Warhammer Quest


by John K- 9/03 - version 2

In some RPG's players build their characters from scratch. Now before players start their first adventure, some Warriors may be customized. A party could then have two different level-one Barbarians, for instance.

A Warrior only trades his starting Equipment or a Skill before the first adventure. In order to get the lost skill later, they must roll the number on the Skill Table that corresponds to the new starting skill.



a. The Barbarian may trade in his Berserk skill for any other Barbarian skill (e.g. Reaction Strike).
b. If his Furs can break (see card below or my Armory ), you may let him start with 1 Luck or exchange Furs for an Open Helmet (+1T).
c. The Barbarian may trade in his Sword for either a Mace (+1D6 on a 6 to hit, but -1 to hit) or a Flail (+2 Strength, but -2 to hit).
d. The Barbarian may trade in both his Sword and his Furs for either a Warhammer (+1D6 on a 6 to hit), or a Battle-axe (+2 Strength, but cannot carry lantern with this two-handed weapon), or a Broadsword (+3 Strength, but -1 to hit).
e. A second Barbarian doesn't need a Lantern. Pick something from the General Store (Rope, Bandage, Door Spike, or Cask of Beer).



a. The Dwarf may give up his ability to roll an extra damage die (which I call Double Effort- see my FAQ-rejected), in order to gain any Dwarf Skill (e.g. Tunnel Fighter).
b. The Dwarf may trade both his Great Axe and Rope for the +1 Throwing Axe.
c. The Dwarf may trade his Rope for either 1 Firebomb or 2 Bags of Flashpowder or 3 Stonebread.



a. The Elf may trade in his Elf Bow and arrows to receive Elven Armor, which gives +1 Toughness and ignores 1's and 2's on enemy damage dice.
b. The Elf may trade his Dodge skill for any other Elf skill (e.g. Rapid Fire).
c. The Elf may trade his Dodge skill for either the Battle Lord or the Flame of Vengeance skills. Both are archery-related skills from the Elf Ranger Rulebook.
d. The Elf may trade his Sword for a Spear (attack in ranks, +1 Initiative in first round of combat, 1D6+ST damage).



a. The Wizard may be able to choose some of his 3 spells, but not more than one per type. Special spells may now be chosen or picked randomly in place of another type (e.g. Defense).
Roll 1D6:

1 Draw 3 random spells
2-3      Choose 1 spell, draw 2 randomly
4-5 Choose 2 spells, draw 1 randomly
6 Choose 3 spells from 3 different catagories.
b. The Wizard may give up his Hand of Death Scroll and Sword to get the Wizard's Staff with 1D6 Power points and its other features: Reroll one Power Roll, Attack at -1 to hit, 1D6+Str Damage, and +1 Toughness.



a. The Slayer may give up his special strength-bonus skill (which I call Detect Weakness), to gain any other Dwarf Trollslayer skill (e.g. Lessen Blow). For skills based on battle level, a level-one Slayer has: (Berserk 6+, Frenzy -1, Ignore Fear +1, Lesson Blow -1W, Ambidextrous +1, Ignore Blow 6+, or Detect Weakness 6).
b. If the Slayer gives up his Stonebread, he may change his Rune Axe (+1 Str) to an axe with a random Rune on the Runesmith Table. A roll of 1 means no change, but he still loses the Stonebread.
c. If the Slayer gives up his Stonebread, Rune Axe, and Detect Weakness skill, he can get Ambidextrous +1 along with two normal Axes.
d. The Slayer may trade his 3 Stonebread for either 1 Firebomb or 2 Bags of Flashpowder or a Rope.
Note: the Slayer starts with 1 Luck.



a. The Wardancer may trade his Dance of Death skill, for any other Wardancer skill.
b. The Wardancer may trade his Belt of Ariel for a Wood Elf item from either the Wood Elf Traders (e.g. Cloak of Concealment), or the Treasure Card deck (e.g. Luckstone of Anurandel, Bauble of Anurandel or Rapid Fire Bracelets).



a. The Witch Hunter may choose 1 of his Amulets (before rolling number, types or charges). This may include Amulet Treasure Cards if you convert them to Amulets with charges as follows:

Amulet of Charadris card- has charges; blocks all Undead Regeneration when used by Witch Hunters.
Amulet of Fury card- has charges; no need to roll for spell success by a Witch Hunter.
Amulet of Power card- has charges; doesn't explode for Witch Hunters.
Amulet of Vindication- Roll for Magic Resistance; each success counts as one charge (same for #4, WH p10).
Enchanted Jade Amulet- Roll for Healing; instead of exploding for Witch Hunters, a 1 loses a charge.
CoT Ghost's Luck Amulets- The Witch Hunter may only attempt to recharge one at the Witch Hunter's Guild
b. The Witch Hunter may trade his Gorget (+1T) for one thing on his Items or Potions Tables (e.g. Boot Blades or Holy Water). Note: with my rules the Gorget reduces Deathleap to 1D6+2 and eliminates Vampire Bite.
c. Before rolling Amulets, the Witch Hunter may trade his Gorget to add +1 to his # of Amulets roll.
d. The Witch Hunter may trade his Pistol for one Dungeon Room Treasure Card from the Catacombs of Terror (e.g. Stone Icon of Ghamaluk, Talisman of Alcadizzar, Helm of Alcadizzar, Orb of Sigmar, Blessed Gem, or Chalice of Vigour).



I've had the opportunity to play a few other Warriors since I first put together this page.



a. The Elf Ranger Mage may trade one spell for any spell on his spells/skill table (e.g. Shockwave for Fury of Indraugnir).
b. The Elf Ranger Mage starts with Scale Mail that is identical to Elven Armor: it gives +1 Toughness and ignores 1's and 2's.
c. The Elf Ranger Mage starts with 1D6 permanent points of Power; reroll a 1, once.
d. The Elf Ranger Mage may trade his Crown of Tiranoc for 1D6 additional permanent points of Power.



a. The Elf Ranger Knight starts with Scale Mail that is identical to Elven Armor: it gives +1 Toughness and ignores 1's and 2's.
b. The Elf Ranger Knight may trade his starting skill, Blades of Death, for any skill on his Skills and Spells Table.



a. The Shaman's Starting Blessings Table is not in the ".pdf" file. With Mana costs, they are: 1- Soul Bind (4), 2- Robe of Fire (4), 3- Cleansing Flame (4), 4- Burning Hand (4), 5- Storm of Rocks (5), 6- Fiery Shield (5).
b. The Kislevite Shaman may select one blessing from either his list of blessings with any Mana cost (e.g. Cleansing Flame (4) or Burning Orb (6)), or from the Wizards' spell list that has a Power cost of 1-3 (e.g. Healing Hands (2)).
c. The Shaman rolls dice for the other 2 blessings from the list of his 6 starting blessings; if he rolls doubles he may choose his third blessing, like the first.
d. If the Shaman chooses the Raven as his familiar, then he has Ballistic Skill 4+ instead of -2 Wounds.
e. The Shaman may choose the Bear as his familiar. This provides him +1 Toughness and +1 Strength. Bear rules will be needed later for the Transformation and Hunter of Souls Blessings.
f. (untested) The Shaman may give up his Totem Staff to get the skill, Herb Master (see the Elf Wardancer instruction book p21-22). Roll 1D6 to see what you get: 1-Healing, 2-Antidote, 3-Strength, 4-Speed, 5-Insight, 6-Weaponskill, then 1D6 for the starting quantity of potions. The Shaman finds free herbs for 1D6 potions during the return journey. But, if you use Travel Time and the Hazards Table, you should somehow take into account the Shaman's delays to find his herbs. Whenever the Shaman goes up a level, roll for more Herb Lore. He gets to make an additional 1D6 potions, of the type rolled, between adventures.



If you give up your starting skill, which I call Reaction Ambush 5+ (an improved Reaction Strike), then you may choose any one of the skills on the Pit Fighter's Skills Table.
According to the Advanced Rules, the Reaction Ambush may occur whenever Monsters are placed, not just due to Unexpected Events.
the Pit Fighter starts with 1 Luck.

WARHAMMER QUEST and its components are Games Workshop 1995.