WARHAMMER QUEST

THE EMPIRE BESTIARY

By Bruce Tong

 

SOLDIER PROFILES

  M WS BS S T W I A ARMR DMG COST
Halfling 4 2 3+ 2 2 2 5 1 +0 1d6 35
Warrior 4 3 4+ 3 3 5 3 1 +2 1d6 70
Archer 4 3 4+ 3 3 5 3 1 +2 1d6 70
Flagellant 4 3 4+ 4 4 6 3 2 +1 1d6 100
Knight 4 4 4+ 4 3 6 4 1 +3 1d6 120
Champion 4 4 3+ 4 3 10 4 2 +3 2d6 300
Hero 4 5 2+ 4 4 15 5 3 +4 2d6 650
Prince 4 5 2+ 4 4 18 4 3 +5 2d6 900
Lord(General) 4 6 1+ 4 4 20 6 4 +5 2d6/3d6(5+) 1000

Special Rules (Halfling): Armed with Sword and Bow.

Special Rules (Warrior): Armed with [1-3] Sword, [4-5] Spear - Fight in Ranks, [6] Halbard.

Special Rules (Archer): Armed with Bow and Sword.

Special Rules (Flagellant): Armed with Flail. (+2 Str, -2 To Hit)

Special Rules (Knight): Armed with Sword.

Special Rules (Champion): Armed with Magic Weapon.

Special Rules (Hero): Armed with Magic Armor, Magic Weapon

Special Rules (Prince) -- see Design Notes -- : Armed with Magic Weapon (perhaps a Rune Fang), Magic Item.

Special Rules (Lord, General): Armed with Magic Armor, Magic Weapon, 2xMagic Item.

 

ROGUE PROFILES

  M WS BS S T W I A ARMR DMG COST
Theif 4 3 4+ 3 3 4 4 1 +1 1d6 30
Assassin 4 4 4+ 4 3 5 5 2 +1 1d6 200
Bandit 4 3 5+ 3 4 5 4 1 +2 1d6 250

Special Rules (Theif): Ambush 6, Armed with Sword.

Special Rules (Assassin): Ambush 2+, Assassinate 6+, Armed with Sword.

Special Rules (Bandit): Ambush 4+, Armed with Sword and Bow.

 

WIZARD PROFILES

See Design Notes

  M WS BS S T W I A ARMR DMG COST
Wizard 4 3 4+ 3 4 6 4 1 +0 1d6 560
Wizard Champion 4 3 4+ 4 4 15 4 1 +1 1d6/2d6(5+) 1180
Master Wizard 4 3 4+ 4 4 25 5 2 +2 2d6 1900
Wizard Lord 4 3 4+ 4 4 35 6 3 +2 2d6/3d6(5+) 2870

Special Rules (Wizard): Magic 1, Magic Resistance 6+, Magic Weapon.

Special Rules (Wizard Champion):Magic 2, Magic Resistance 5+, Magic Weapon, Magic Item.

Special Rules (Master Wizard):Magic 3, Magic Resistance 4+, Magic Weapon, 2xMagic Item.

Special Rules (Wizard Lord): Magic 3, Magic Dispell 5+, Magic Resistance 4+, Magic Weapon,    3xMagic Item.

 

 EMPIRE WIZARD MAGIC

2-4 Failure
The Wizard fails to cast a spell.
5 Swords of Doom. 
Pick any Monster on the board. This turn it gets an extra number of attacks: +1 if the caster is a "Wizard", +2 if the caster is a "Wizard champion", +3 if the caster is a "Master Wizard", and +4 if the caster is a "Wizard Lord."
6 Fog
All Warriors are at -2 on their to hit rolls for the next Warriors' Phase.
7 Lightning Bolt
Pick any Warrior the Wizard can see. The targeted Warrior suffers (2d6 + the Dungeon Level) Wounds with no modifiers for Toughness and Armor.
8 Glory
All of the Monsters are suddenly enthused with great bravery and each gains +1 Attack this turn.
9 Freeze
All Warriors suffer (1d6 + the Dungeon Level) Wounds with no modifiers for Toughness and Armor.
10 Heal Wounds
Pick any Monster on the board (including the Wizard) and heal (1d6 + the Dungeon Level) of its Wounds.
11 Dazzle
Pick any Warrior on the board. For this turn, all hand-to-hand attacks made against this Warrior only miss on a natural to hit roll of 1.
12 Fear
If you have rolled this spell before, re-roll.
The Wizard and all allied Monsters are granted the Monster Special Rule based on the ability of the caster:
- Wizard, Fear 6
- Wizard Champion, Fear 8
- Master Wizard, Fear 10
- Wizard Lord, Fear 12

 

SIGMAR/ULRIC PROFILES 

See Design Notes

  M WS BS S T W I A ARMR DMG COST
Warrior Priest 4 2 5+ 3 3 7 2 1 +1 1d6/2d6(6+) 100
Warrior Priest Champion 4 3 5+ 3 3 11 3 2 +2 2d6/2d6(6+) 300
Warrior Priest Hero 4 4 5+ 4 4 15 4 3 +3 2d6/2d6(6+) 650
Warrior Priest Lord 4 5 4+ 4 4 20 5 4 +4 2d6/3d6(6+) 1000

Special Rules (Warrior Priest): Hate Chaos, All Adjacent Monsters get Regeneration 1, Armed with Hammer. (already figured into the DMG stat)

Special Rules (Warrior Priest Champion): Fear 4, Magic Resistance 6+, Magic Item ,Hate Chaos, All Adjacent Monsters get Regeneration 1, Armed with Hammer. (already figured into the DMG stat)

Special Rules (Warrior Priest Hero): Fear 5, Magic Resistance 5+, 2xMagic Item, Hate Chaos, All Adjacent Monsters get Regeneration 1, Armed with Hammer. (already figured into the DMG stat)

Special Rules (Warrior Priest Lord): Fear 6, Magic Resistance 4+, 3xMagic Item, Hate Chaos, All Adjacent Monsters get Regeneration 1, Armed with Hammer. (already figured into the DMG stat)

 

PIT FIGHTER PROFILES 

See Design Notes

  M WS BS S T W I A ARMR DMG COST
Pit Fighter (Bruiser) 4 3 6+ 3 3 8 3 1 +1 1d6/1d6+2(5+) 100
Pit Fighter (Pugilist) 4 4 6+ 3 4 12 4 2 +1 2d6/2d6+2(5+) 300
Pit Fighter (Prize Fght) 4 5 6+ 4 5 16 5 3 +1 2d6/2d6+2(5+) 650
Pit Fighter (Master) 4 6 6+ 4 6 20 6 4 +1 2d6/3d6(5+) 1000

Special Rules (Pit Fighter - Bruiser): Ambush 6+, Armed with Sword.

Special Rules (Pit Fighter - Pugilist): Magic Weapon, Ambush 5+.

Special Rules (Pit Fighter - Prize Fighter): Magic Weapon, Magic Item, Ambush 4+.

Special Rules (Pit Fighter - Master): Magic Weapon, 2xMagic Item, Ambush 3+.

 

WITCH HUNTER PROFILES 

See Design Notes

  M WS BS S T W I A ARMR DMG COST
Witch Hunter 4 3 4+ 3 3 7 3 1 +1 1d6 100
Witch Hunter Champion 4 4 4+ 3 3 11 4 2 +1 2d6 300
Witch Hunter Hero 4 5 3+ 4 4 15 5 3 +1 2d6 650
Witch Hunter Lord 4 6 2+ 4 4 20 6 4 +1 2d6/3d6(5+) 1000

Special Rules (Witch Hunter): Hate Undead, Fire (Throw) Pistol 5, Armed with Sword.

Special Rules (Witch Hunter Champion): Hate Undead, Fire (Throw) Pistol 5, Magic Weapon.

Special Rules (Witch Hunter Hero): Hate Undead, Fire (Throw) Pistol 5, Magic Weapon, Magic Item.

Special Rules (Witch Hunter Lord): Hate Undead, Fire (Throw) Pistol 5, Magic Weapon, 2xMagic Item.

 

IMPERIAL NOBLE PROFILES

See Design Notes

  M WS BS S T W I A ARMR DMG COST
Imperial Noble 4 4 4+ 3 3 7 5 1 +1 1d6 100
Imperial Noble Champion 4 5 4+ 3 3 11 5 2 +1 1d6/2d6(5+) 300
Imperial Noble Hero 4 6 4+ 4 4 15 5 3 +1 1d6/2d6(5+) 650
Imperial Noble Lord 4 7 4+ 4 4 20 5 4 +1 1d6/2d6(5+) 1000

Special Rules (Imperial Noble): Hate Orcs, Fire (Throw) Pistol 5, Armed with Sword.

Special Rules (Imperial Noble Champion): Hate Orcs, Fire (Throw) Pistol 5, Frenzy 6+, Magic Weapon.

Special Rules (Imperial Noble Hero): Hate Orcs, Fire (Throw) Pistol 5, Frenzy 4+, Magic Weapon, Magic Item.

Special Rules (Imperial Noble Lord): Hate Orcs, Fire (Throw) Pistol 5, Frenzy 2+, Magic Weapon, 2xMagic Item.

 

DESIGN NOTES

1) WHQ Wounds and Costs are very subjective. My appologies for poor choices. All numbers were based on feedback received, comparisons to other monsters, and costs converted from the Empire Book using the 10xWHFB cost method.

2) Conversion of WHQ Professions (Warrior Priest, Pit Fighter, etc) were NOT intended to match the capability a Player Character of that profession and level would have, for that would be quite a powerful monster. These conversions were an attempt to preserve the feel of the profession, yet fit within the same costs as Champions, Heros, and Lords in the army list.

3) The Wizards are primarily based on the Wizard monsters in the WHQ bestiary with the target costs taken from the 10*WHFB cost method. The WHQ Wizard Profession was not a basis for these monsters.

4) The Barbarian Profession was not included because the Barbarian is from Norsca, not the Empire and he should be part of a Norsca bestiary. The Dwarf and Troll Slayer were not included because it should be part of a Dwarf bestiary. The Brettonian Knight should be part of a Brettonian Bestiary. The Wardancer, Elf Ranger, and Elf should be part of an Elven bestiary. And finally, the Chaos Warrior isn't here either.

5) The Imperial Noble Profession was included but it should not be used as the basis for converting a Net-Campaign character, which should be done on its own as each character is a special case. The Imperial Noble listed would be for the faceless adventurer. Similarly, the "Prince" soldier is a generic conversion of a typical Elector Count in the Empire Book. This would not be used for a Net-Campaign Character in most cases, but is good for other aristocratic NPCs.