Warhammer Quest

FAQ-Rejected

John K. - May 2003 - V1.1

In most games, I could be considered a "rules-lawyer"; but not this one. There are too many inconsistencies between the rules, cards and expansions. I developed the Armory to make armor more consistent between the book and the characters. There are times when one has to replace weapons and armor such as Events and Vomit from Trolls. Here I've listed some of the ways I run the characters in the Advanced Game that differ from the official FAQ provided by Games Workshop.

For the Basic game, the character that comes away with the most treasure is the winner. If you run it as an RPG, the GM is the boss, even of the rules for your character! However, in the Advanced Game all the players are working together. My final judgement in the last case is it's your time and your character, so play it how it best works for you.

ALL WARRIORS:
FAQ: Warriors cannot lose the equipment or items on their cards through hazards/settlement events.
I say: If a Warrior has to lose a weapon or armor, they must do so. There are several instances where this may occur in Adventures and Events.
I say: Warriors must declare potions of Strength before rolling To-hit.
I say: Warriors who heal others, also get 5 gold per Wound, like the Wizard.

BARBARIAN:
I say:
The Barbarian's Furs can break (see my Armory).

DWARF WARRIOR:
FAQ:
GW says The Great Axe allows the Dwarf to roll an extra dice with special rules listed on the card.
I say: The Great Axe is just a normal Axe from the Weaponsmith.
I say: The Dwarf has the skill, Double Effort, which allows him to roll an extra damage dice, throwing out the lowest die. If it is doubles he uses all dice. However, if it is double ones, he falls on his beard, losing a turn, and is at +2 to be hit.
Note: The odds of rolling "Trip on Beard" increases with more Damage Dice.
I say: An experienced Dwarf shouldn't be more likely to trip. Therefore, roll the extra dice separately (use a different size or color). Only doubles that include the special dice now count for either tripping or extra damage. You still get to use the special dice if it is not the lowest.
Odds of Tripping 2 dice 3 dice 4 dice 5 dice
Original Rolls 1/36 2.8% 16/216 7.4% 171/1296 13.2% 1526/7776 19.6%
Separate Die 1/36 2.8% 11/216 5.1% 125/1296 9.6%  671/7776 8.6%
 
I say: The Dwarf can get replacement Chainmail at the Armourer (see my Armory).

ELF / ELF ARCHER:
FAQ:
The Elf starts with a Strength 3 Bow that allows 1 shot per turn.
I say:
The Elf starts with an Elf Bow, which has the Strength of the Wielder.
I say: The Elf is really an ELF ARCHER with the Hunter's Eye Skill (# of shots = number of Attacks).
FAQ: All Bows on Treasure cards do not have the abilities of the Elf Bow from the Elf Quarter. They count as one-shot Long Bows ST 4, unless otherwise stated.
I say: All Bows on Treasure cards (being of Elven origin) are Elf Bows, which use the Strength of the wielder unless otherwise specified on the card (Bow of Loren says (BL)D6 Wounds +3).
I say: A non-Elf who uses an Elf Bow treasure card, gets one shot per turn (unless the Barbarian has Hunter's Eye) at full Strength.
I don't know: Should the Elf Bow allow as many shots per turn as attacks for all Elves: Elf Archer, Elf Ranger Knight, Elf Ranger Mage and Elf Wardancer? I haven't seen the official rules for Elf Rangers, but the Ballistic Skill of the Wardancer is so poor as to discourage the use of missile weapons.
I say: If the Elf Archer rolls an 8 for skills, he can choose Battle Lord, from the Ranger skill list, instead.
I say: If the Elf Archer rolls an 11 for skills, he can choose Flame of Vengeance, from the Ranger skill list, instead.

ELF RANGER MAGE:
I say:
Scale Mail is Elven Armor (+1T) that ignores 1's and 2's on enemy damage dice.
Rule: Power tokens for the mage act to add +1 each to the result of the to-cast die roll.
I say: I agree; therefore, the Elf Ranger Mage should start with 1D6 points of personal Power. 
Rule: The to-cast number for Power roll of 6 is 1; yet a roll of 1 is an automatic failure.
I say: When the Power roll is 6, to-cast is A, an automatic success.

WIZARD:
Rule: The Wizard can only cast an Attack Spell during the Warriors' Phase.
I say: The Wizard can only cast an Attack Spell during the Wizard's turn in the Warriors' Phase.
I say: When the Wizard gets to Battle Level 4 he gains Magic Resistance 6+, 5+ at Battle Level 8.

DWARF TROLLSLAYER:
I say:
The level-one Slayer's special skill for increasing strength (which I call Detect Weakness) should be one less than for a level-two Trollslayer.
BL   Modified Strength
1 Slayer 6
2-3 Trollslayer 7
4-6 Giantslayer 8
7-9 Dragonslayer 9
10 Daemonslayer  10

Rule: Trollslayer never uses the Escape Table....He takes the lantern and carries on alone.
I Say: The Trollslayer should either have his own lantern, or the Warriors can knock him out and drag him out of the dungeon.
Rule: If possible, the Trollslayer always engages the largest Monster in hand-to-hand combat.
I Say: If you use this rule, you should get some bonus experience (5 Experience/Attack, regardless of whether it hits!) when you attack the strongest Monster on the board instead of a weaker one.

ELF RANGER KNIGHT:
Rule:
The Elf Ranger starts with Scale Mail (+1 Toughness).
I Say: This is the same as Elven Armor (+1 Toughness, ignores 1's and 2's from enemy Damage dice; see my Armory).

WARDANCER:
I Say:
The Wardancer can purchase a new Belt of Ariel at the Wood Elf Traders.
Rule: The Twin Swords of Orion can allow a death-blow to carry past an obstacle by switching hands to the other Sword. This feature cannot be used with other weapons.
I Say: If one of his weapons is a Sword of Orion, he can hold any one-handed sword in the other hand and still use this ability.

WITCH HUNTER:
Rule: The Witch Hunter starts with a Strength 5 Pistol.
I say: The Witch Hunter starts with a Strength 6 Pistol like that of the Imperial Noble and Gunsmith.
I say: The Witch Hunter may buy a Gorget (+1T) at the Witch Hunter's Guild for 350 Gold.
I say: The Gorget also reduces Deathleap of Giant Rat to 1D6+2, and prevents Vampire Bite. If another character wears a Gorget, it provides this ability but does not give +1 Toughness.
I say: The Witch Hunter may replace his Saber (+1W on a 6 to hit) at the Weaponsmith for 300 Gold.
I say: The Witch Hunter can use his faith to increase his own rolls for Damage and To-hit after the dice have been rolled, unless To-hit is a natural 1. However, Faith is used for Magic Resistance or Battle of Wills before rolling.
I say: The Witch Hunter must declare his Amulet of Strength before rolling To-hit.
Note: Some Amulets from Treasure Cards have the same names as those in the WH book, but different abilities.
I say: When the Witch Hunter finds Amulets from Treasure Cards or Tables, they have charges like his own:
Amulet of Charadris card Blocks all Undead Regeneration when used by Witch Hunters
Amulet of Fury card No need to roll for spell success by a Witch Hunter.
Amulet of Power card Doesn't explode for Witch Hunters.
Amulet of Vindication Roll for Magic Resistance; each success counts as one charge (same for #4 on p10 of WH manual).
Enchanted Jade Amulet Roll for healing; instead of exploding for Witch Hunters, a 1 spends a charge.

ELF QUARTER:
I say:
The Elf Rope can be used by any good Warrior (If used for a Chaos Warrior or Ogre it automatically breaks).
I say: The Elf Potion may be purchased here for 1000 gold with a Stock of 5.

DWARF GUILDMASTERS:
I say:
A Dwarf or Trollslayer may purchase the Dwarf Pick (see Treasure Card) for 125 gold at a Stock of 4.

I say: Flash Powder can only confuse a Monster once.
Example:
Dwarf throws Flash Powder at Orcs with Swords; all Warriors get +1 Attack. 
Next turn Power Roll = 1; Orc Archers appear. Dwarf throws Flash Powder. Warriors who attack the Archers get +1 Attack. Warriors who attack the Orcs with Swords do not.

DWARF RUNESMITH:
I say:
Once an Axe has a rune, treat it as magical (for Ethereal and Daemonic). When a 1 is rolled on the table, this counts as the Trollslayer's +1 ST rune.

WIZARDS' GUILD:
I say:
A Wizard can replace his Hand of Death Scroll for 900 Gold. Limit one per Wizard.
I say: Add the following spell to the Spell List:
Deflection - Defensive - Immediate - Casting No: 1
The Wizard may cast it on himself once per turn. All ballistic weapon attacks against him that turn are at -1 to hit. But, a natural 6 is still a hit..

TRAINING GROUNDS:
Rule:
To find a special location score a 7 with 2D6 in a town, or 3D6 in a city.
I say:
Even if you use this rule, you do not have to roll to find a place to level-up when you have the correct amount to spend (consider part of your cost as finding the place).

WARHAMMER QUEST and its components are © Games Workshop 1995.