based on absorbing, not deflecting blows. A Pit Fighter has to decide between protecting himself using armour on vulnerable locations and arming himself with irregular weapons, like Knee Spikes, which might give him the edge in a combat situation.

Weapons are clutched in the fists, or else strapped to a part of the body. Pit Fighters can use other weapons as normal. Weapons such as Knee and Elbow Spikes and Boot Blades can be used once per combat.

Name Area Cost Damage And Details
Pit Spike RF, LF 80 +2 Attacks. May be used to Parry.
Pit Flail RF, LF 80 +2 Strength. On a roll of 1 to hit, the wielder hits self!
Cestus RF, LF 80 +1 Strength, +1 Attack (+3 Attacks in total for 2 Cesti)
Tiger Claw RF, LF 80 +1 Attack. +1D6 Damage against an opponent with no armour.
Knee Spikes LG 35 +1 Attack at Strength 1, -1 to hit, Pierce Armour 6+
Elbow Spike RA, LA 60 +1 Attack at Strength 1, -1 to hit, Pierce Armour 6+
Boot Blades FT 50 +1 Attack at Strength 2, -1 to hit, unmodified for armour.
Envenomed Blade - +30 Only on Knee/Elbow spikes or Boot Blades. For one attack, each wound after modifiers does 1D3 damage for

Armour

The most important function of armour is to protect the vulnerable areas (HD, LA, RA, LG, TO), but it can have other functions. Individual warriors must decide whether they wish to trade their protection for other useful functions.

Name Area Cost Defence and Details
Basket Helmet HD 40 +1 Toughness
Mask HD 15 Enemies suffer Fear
Masked Helm HD 70 +1 Toughness, Enemies suffer Fear
Bracer RA, LA 40 +1 Toughness
Greaves LG 40 +1 Toughness
Chainmail TO 40 +1 Toughness
Chest Plate TO 75 +2 Toughness
Full Plate TO 120 +3 Toughness, -1 Initiative
Gorget NK 70 +1 Toughness to Torso. Blocks Vampire Bite and reduces Deathleap by 1D6 damage.
Spiked Collar NK 50 If an enemy to hit roll is a natural 1 to hit it takes 1D6 unmodified damage. Blocks Vampire Bite and reduces Deathleap by 1D6 damage.
Cloak NK 20 -1 to be hit with missile weapons.
Gauntlet RF, LF 40 +1 Toughness to respective Arm
Buckler RF, LF 60 Allows Parry, or add +1 to a roll.
Studded Thongs WA 40 +1 Toughness to Legs
Hobnail Boots FT 35 Allow a firm and steady stance (reroll falling over)
Pit Sandals FT 35 Allow freedom of movement (+1 to Pinning Rolls)

Rounding off your Warrior.

You have chosen your warrior's race, class, statistics and specialities, skills and possibly spells, and now he or she (or it) is fully kitted out. What remains? There are a few additional matters that must be resolved. The first is the Pinning Roll.

Instead of a separate roll, the Pinning roll is now essentially an Initiative test. The higher the initiative, the easier it is to dodge around your enemy's weapons and escape. There are other considerations, too. The primary one is Aggressiveness.

Setting Aggressiveness

This is essentially a new statistic that is chosen by the player at the beginning of the game, and held throughout the warrior's career. The more aggressive a warrior, the more likely he or she is to engage an enemy in hand-to-hand combat, at the expense of possibly shrewder tactics like withdrawal or the use of Ballistic Weapons.

There are five levels of Aggression

Level   Bonuses Negatives
1- Coward The warrior will try to stay at the back, unless ambush is a possibility, where he will try for the middle of the party… +2 to Pinning -2 from Fear, Terror, GDT
2- Cautious This warrior prefers to stand back and assess danger before committing himself. +1 to Pinning -1 from Fear, Terror, GDT
3- Changeable The warrior is willing to follow the dictates of the circumstances. - -
4- Careless Rather recklessly, this warrior has a preference for hand to hand combat. -1 from Pinning +1 to Fear, Terror and GDT
5- Crazed Seldom seen to be hanging back, this warrior is fearless- and fearsome! -2 from Pinning +2 to Fear, Terror and GDT

Rolling for Wounds

Even more important than Pinning is the Wounds Statistic. This is determined by the Warrior's Race and chosen Class.

  Human Elf Dwarf Halfling Ogre
Academic 1D6+6 1D6+7 1D6+7 1D6+5  
Rogue 1D6+6 1D6+6 1D6+7 1D6+5  
Fighter 1D6+8 1D6+7 1D6+9 1D6+6 1D6+12
Ranger 1D6+7 1D6+7 1D6+8 1D6+6 1D6+12

If you roll a 1 when rolling for Wounds, you may reroll the dice once. You must take the second result, even if it is another 1.

As Warrior advance up the battle-levels, they will gain further dice to roll for Wounds. These, too, may be rerolled once if the first roll comes up a 1.

Conclusion

This is the final piece of my Character Creation Rules for WHQ version II. I am pleased to have finally finished, as I've been working on it for some time, and thinking about it for several years longer. My main acknowledgements must go to Techpriest, who began working on a Second Edition to Warhammer Quest many years ago, and left behind notes which I used as a focus for my system. My thanks also go to the folk on the message board who have submitted help (useful), criticism (more useful) or encouragement (even more useful!) Particular thanks to Bruno and Neil, who have provided particular commentary, and anyone I've forgotten.

In line with my usual practices, I'm already working on version 1.1 of this. I want to make stat allocation easier and more logical, and tie together stats, race, class, feats, skills and careers in a more obvious and progressive way.

19th July 2005
"Bigger Tables! Better Choices! More Rules!"