Warhammer Quest

By Christopher Taylor

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.  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.


Any player may start the game as a Vampire rather than one of the Warriors in the Warhammer Quest box.  All of the rules for creating a new Warrior apply unless stated elsewhere in this Warrior pack.
The Profile of the Vampire is as follows:





Weapons Skill


Ballistic Skill










Pinning Roll



The Vampire starts play with a bottle of blood, which heals D3 wounds when he drinks it.  He may refill this bottle by spending a turn doing nothing else on the same square as a fallen foe.  The foe must have died from a method that did not destroy it (for example, a foe that fell into the Pit of Despair, killed by a fireball, or lightning bolt will not have enough blood to fill the bottle).  Each fallen monster can be drained to fill a bottle but once. This bottle will only hold one dose of blood.


Vampires start play with a sword that does D6+4 wounds when it hits.


The Vampire does not wear any armor, and does not need any.  Most will not accept armor, as it hinders other abilities they have such as shapeshifting.


The Vampire is able to drain the blood of an opponent.  Each Warrior phase, the Vampire may make a second bite attack at -1 to hit.  This bite does 1 wound with no deductions for armor or toughness, and the Vampire gains 1 wound back.  This can raise the Vampire above his normal maximum of wounds, but if this occurs, the Vampire enters a blood rage and may attack his friends.  For each wound over his Maximum wounds, the vampire has a chance of continuing to attack after the monsters are all defeated, turning on the nearest Warrior.  The chance is equal to the number of extra wounds on a D6, so if the Vampire drains 3 extra wounds, he will enter a blood rage on a roll of 1-3.  This rage continues every turn until the vampire rolls above this number. 

   The Vampire will attack to the best of its ability, using all attacks against the Warriors, but is in such a frenzy it forgets to use any items, abilities, or skills.  Once the vampire's rage ends (and it might get worse as more blood is drained), the Vampire returns to normal and has to deal with biting his buddies.

   In addition, a Vampire may personally drain blood from any fallen foe that he could collect blood from in his potion bottle.  Each turn spent doing nothing but draining blood from a foe in a square he stands in heals D3+1 wounds.  However, this may only be done once for each foe. 

Normal weapons and attacks cannot kill a vampire.  It can be horribly mangled and reduced to 0 wounds, but cannot be killed in this manner.  Normal weapons to 1 wound less per die due to their limited ability to damage a Vampire (so a 2D6 attack like the Minotaur's does -2 total wounds).  Once a Vampire reaches 0 wounds from normal attacks, it collapses into a heap, apparently dead.  The Vampire is unable to act in any way, nor can it heal its self.  Until a great length of time passes, such as months, or the Vampire is returned to its coffin or healed magically, it cannot act in any way.

  If any of the wounds that were inflicted were fire, magic, or by magic weapons, however, the vampire is dead and destroyed, rotting in seconds at 0 wounds.  Thus the Vampire must be very careful about getting wounded too badly.

   In addition, ordinary healing does not affect the Vampire, he simply is not helped by bandages and does not eat provisions.  Healing potions have no affect, and healing spells are useless to him, as he is dead.  The only way to heal a vampire is to give it blood, and that is where the potions that the Vampire collects come into play.

The Vampire can change form into a Giant Bat if he chooses, this takes his entire Warrior Phase to do so.  As the Giant Bat, he has all the characteristics of the Bat except Initiative, which is equal to the Vampire's of 4.  He may fly, moving 6 like the Bat, and to return to the Vampire's normal form takes an entire Phase.  The Vampire acts in the Warrior phase as normal while the Giant Bat, and unless he attacks a monster they will ignore him.

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.

Wood weapons, fire, and magic all do full damage to the Vampire, and can kill him.  Should any foe have a holy symbol of a non-Chaos deity, the Vampire cannot attack that creature, and will suffer D6 wounds with no modifiers from the item if it hits him.

In the advanced game, you can keep your Vampire from game to game, building up his character as he progresses from adventure to adventure.  This section of the rulebook gives you all the rules for taking your Vampire right up to battle-level 10, including special rules for visiting Settlements, training, and more.

   The Vampire at battle-level 1 as a Novice - you will find his Battle Level Table later in this pack.  All the rules for Warhammer Quest still apply in the advanced game, unless specifically stated otherwise.


The Vampire does an amount of wounds (and thus drinks an amount of wounds) equal to his Battle-Level, so a BL 5 Vampire does 5 wounds and adds 5 wounds to his total.

Vampires are immune to fear generated by undead of any kind, they simply are not bothered by undead as normal mortals are.

Each new name level that the Vampire gains gives a new form that he can Shift into:


Giant Bat


Wolf (Chaos hound with no special abilities)


Ethereal (see below)



The Vampire is able to become Ethereal, and move about as a cloud of mist (or a moonbeam outside).  While in this state, the Vampire is unable to interact with the world in any way, and cannot be pinned nor attacked by Monsters.  The Vampire can stay in this state indefinitely but while in this form cannot pick up any new items or do anything but move about on the map.

Due to their undead nature, Chill attacks and Demonic Auras have no effect on the Vampire whatsoever, he simply ignores them.  As such, Ghosts are unable to affect the Vampire.  In addition, the Vampire's bite is considered a magical attack.


Vampires appear to be ordinary humans while they are sated and fed, but cannot move about at night.  As such, their ability to purchase items is somewhat limited.  They cannot go to the alchemist as it simply is closed at night, and the animals at the Animal Trader are terrified of the Vampire, he cannot go there for  fear of being discovered.  The Vampire cannot enter the temple either, it is not only painful to go into (1D6 with no modifiers per turn) but the Priests there would surely discover his nature.  The Vampire can visit the Alehouse but does not roll on the table.

Vampires must feed each day, but do not have to pay living expenses.  They have their coffin they go to in the day, and do not drink nor eat.  They pay living expenses in great sums all at once when they train (see below).  However, each night, the Vampire must stalk and drain a new victim.  This is simply a matter of doing so, the Vampire is careful, but each time, roll a 2D6.  If the result is a 2, the Vampire has been caught and must flee the Settlement.

Over time, this predation will gain attention: any catastrophic event rolled that causes the character to suffer disease, death, or retirement means that the Vampire was caught or hunted down and staked to death.
Settlement Rules

Potion bottles may be purchased at the market for 10 gold each, there will be D6 available.  Each of these acts the same as the Bottle of Blood that the Vampire starts with.

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 are unaffected by certain events, if the following events are rolled, roll instead on the Vampire Events table below: Good Deed, Steam Bath, Fight, Circus, Reward, Betrothed, Drugged, Duel, Illness, Pet Dog, Runaway, Temple Donation, Hunting, and Accident.  Most of them a Vampire simply would not do, or have results that cannot apply to a Vampire.





You are discovered by vampire hunters lead by a Priest of Sigmar.  The hunters stake you, and leave you for dead, but thankfully failed to actually kill you with the assault.  You are stripped of your possessions, lose one piece of treasure and all blood potions, but otherwise are fine the next day.


Your Vampire is implored by an old woman to help her, shouting that robbers have broken into her small apartment and are stealing her possessions.  Although unconcerned with her well being, you see an easy victim, but as soon as you poke your head in her room someone hits you with an iron bar.  The bar bounces harmlessly off you and you tear into them in a blood rage and the horrendous mess is so obvious that you must leave the settlement immediately, but find a piece of treasure hidden away in her house, her only prize possision: take a treasure card


A large, probably drunk, and possibly corrupt fellow who once was a pit fighter pesters your warrior.  The argument escalates until the large ugly man attacks, and you have no choice but to defend yourself.  After easily slapping the brute down like a child you so terrify all the locals that you need not roll to see if a shop accepts you, it is always successful, at half price.


Your Vampire is invited on a hunt for a great Quarg, a ferocious beast that has been terrorizing the locals.  You are given the tools needed (A net, a pole with a small bell attached, and a bag full of garlic).  After disposing of the garlic, you dispose of the locals on the hunt, grateful for a chance to work apart from the watchful eyes of the city.  Gain D3 blood potions.


Good Blood.  A victim you drain of their blood has been blessed with great strength and life, and their blood is so enervating you gain 1 wound permanently.


A visiting Vampire Lord takes you under his bat wing and teaches you a skill, roll on the Skill Table with a D6, no modifiers and take the skill given you.  If it is a skill you already have, the Vampire had nothing to teach you, but both hunt safely that day (no roll for being caught needed).


Vampires do not require training, they simply advance in power and skill over time.  The gold accumulated and spent for a level represents not paying for training but building a fine place to live, for vampires are creatures of great taste and expensive desires.  Some of this goes to their assistants who handle affairs, some of it goes to protecting their coffin and keeping it moved to new locations, and so forth. 

Each new Battle-Level a vampire attains, he gains a new ability.  Roll on the table below, and add the Vampire's new BL to the result of the D6 roll to find the ability gained.




The Vampire is able to change shape as described above.



The Vampire is able to climb walls like a spider, and can use this to move around chasms, climb out of its, etc. This takes an entire turn of movement, no matter how far the Vampire actually moves.



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



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.


Undead Might

The Vampire is able to exhibit tremendous strength, tearing stone to bits and lifting tremendous objects. With this ability, the Vampire has a Strength of 10 for one turn during an adventure. This increased strength lasts only until the end of the turn and can be used for any normal strength task.  During any time strength is used for non-damaging effects such as lifting, digging, or carrying, the Vampire is considered to have double his normal Strength rating.


Ignore Pain

Due to his undead nature, a Vampire gains the ability to ignore some damage as time goes on.  Each attack with hand to hand or ranged weapons causes 2 points less damage with this ability.


Swiftness of Night

Able to move like thought, the Vampire strikes with blazing swiftness.  Once per adventure, the Vampire can strike automatically, moving so fast that he cannot be stopped.  In addition, each turn the Vampire may choose to move first, ignoring initiative and who has the lantern. 



The Vampire transfixes one of the monsters with steely glare. The Vampire chooses his victim. Roll 1D6 and add that monster's Initiative, comparing the roll with the Vampire's roll of D6+Initiative.  If the Vampire rolls higher, the monster is transfixed for 1 turn. While transfixed the monster may do absolutely nothing and any Warrior in combat with him automatically hits.



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.



The Vampire is so swift and deadly that he actually can ambush monsters, gaining an extra Warrior Phase before the other Warriors or monsters act.  If the Vampire rolls 5+ (a 5 or 6 on a D6) he is able to attack even before ambushing monsters do.


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. The Vampire may do this an amount of times equal to his Battle-Level per dungeon


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.


Magic Resistance

The Vampire gains Magic Resistance 5+ which allows him to ignore spells on a roll of 5 or 6 on a D6 any time one is cast on him.


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)


Control Undead

Lesser undead, such as skeletons and zombies can be taken under the Vampire's control by his powerful will.  If any undead are encountered, the Vampire is able to take control of them with his willpower.  Roll a D6 and add the Vampires WILL, if the result is higher than the dungeon level+initiative of the undead, it falls under the Vampire's sway.  This takes an entire turn to attempt, in which the Vampire may take no other action. Any undead under control acts on the monster phase and will attack whatever it is directed to until told otherwise or dead.

The Controlled skeleton or zombie lacks any motivation, and needs to be controlled in order to take action.  They will continue doing the last thing they were told to do until dead or redirected. The Vampire may only redirect an undead monster on his Initiative of the Warrior's Phase, and the Undead must be on the same tile as the Vampire.  If it leaves his tile or leaves the Vampires line of sight, it reverts to being a monster and resumes trying to kill the Warriors.



The Vampire learns to cast spells.  Once per turn, the Necromancer may cast one Necromantic spell, rolling a D6 and adds the current POW to see if it goes off.   If this roll is 7+ the spell succeeds and has effect.  
See the Necromancer Profession for Necromantic Spells, the Vampire can cast any one spell of up to 6 casting number.


BL Gold Title Wnds Move WS BS STR T Att Init Will Luck Ability Pin
1 0 Vampire D6+8 4 4 5+ 4 3 1 4 4 0 1 3+
2 2 Lord 2D6+8 4 4 5+ 4 4 1 5 5 0 2 3+
3 4 Lord 2D6+8 4 5 5+ 4 4 2 5 5 1 3 3+
4 8 Lord 3D6+8 4 5 5+ 4 4 2 5 5 1 4 3+
5 12 Count 3D6+8 5 6 4+ 5 5 2 6 5 1 5 2+
6 16 Count 4D6+8 5 6 4+ 5 5 3 6 5 1 6 2+
7 24 Count 4D6+8 5 6 4+ 5 5 3 6 5 1 7 2+
8 32 Count 5D6+8 5 6 4+ 5 5 3 6 5 1 8 2+
9 45 King 5D6+8 6 7 3+ 5 6 3 7 6 2 9 A
10 50 King 6D6+8 6 7 3+ 5 6 4 7 6 2 10 A

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