Warhammer Quest
Vampires as Warriors

by JHewitt853@aol.com

Vampires are most fearsome creatures who feed on the blood of the living, draining their strength to sustain their magical abilities.

Vampires have some spellcasting abilities. As well as being able to cast spells, Vampires can use magic points to shapechange into a number of forms, including wolves and bats. They can also assume ethereal state.

Vampires cast no reflection in any surface including mirrors, water or highly polished armor. A Vampire can never enter a house without first being invited in, and they are adept at presenting themselves as travelers and other harmless humans in order to gain entry to a building.

A Vampire must rest during the day in a coffin lined with the soil of its native country, and is only active at night.

Physique: A Vampires appearance depends on the form it has assumed (humanoid, bat, wolf, or ethereal). The archetype is that of a tall, slim, pale Human. While ethereal, Vampires can appear as a formless mist, or as a spectral figure indistinguishable from a Wraith or Specter. In all forms, however, they have prominent incisor teeth.

The vampire starts with; a sword, a blank spell book, and D6 "potion" bottles.
Spell Book: This book is used to record the spells the vampire has knowledge of. This book of Necromantic magic may never be lost as result of an unexpected event.
"Potion" Bottle: This bottle can be used to store various liquids the vampire may have need for.

Special Rules: A Vampire may control friendly Undead in the same board section in the same way as a living Necromancer, even if it has no Necromantic spells.

Drain Blood
He gains an extra bite attack each turn rolling to hit as usual. the bite causes (vampire battle level)wounds with no deductions at all, and the Vampire gains the wounds back himself. He may never gain more than his starting quota of wounds. A Vampire may do nothing else while draining blood from a victim.

Cast
The Vampire has the knowledge to cast spells. Determine spells as you would for the Wizard. In addition to the regular quest spells a Vampire may also learn Necromantic spells. To determine what spells the Vampire learns use the rules explained later in this rulebook.

Destroying Vampires:
A Vampire may be wounded by normal weapons while in a material form, but is immune to non-magical weapons while ethereal, and in this form it can only use magic to assume a solid form, although it can drain Wounds like a wraith. A Vampire in physical form which is slain by normal weapons is instantly turned ethereal.

A Vampire dealt a killing blow by a magical weapon becomes cataleptic; it can only rise again if fed at least 1 bottle of blood, each bottle restoring 1 Wound.

A Vampire can be held at bay by the religious symbol of any god which is not connected with death or Chaos; if the holder passes a WP test, the Vampire can actually be repelled. If a Vampire touches, or is struck by a religious symbol, holy water, or any other religious item, its flesh will be seared for D3 Wounds. Garlic flowers have a similar effect.

Vampires are also unable to pass running water, and can be trapped by streams, rivers, and so on. If running water touches them, it will cause D3 wounds. If a Vampire is immersed in running water, it must make a WP test or be destroyed . If the test is successful, the Vampire still takes 2D6+3 Wounds.

VAMPIRE ABILITIES

In addition to their hand-to-hand attacks, Vampires may make a single special attack per level. At the start of the Dungeon roll 1D6 on the following table to determine what ability the Vampire has.

2

Boon of Good Fortune
luck is with you add one die when determining new spells. Use only once.

Transfix
The Vampire transfixes one of the monsters with steely glare. The Vampire chooses his victim. Roll 1 D6 and add that monster's Initiative. If the score is 11 or less he is transfixed for 1 turn. While transfixed the monster may do absolutely nothing and any Warrior in combat with him automatically hits.

Shapechange: Wraith
The Vampire has the ability to shapechange into a Wraith. see Rules while shapechanged section

Regenerate
The Vampire regains (n)D6 Wounds at the end of the Warrior Phase on the D6 roll of 4+, where n is the Vampires Battle-Level, up to his Starting Wounds score. The Vampire cannot regenerate if it is killed.

Turn to Smoke
At the end of the Warriors Phase, after making any hand-to-hand attack, the Vampire vanishes into a pall of smoke. Remove the model from the board. At the start of the next Warrior Phase the Vampire returns to the board, place the Vampire anywhere on the board section it left from, he may attack as normal. Roll (n)D6 to determine how many times the Vampire can do this per dungeon. (n is the Vampires Battle-Level).

Cloak of Darkness
The Vampire gathers a mantle of blackness around him. Until the start of the next Warriors Phase all attacks against him are made at -1 to hit. In addition, all Monsters on the same board section as the Vampire lose 1 Attack in the next Monsters Phase. The Vampire can do this (n)D6 times per Dungeon. (n is the Vampires Battle-Level)

8

Shapechange: Giant Bat
The Vampire has the ability to shapechange into a Giant Bat. see Rules while shapechanged section

Sixth Sense
After the exploration phase, when a new floor section has been revealed, the vampire may use his sixth sense to see what lies within.If the new floor section is a room, the Vampire player rolls a D6. On a score of 1 to 4 is sixth sense fails him. On a score of 5 or 6, he may turn over the next event card (and roll on any relevent Monster tables, ect) to see what is in the room, warning the Warriors of any impending danger.

10

Duckback
This skill allows the Vampire to add +1 to his roll to escape from pinning.

11 

Shapechange: Wolf 
The Vampire has the ability to shapechange into a Wolf. see Rules while shapechanged section

12 

Dodge
This skill gives the Vampire the ability to dodge incoming blows by stepping to one side. If a monster successfully hits the Vampire, roll a D6, on a score of 1-4 he hits the Vampire as normal. On a score of 5-6 the vampire can evade the blow by sidestepping into any empty adjacent square. If there are no adjacent squares free he must take the blow as normal.

POWER PHASE

As you already know, at the start of each Power Phase you roll 1 D6 to determine how much Power the Vampire has available for the turn. As your Vampire gets more experienced he is better able to tap into this natural magical source. To reflect this, each time your Vampire goes up a Battle-level, add 1 point to this dice roll. A Vampire of Battle-level 4, for instance, gets 1 D6+4 Power each turn rather than 1 D6 . However, if the dice comes up with a natural 1 an Unexpected Event occurs, just as in the normal game, and the Vampire has just 1 Power for the turn. He does not add his Battle-level bonus in this instance.

HEALING SPELLS AND GOLD

For every Wound that the Vampire heals on another Warrior, he gains 5 gold. This is not deducted from the other Warrior's total, it is simply a measure of success of the Vampire's healing attempts.

NEW SPELLS

Each time the Vampire goes up a Battle-level, he may learn some new spells. In order to find out which spells he learns, use the following rules:

1

Roll a number of dice equal to your Vampire's new Battle-level. For instance, if your Vampire has just reached Battle-level 3, roll 3D6 to determine which spells he learns.

2

Take the three numbers rolled and combine them in any way you like. Each number you end up with indicates which casting number spell your Vampire has learnt.
For instance, the three dice in the above example come up as a 2, 4 and 5. Your Vampire can therefore take either:
- One casting number 2 spell, one casting number 4 spell and one casting number 5 spell, or:
- Add the 2 and 4 and take one casting number 6 spell and one casting number 5 spell, or:
- Add the 4 and 5 and take one casting number 9 spell and one casting number 2 spell, or:
- Add all three numbers up and take one Level 11 spell .
The only restriction is that each dice roll cannot be split. In the above example, for instance, you couldn't split the 4 into two 2s and add one to each of the 2 and 5.

3

Once you have determined which casting number spells our Vampire has learnt, choose whether each is a healing, attack, defensive or special spell.

4

Finally, choose the specific spells that your Vampire has learnt from the spell list for the correct casting number and spell type and write them down on his Adventure Record sheet. These spells are permanent additions to the Vampire's repertoire, and can only be changed using the rules under 'The Wizards' Guild' from the Settlements section.

SPELL LISTS

The spell lists over the next few pages are arranged by casting number, with the weakest spells having a casting number of 1 and the most powerful having a casting number of 12.

NECROMANTIC SPELLS

SUMMONING UNDEAD
Necromantic magic is concerned with the control and manipulation of dead or Undead creatures. Necromancers can summon and control Undead. A Necromancer does not have to dig up corpses, the casting of a Summoning spell (Summon Skeleton Champion, Summon Skeletons, Summon Skeleton Minor Hero, Summon Skeleton Hordes or Summon Skeleton Major Hero) will cause the dead bodies to burst through the ground ready to serve the Necromancer.

CONTROLLING UNDEAD
Skeletons and zombies lack motivation and need to be directed by a friendly controller. Necromancers can act as controllers over any friendly Undead (summoned by themselves or an ally) within 2 board sections of their persons. This is not a spell, but an innate ability of Necromancers, though they may use spells to increase the range of their control or even do away with the need to have a controller. However, controlled Undead must always be within the controller's line-of-sight, irrespective of any Magic in operation .

CASTING NUMBER 1
All of the following spells have a casting number of 1, and therefore require 1 power to cast

Hand of Death Casting No.1
This spell endows the caster with the ability to cause Wounds simply by touching a target. The caster rolls to hit - ignoring normal unarmed combat modifiers - and any hit automatically causes lD6 Wounds to the target, irrespective of Toughness or armor (unless :magical - see below), in addition to any normal damage (which is subject to the usual modifiers). Each successful touch costs a further 1 magic point. The Necromancer may not use a weapon.
This spell takes effect immediately and lasts until the caster is wounded, when it is instantly dispelled. If victims are wearing magical armor the damage is reduced by 1 per piece of magical armor, for example if a monster has a magic helm and a magic shield then wounds are reduced by 2.
Target: any adjacent Monster
Duration: Until the Necromancer is wounded

CASTING NUMBER 2
All of the following spells have a casting number of 2, and therefore require 2 power to cast.

Stop Instability Casting No. 2
This spell can be cast on any group of Undead or ethereal creatures within 48 yards. The creatures ignore their next occurrence of instability, even if magically induced. Only one such spell may be carried by a group at any one time.
Target Undead within same board section
Duration: Until next period of instability occurs

Destroy Undead Casting No. 2
This spell can be cast against any group of Skeletons, Zombies or Ethereal Undead within 24 yards, and will affect lD6 of the group. The creatures may make a test against Will Power to avoid either crumbling to dust or (in the case of Ethereal Undead) simply vanishing. Undead which successfully make the test are unaffected by the spell.
Target: All Undead in the same board section
Duration: Instantaneous

CASTING NUMBER 3
All of the following spells have a casting number of 3, and therefore require 3 power to cast.

Control Undead Casting No. 3
This spell may be cast against any group of Skeletons or Zombies within 48 yards. Targets may make a test against Will Power to resist the effects. Individual Undead which fail their Magic test are taken over by the caster. These Undead are now controlled directly by the caster, subject to the usual control restrictions for Undead creatures.
This spell enables Necromancers to take over and control Undead. There is no limit to the number of Undead that may be controlled in this way, but a separate spell is needed for different groups.
Target: Any Undead in the same board section and any adjacent board section
Duration: Instantaneous

Extend Control Casting No. 3
This spell enables the caster to extend the normal range of Undead control. The spell lasts for 1 hour per level of the caster.
Target: Any Undead in the same board section and any adjacent board section
Duration: 1 hour per level

Hand Of Dust Casting No. 3
This Spell endows the caster with the ability to cause Wounds simply by touching a target (use of a weapon negates the effects). caster rolls to hit as normal - ignoring unarmed combat modifiers - and any hit automatically causes 2D6 Wounds (irrespective of Toughness and armor), in addition to any normal damage.
This spell takes effect immediately, and lasts until the caster is wounded, when it is instantly dispelled. However, each successful touch made by the caster costs a further 3 magic points.
Victims may not make a Magic test to avoid the effects, but if wearing magical armor, the damage is reduced by 1 for each plus of protection provided by the armor. For example, a hit on the arm of a character wearing a + 2 magical chainmail coat reduces the spell's damage by 2.
Target: Any adjacent Monster
Duration: Until caster is wounded

CASTING NUMBER 4
All of the following spells have a casting number of 4, and therefore require 4 power to cast.

Summon Skeleton Champ Casting No 4
This spell is used to summon a single Skeleton Champion which appears within six yards of the summoned. This spell may be cast to animate an available corpse or - provided the necessary preparations have been made (see Summoning Undead, to draw a hero from the plane of death. See chart for Champions profile.
Once summoned, the Champion stays until dawn the following day, when it crumbles into dust.
A Skeleton Champion can act as leader/controller to a group of
Undead, providing it stays within 24 yards of the Undead
Target: Not applicable
Duration: Until dawn the following day

Summon Skeletons Casting No. 4
This spell is used to summon a group of D6 normal Skeletons. If cast on a battlefield or burial site, the Skeletons spring up in a group around the caster. If summoned using an enchanted skull they appear within 6 yards of the summoned.
Range: Not Applicable
Duration: until dawn the following day

Zone of Life Casting No. 4
This spell creates a magical field, 12 yards in diameter, centered on the caster. The Zone lasts one hour per level of the caster or until the caster moves. The caster may forbid any Undead including Ethereal Undead from entering the Zone, or from firing missiles or casting magic into the Zone.
While maintaining a Zone, a character may not cast any new spells or use Meditation skill to recover magic points. The Zone's area may not overlap with any other Zone. If another Zone (cast by a different spellcaster) touches or overlaps with the Zone of Life, then both Zones are instantly destroyed.
Range: Not Applicable
Duration: 1 hour per level

CASTING NUMBER 8
All of the following spells have a casting number of 8, and therefore require 8 power to cast.

Summon Ghouls Casting No. 8
The caster can use this spell to summon 1D3 Ghouls. They are placed on the board by the Vampire.
Once summoned the Ghouls stay until the next sunrise, when they collapse into dust, or they are killed in battle.
Range: Not Applicable
Duration: Until dawn the following day

CASTING NUMBER 9
All of the following spells have a casting number of 9, and therefore require 9 power to cast.

Summon Zombies Casting No. 9
The caster can use this spell to summon 1D3 Zombies to be placed on the board by the Vampire. They may attack immediatlely
Target: Not Applicable
Duration: Until dawn the following day

Soul Drain Casting No. 9
One Monster Determined by the Vampire suffers 1D6 wounds, with no deductions.
Target: Any model on the same board section
Duration: Immediate

CASTING NUMBER 10
All of the following spells have a casting number of 10, and therefore require 10 power to cast.

Life In Death Casting No. 10
This spell may only effect the caster. Its effects last for 1 hour per level of the caster. If slain during this time, the Necromancer's spirit is released and may try to inhabit the body of any other living creature during the next.2D4 combat rounds. The caster's invisible spirit has a Move of 6 and must begin from the character's dead body. The spirit must touch a host creature in order to inhabit it. The host is allowed to make a test against Will Power and, if successful, the spirit may not inhabit that body. If the test is failed the Necromancer inhabits the body of the victim until either it is slain or the Necromancer's spirit is driven out by magical means. The victim's psyche is not destroyed, but is suppressed by the possessing Necromancer. The spell caster does not gain access to the thoughts, memories, and knowledge of the victim, and if the Necromancer is ever driven out of the body, the victim regains full control.
The Necromancer's wandering spirit cannot be harmed by any physical or magical attacks, though it cannot enter any magical Zone that keeps out Ethereal Undead. If the Necromancer's spirit fails to find a new body within 2D4 rounds, it is blown to the winds and destroyed.
As a spirit, the Necromancer has no magical or physical powers at all. Having acquired a new body, the Necromancer's Ld, Int Cl and WP characteristics are regained, as are all skills and magical powers (including magic points). But all other characteristics are now those of the host creature.
Target: Personal
Duration: 1 hour per level

CASTING NUMBER 12
All of the following spells have a casting number of 12, and therefore require 12 power to cast.

Annihilate Undead Casting No. 12
This spell affects all Undead (including Ethereal Undead) within 24 yards of the caster. Any such creatures must make a test against Will Power or be destroyed.
Range: 24 yards
Duration: Instantaneous

Raise Dead Casting No. 12
This spell must be cast within a graveyard or burial ground of some kind. The magician can raise one of the following groups of Undead creatures: 6D6 Skeletons, 6D6 Zombies, 3D6 Ghouls or D6 Mummies. The Undead will always appear as a single group.
The creatures so raised will obey the commands of their summoner until dismissed, or until the next sunrise.
Target: Not Applicable
Duration: Until dawn the following day

Summon Horde Casting No. 12
The caster can use this spell to summon a horde of 6D6 Skeletons. The creatures will be normal Skeletons in a single group and will appear within 6 yards of the summoner.
Target Not Applicable
Duration: Until dawn the following day

Curse Of Undeath Casting No. 12
This spell may be cast against any character within 48 yards. The victim may make a test against Will Power to avoid the effects if this is failed, the victim begins to be transformed into an Undead creature. At the beginning of each subsequent game round the victim loses one point of Strength, and if this reaches zero the victim becomes one of the Undead, with the character's Strength score, but Will Power, Dexterity, and Fellowship dropped to 10, and any magic powers possessed by the victim lost.
As one of the Undead the creature must now be controlled the same way as a Skeleton or Zombie.
This spell can only be used against sentient humanoid creatures, and has no effect on non-thinking creatures. It can be used only on individual creatures under 10 feet high.
Target: Any Humanoid size or smaller Monster within line of sight
Duration Until creature is destroyed or dispelled

Total Control Casting No. 12
This spell allows the caster to extend the normal range of Undead control to cover an area with a radius of 2400 yards about a mile and a half). The spell is effective until dawn of the following day.
Range: 2400 yards
Duration: Until dawn

Wind Of Death Casting No. 12
This spell causes a swirling, black wind of death to blow over an area of radius 2,400 yards (about a mile and a half). The wind sucks the life energy from all living creatures, causing 2 Wounds (regardless of Toughness and armor) on every living creature it passes over, including the caster. Armor does not reduce this damage and no Magic test is allowed.
Range: 2800 yards
Duration: Instant

Rules When Shapechanged

Shapechanging takes one turn to complete and costs 2 magic points. While shapechanged the Vampire attacks as the creature he has turned into, also the Vampire may only change back into a Vampire and not change into another creature.
The vampire retains his character profile while shapechanged, including wounds. He also gains the animals special rules.

Bat, Giant.
The body of a Giant Bat measures almost four feet from nose to tail, and is covered with jet-black fur. The head resembles that of a dog, and the mouth is equipped with long, sharp teeth.
Special Rules: Giant Bats fly, and thus move around the board with a greater degree of freedom. The giant bat may move to any empty square on the board within its Movement range, ignoring all obsticles in its way.
A Giant bat is never pinned in combat and may change its target each turn.

Wolf
Great Wolves attack with one bite per round.
Great Wolf: Great Wolves are simply larger versions (about 6 feet in length) of Pack Wolves, which are identical to the Wolves of our own world. Fur is usually gray or brown, although albinos are common in the north.
Special Rules: The Wolf has the ability to dodge blows. To determine if the wolf dodges, the wolf subtracts 1/2 his battle level from 6 and must roll higher than this number to dodge. i.e level 5 vampire 1/2's 5 to get 2 then subtracts from 6 to get 4, he must roll 4+ to dodge blow.

Wraith
The Vampire is just a shadow kept between life and death by his own dark magic, his cloak give him substance, but nothing remains of his physical body. Two glowing red eyes glint from behind his cowl. He is dangerous because his chill touch drains life from living creatures.
Special Rules: A Wraith is ethereal and so cannot be pinned. Also being ethereal, trying to hit a Wraith without a magical weapon will cause the monster to take a -1 to hit penalty. A chill attack simply causes an unmodified (Battle Level)D6 wounds. A Vampire at Battle Level 6 would cause 6D6 wounds. A Monster reduced to zero wounds this way can only be healed by spells that raise their targets from the dead.

Settlement Rules

While in a Settlement the Vampire can visit the Wizards Guild, the Alehouse, the Gambling House, Private Home, and the local Graveyard.
For every day the Vampire stays in a city he runs the risk of being identified as a Vampire. Roll 2 dice, on a double 1, he is discovered, captured and killed with a stake through his heart.

NOTE The Vampire may drain the blood of his victims into potion bottles between adventures if he wishes. These are innocents he kills whilst in a settlement. He may try this no more than 1D6 times per settlement. When down in the dungeon, he can drink a "potion" if the thirst overcomes him, instead of drinking the blood of his victims. Doing this will also give him 1D6 wounds back.

Vampires and the Wizards Guild:
There is a chance that any guild will carry the neccassary necromantic books the vampire needs to complete his necromancy studies. roll a D6 and add the following modifiers when needed:
city 2
town 1
village 0

On a roll of 6 the guild has some necromancy material, the vampire may choose both regular and necromantic spells. on a roll of 1-5 the settlement has no necromancy books.

Private Home:
Because a Vampire can make himself look like an old weary traveler he may stay in a settlement free, the Vampire rolls a D6 and on a score of 1 can find no-one who will let him stay in their home so he must pay living expenses as normal.
Vampire Procreation: In a private home, the Vampire may turn one of its hosts into another Vampire. These chosen few will almost always be physically attractive and of the opposite sex. To effect the transformation, the Vampire drains the victim of blood over D3 nights, and when the victim reaches zero Wounds opens one of its own veins, generally in its chest, and lets the victim drink its blood. The victim will then 'die', becoming cataleptic, and can be restored to unlife by the Vampire bringing its 'child' a new victim, to be totally drained of blood. This gives the new Vampire sufficient magic points to become active and feed. Vampires are generally disdainful of the human 'cattle' upon whom they feed, and will only rarely pass on their 'gift'; they are also keenly aware that each additional Vampire in an area increases both the strain on the food supply and chances of discovery. To represnt the increased danger the vampire is in roll one extra D6 per day he spends in the settlement after he has given his gift. 
Example, vampire rolls 2D6 already, turns one innocent into vampire, he now rolls 3D6 and any double 1's count, i.e. a roll of 1, 3, 1 and the vampire dies.
The vampires "child" will accompany him as a freindly undead character under the vampires control. The "child" has the following profile:
"Child" (W-8) (M-4) (WS-3) (BS-5+) (S-5) (T-5) (A-1)

Rules for the graveyard: 
If the Vampire chooses to visit the local graveyard roll on the following chart

1

He is discovered robbing graves and run out of town by the local militia and must stay outside the settlement for the remainder of the Party's Stay

2-5

The Vampire is successful in getting D6 ingredients he needs and from now on when he casts a Necromantic Spell he rolls a D6 and on a score of 6 the spell costs one magic point less than stated for the spell until he runs out of ingredients

He is discovered and charged as a graverobber and spend 3D6 gold on bail and spends D3 days in Jail. While in Jail the Vampire is under close watch so roll an additional D6 for his discovery roll

Characteristic Table

Level
W
M
WS
BS
S
T
A
Cost
Title
1
1d6+6
4
5
5+
5
5
1
0
Vampire
2
2d6+6
5
5
4+
5
5
1
2000
Count
3
2d6+6
5
6
4+
6
5
2
4000
Count
4
3d6+6
5
6
4+
6
6
2
8000
Count
5
3d6+6
6
6
3+
7
6
3
12000
Lord
6
4d6+6
6
7
3+
8
6
3
18000
Lord
7
5d6+6
6
7
3+
8
6
3
24000
Lord
8
5d6+6
7
7
2+
7
5
4
36000
Lord
9
6d6+6
7
7
2+
7
5
4
42000
Necromancer
10
6d6+6
7
8
1+
6
5
5
50000
Necromancer

Html conversion by Bruno - 05/31/02