Warhammer Quest

Blessings of Sigmar
for the Warrior Priest

Peter Haresnape - 06-16-2003

I dislike 2D6 tables for the selection of skills, mainly because they are weighted towards the middle. I have also got a few qualms about some of the blessings on the Warrior Priest's list. Some, like Intervention, are potentially vastly more powerful than others, especially at higher levels. This problem is reduced slightly by having it at the end of the table, but it is still better in many ways than Vanquish, at the very beginning (with the same chance of being selected).
Anyway, with that in mind I have come up with this, a rewritten and equally weighted Blessings of Sigmar Table

 

Roll a D66. Most Blessings are the same as in the rulebook. Those that have changes are indicated with an asterisk (*) and details are given. A summary and explanation of changes is found at the bottom.

11-13     Vanquish

 

14-16    Hearts of Steel*

This has been tweaked, as follows;

Title of Priest    Blessing Dice   Roll No. of Warriors Affected  Effect  
Initiate 7+ 1 MR 6+
Champion 6+ 2 MR 6+
Hero 6+ 2 MR 5+
Lord 5+ 4 MR 4+

Duration: 1 turn

 

21-23    Power of Sigmar

 

24-26    Banish Fear

 

31-33    Standfast

 

34-36    Scourge of Chaos

 

41-43    Damnation

 

44-46    Call of the Brave*

The effect on the selected warriors is to allow them to reroll all of their attacks, if they would not normally be able to do so. In other words, they don't get an additional reroll if they have already rerolled, for example with a skill or weapon quality. The Dice Roll needed and Number of Warriors Affected remains the same.

 

51-53    Hammer of Sigmar

 

54-56    Curse of Sigmar*

The Priest curses the efforts of the monsters, and they are beset by problems as they attempt to attack the Warriors.
This affects a number of monsters indicated by the Priest's Title. Each selected monster is pinned to the spot, and may not move this turn, but may attack, shoot or cast magic as normal. Even Large and Ethereal Monsters are affected.

Title of Priest   Blessing Dice Roll   No. of Monsters Affected
Initiate 7+ 1
Champion 7+ 2
Hero 7+ 3
Lord 7+ 4

Duration: 1 turn

 

61-63    Sigmar's Swiftness*

As the Warrior Priest speaks the holy words, the Warriors move with greater speed and surety, moving as if the Monsters weren't even there.
The Warriors selected do not have to make a pinning roll in order to move this turn. However, this has no effect against spells and skills that do not allow warriors to move, such as Transfix.

Title of Priest    Blessing Dice Roll    No. of Warriors Affected   
Initiate 7+ 1
Champion 6+ 2
Hero 6+ 3
Lord 5+ 4

Duration: 1 turn

 

64-66    Banishment*

The Warrior Priest speaks words that reverberate with ancient power, calling on Sigmar to smite the unholy monsters with his awesome power.
This Blessing requires a different procedure to others. The Priest must roll 1D6 and add it to the Power Dice, as normal, but also add his Willpower and +1 if he is a Hero or Lord. If the score is 15+ the prayer has worked. It affects the Priest's holy warhammer, imbuing it with power. He must make attacks as normal this turn. If he attacks any Dæmonic or Ghostly being, the attack ignores ALL toughness, armour or abilities modifiers for the damage caused, and ALL negative to hit modifiers, even as a result of Magical Armour and the like. In addition, the Priest does Double Damage with his hit.
This Blessing may only be attempted once per adventure, whether it succeeds or not.
Duration: 1 turn

 

Changes Made

Hearts of Steel

I have made a few alterations, specifically increasing the amount of Warriors it protects, but reducing the level of protection at Champion level. I think this makes it a better Blessing.

 

Call of the Brave

I felt that this was generally not as good as the Vanquish Blessing, as in the majority of cases it is better to have another attack than to simply reroll one. The exception is in attacks made, for example, with a Frostblade, or if a Warrior had decided to use a skill before rolling the to hit dice.
The change means that the selected Warrior(s) can reroll all of their missed attacks once. This might make Warriors like the Imperial Noble too powerful, so I have said that this won't allow a Warrior to reroll an attack again that has already been rerolled.

 

Curse of Sigmar

This is a new Blessing that allows the Priest to limit the onrush of monsters. It could be too powerful, especially if the Priest held back monsters in a corridor for several turns while his companions riddle the enemy with arrows. I have written it this way on the assumption that it will be counted as a spell, and is thus can be dispelled. However, I haven't playtested, so it might be a bit overpowered.

 

Sigmar's Swiftness

Does exactly what it says on the tin. Maybe allow a Willpower test to break Transfix and so on?

 

Banishment

A highly powered Blessing, this makes the Priest rather formidable. It can only be tried once per adventure, and can be quite tough to attempt, but could potentially turn the tide of a battle. It is best kept for killing high level Dæmons, but will apply to any monster with the Ethereal, Dæmonic or Greater Dæmon attribute.

 

Deliverance

I have removed this Blessing from the list because it would only be used now and then, and still requires 7+ to succeed. Even if it were used twice or thrice in a Dungeon, the warriors would have to time their retreat for when there was a high power roll to be sure of the Blessing's success. I think it has fairly limited use.

 

Intervention

Far too powerful, in my opinion! Perhaps if it had the same Difficulty and No. Warriors Affected as, say, the original Hearts of Steel, it would be a bit better. If so, it could probably replace one of the others like Curse of Sigmar or Banishment, if you didn't like them.

 

This is all my opinion, so take it or leave it as you like.
Enough chatter, get back down them Dungeons!

Peter