Warhammer Quest

Magic Armor, Magic Items &
Magic Weapons

by John K - 9/03

The existing tables for Magic Armour, Magic Items, and Magic Weapons are needlessly complicated. Once you get to the higher dungeon-levels, you will find many monsters who require one or more rolls on these tables. When you encounter multiple types of monsters, it is difficult to keep track of what each type has. With only 6 entries, variety is sacrificed, too. Surely, the novelty of Armour of Carnage wears off by the third time it is faced in an adventure! As it stands, the existing tables make the game more complicated and longer to play an adventure.

I believe in the KISS system when it comes to games: Keep It Simple, Stupid. First, most entries on my tables have only one effect. Second, there are tables for the lower dungeon levels and tables for higher dungeon levels (I have not played above level 6). Third, enemy characters (1 boss or 1 sorcerer) use tables for the current dungoen level, while their 1D6/2D6 minions use tables from the lower levels. Finally, for variety, there are more than 6 entries in some cases, especially for Magic Items. Monsters only get one Magic Armor and one Magic Weapon, but sometimes they get 3x Magic Items. You will need to have at least one D8 and one D10; more if you want to use different colored dice as place-holders for multiple monster types. You will notice that for the higher-level tables I use some of the original entries, with slight modifications.

MAGIC ITEMS (Level 1-3) roll 1D8
1.
+1 Strength
2. Never Pinned
3. Re-roll the first Attack that misses each turn.
4. Ambush (A) for the first 4 Monsters with this item (one at each Warrior, if possible).
5. Healing Potion for 1D6 Wounds (1 use).
6. Magic Resistance 6+
7. Attack in Ranks
8. Dodge 6+

MAGIC WEAPONS (Level 1-3)
1.
+1 To-hit
2. +2 Strength
3. +1 Attack
4. Ignore Armor (and Magic Armor)
5. +1D6 damage on a 6 To-hit
6. Parry 6+

MAGIC ARMOR (Level 1-4)
1.
+1 Toughness
2. +2 Toughness
3. +3 Toughness, -1 Movement
4. -1 to be hit
5. If a warrior scores a natural 1 to hit, he loses his next Attack (this turn or next).
6. Ignore Blows 6+

MAGIC ITEMS (Level 4-5)
1. Healing Potion.
The first time knocked to 0 Wounds, roll 1D6: on a 2+, restored to full Wounds.
2. Alarm Drum. Until user is dead, a Power Roll of 2 causes an event and gives Wizard only 2 Power.
3. Smoke Bombs. Monster may escape from Pinning, and move through one Warrior per turn.
4. Invisibility Scroll. Ambush, Magic (A).
5. Resistance Ring. Magic Resistance 6+.
6. Mask of Kadon. Fear or Terror DL+3.

MAGIC WEAPONS (Level 4-5)
1. Cutting Edge Sword.
Inflicts +DL Wounds.
2. Sword of Motion. +1 To-hit, +1 Toughness.
3. Sword of Pain. Ignore Armor (and Magic Armor).
4. Sword of Insanity. 2x DL Fear or Terror. Re-roll the first Attack that misses each turn.
5. Cursed Blade. +1D6 Damage.
6. Blade of the Damned. Double Damage (2x Damage roll, then add strength).

MAGIC ARMOR (Level 5-6)
1. Armor of Doom.
All Warriors attacking the wearer suffer -1 To-hit and -1 Attack.
2. Undead Armor. +2 Toughness, +1 Attack. After the wearer is killed, the armor animates the corpse for 1 final Attack.
3. Armor of Healing. Regenerate 2D6 Wounds at the end of the turn (if not on 0 Wounds).
4. Armor of Wrought Iron. Adds +4 to wearer's Toughness.
5. Chaos Armor. Magic Resistance 5; Ignore Blows 4+
6. Venom Armor. At the end of the turn after healing, each Warrior adjacent to the wearer rolls 1D6: on a 1-3 take 1D6 Wounds, no modifiers, Fatal Damage, from poison.

MAGIC ITEMS (Level 6- ) roll 1D10
1. Resistance Ring.
Magic Resistance 6+
2. Evil Eye Rune. Wearer is at -1 to be hit.
3. Magic Book. A spellcaster may cast +1 Spell per turn. If N/A, reroll on the table.
4. Doomfire Ring. The wearer may shoot a bolt of power at one Warrior per turn at 4+ To-hit. Damage is 2D6+(2xDL).
5. Invisibility Cloak. The wearer has Ambush, Magic (A). A spellcaster may cast his entire set of spells immediately after placement of all Monsters.
6. Magic Talisman. The wearer has Destroy Magic 6+. When a spell is cast on the wearer, roll 1D6. On a 6, that spell has no effect and may not be cast again by anyone in this dungeon.
7. Teleport Wand. At the end of a turn with the wearer at 10 Wounds or less, he will Break (2+), giving no reward to the Warriors, and return in the Objective Room at full Wounds. If N/A then reroll on the table.
8. Regeneration Belt. The wearer regains +2D6 Wounds at the end of each turn (if not on 0 Wounds).
9. Collar of Vengeance. Any Warrior adjacent to the wearer at the end of the turn suffers 1D6 Wounds, no modifiers, Fatal Damage.
10. Magic Gauntlets. Doubles Strength.

MAGIC WEAPONS (Level 6- ) roll 1D8
1. Wasp Spear.
Ambush (A): either one Ballistic Attack or full Attacks in Ranks (depends on placement).
2. Bone Bow. Place model as ranged unit. Bow uses Ballistic Skill at +1 to hit. Causes 1D6xStrength Damage. May make as many shots as Attacks.
3. Ghost Blade. Ignores Armor, Magic Armor, Magic Shields, and Swords that normally Parry.
4. Steel Vengeance. Parry 6+. Each Attack that is successfully parried, gives the wielder +1 Attack on his turn.
5. Grave Ripper. Destroy 1 point of Armor on a natural 6 to hit; Warrior's choice.
6. Cutting Edge Sword. Inflicts +DL Wounds.
7. Flaming Sword. +1D6 Damage. When hit roll 1D6: on a 1-3 the Warrior catches fire and takes an additional 1D6 Wounds, no modifiers, burn damage. Roll each turn for damage until you roll a natural 1 or 2, or you skip your turn to lie prone (at +2 to be hit).
8. Blade of the Damned. Double Damage (2x Damage roll, then add Strength).

Notes:
If a Monster already has an ability like Dodge 5+, and gets an item that says Dodge 6+, it improves his score by 1 for a net of Dodge 4+. This also applies to Parry, Ignore Blows, and Magic Resistance. To-hit bonuses are cumulative. If a Monster with Fear gets an item that causes Fear, he now has Terror. Warriors' spells may be cast immediately before the Ambush (A) attacks, but not before the Ambush, Magic (A) attacks. This also applies for Reaction Strike. Spell-casters who Ambush, may cast thier spells immediately.

UNTESTED ITEM SUGGESTIONS:
Flash Powder.
All Monsters get +1 Attack for one turn.
Power Drain Amulet. On the Monster's turn, the Wizard must lose 3D6 points of current Power. If he doesn't have that much current power, he must take 1 Wound, no modifiers, for each point shortfall, or he can spend his Power tokens.
Magic Drain Talisman. During the Power Phase, roll one die for each living Monster with a talisman. If any of the dice are a 6, the Wizard loses his power for the turn, like with Stone Trolls.
Boots of Wall-walking. The wearer can walk on a wall as if it were the floor, moving through other models as if flying. This allows up to 2 Monsters per square (which is next to a wall) to attack the Warriors.
Life-stealing Sword. Each Wound inflicted cures 1 Wound on the wielder.
Shield of Immunity. Ignore the first blow that hits/hits each turn/kills.
Helmet of Bliss. This item gives Ignore Pain 1D6. Roll once each turn for all Monsters of the same type.

WARHAMMER QUEST and its components are © Games Workshop 1995.