Register for a free account Log in: Page: 2.legacy user. Hero Local user Registered: 05-2003 Posts: 41 Re: Elf Ranger pack? I re-read the training rules, for a less-experienced trainer.
It says quote: If the ranger is a Mage, then add 1D6 to the score instead of deducting the battle level you are training up to. This means your roll would be 3D6, or 3-18, making Fury of Indraugnir #17, attainable, but not the skills 19-22. I prefer the idea of drawing cards, instead, but haven't tried it.
4/Sep/2003, 8:11 am.legacy user. Novice Local user Registered: 09-2003 Posts: 1 Re: Elf Ranger pack? I have tried to get into slayers quest tomb to get a copy of the rules but I think it is gone now, shame really, My group used to post some rants on slayer says.
Anyway would it be possible to get someone to e-mail the zip file or unzipped file to my e-mail? Its the only pack I don't have and one guy in particular from my group always plays an Elf. My e-mail is ritap@sign in to see URL Would be very much appreciated! Eza 8/Sep/2003, 11:00 pm.legacy user. Hero Local user Registered: 05-2003 Posts: 41 Re: Elf Ranger pack?
Sorry, can't help you. The file I downloaded was 18 Megs zipped! I complained somewhere to someone but didn't receive a reply.
Maybe someone can send a smaller version to Bruno. 9/Sep/2003, 6:17 am God Global user Registered: 04-2003 Location: The Temple Posts: 809 Re: Elf Ranger pack?
I think that a pdf version is in the pipeline, in the sense of someone else intends to do it at some stage in the future. Not much comfort now, I know. 9/Sep/2003, 8:06 am God Global user Registered: 04-2003 Posts: 802 Re: Elf Ranger pack? OCR is very difficult for a non english native speaker like me. I spend 12 hours on the troll. I hope to find soon the courage to continue the OCR process Stay tuned Process of OCR Scan the doc After use an OCR software like omnipage Correct each characters or sentences were not recognized Read carefully the docs to correct the wrong syntaxes or the homonym Last edited by Bruno, 10/Sep/2003, 3:41 am.
This article needs additional citations for. Unsourced material may be challenged and removed. (March 2008) Warhammer Quest Geoff Taylor, Richard Wright, Dave Gallagher, John Blanche, Wayne England & Mark Gibbons Publisher(s) Years active 1995–1998 Players 1–6 Playing time 2–3 Hours Warhammer Quest was a fantasy dungeon, role playing, released by Games Workshop in 1995 and set in its fictional world. The game focused upon a group of warriors who joined together to earn their fame and fortune in the darkest depths of the. Warhammer Quest was the successor to and, which maintain a loyal and dedicated fan-base to this day. Contents. Game Mainly written by, Warhammer Quest utilized a set of simple game mechanics to simulate the Warriors actions as they explored and fought through the dungeons of the.
The game put a strong emphasis on co-operative and thoughtful play by the players in order to survive against the myriad monsters they would inevitably face. Primarily designed for four players the original game continued the tradition of by supplying a Barbarian, Wizard, Dwarf & Elf as its main Warriors.
The game was known for its difficulty, particularly to starting parties, as well as the use of an innovative card-based mechanic to generate the dungeon, monsters & other events, as well as treasure. The boxed game itself is considered by many hobbyists who remember it to be one of Games Workshop’s best releases. The boxed set contained no less than three books (the Rulebook, Adventure Book & Roleplay Book) a complete set of well-illustrated Dungeon Floor Plans, as well as over 90 miniatures, 10 plastic doorways, a set of 50 ‘Adventure Record Sheets’ where players could keep details about their Warrior, and numerous counters and tokens as game play aids, as well as dice. The game did utilize almost a full range of monsters that were available through Games Workshop’s range. It was designed so that players could use their range of Warhammer miniatures (if they had them) to represent their monsters.
Games Workshop stopped producing Warhammer Quest in 1998. Treasure The game focused on the acquisition of vast amounts of treasure. These items were often gained after any particular group of Monsters were killed & as a reward for killing all monsters within an Objective room.
Treasure was essential to the Warriors development (it could be sold for gold and then in turn pay for training and advancement when enough gold was accumulated) as well as essential in offering extra help through a dungeon, be it through healing, a weapon, extra armour to make the warriors tougher to kill or as a talisman or other trinket that gave the warrior a certain ability that could be used per turn or per adventure. Treasure was split into two kinds: Dungeon Room treasure and Objective Room treasure. Dungeon room treasure was collected after every group of Dungeon Monsters were killed & Objective room treasure were sometimes collected once the warriors had killed all monsters within the given objective room or as a reward at the end of the Adventure. Released three additional ‘Treasure Packs’, each containing a selection of both Dungeon and Objective Room treasure cards. Monsters All of the hostile creatures encountered by Warrior parties are known under the collective name of 'Monsters.'
Practically the entire range of Warhammer creatures of the time were included in the Bestiary section of the Roleplay Book. Monsters are broadly divided into the following species:. (Warriors & Daemons). Monsters (creatures with no specific affiliation e.g.
Technics sl pd887 manual. Gorgons, Ogres, Dragons etc.). Undead are the only major race not to feature in the game. (Note: They were later released, however, as an additional supplement in the Warhammer Quest magazine 'Deathblow' and could most appropriately be ecountered if the Warriors partook in the Lost Kingdoms rules from White Dwarf articles 196-197.) Monsters are encountered according to the current Dungeon level.
For example, a small group of Orcs with bows might present a challenge to Battle-level 1 Warriors but would not last long against a very experienced Party. At higher levels an Orc Shaman riding a Wyvern, a group of Ogres, a Gigantic Spider or any one of a hundred other horrors might be encountered instead. The truly dreaded creatures such as Dragons, Vampires and Skaven Verminlords do not appear until the highest Dungeon levels.
Warrior parties usually encounter Monsters of the same level as themselves. This is necessary, for Warriors can find higher-level Monsters very difficult or even impossible to destroy. For example, a level 10 Great Unclean One would rampage through a party of level 5 Warriors and would not be remotely defeatable. Warhammer Quest Roleplaying The game was released with a large roleplay book, which added detail. It enabled players to expand their games by introducing a host of roleplaying details & game mechanics. When used, the Roleplay Book offered the players the chance to travel between Settlements, Train to the next level, visit numerous shops and traders, as well as visit Special Locations.
The Wizard, Elf, and Dwarf had a Special Location that was exclusive to each of them and, if their luck was good and if they had enough gold, they could buy specialty items to help them in their adventures. Additionally, the Roleplay Book introduced the element of Psychology, which included new rules for Fear, Terror, Hatred, Breaking (fleeing), and being Prone.
There were also rules and descriptions for using two new Characteristics: Luck and Willpower. The Roleplay book also contained a bestiary of Monsters that the warriors might encounter and employed a number of ‘D66’ tables so Warriors could face more new and terrible foes. The Roleplay book also offered a Hazards Table (for use when traveling to a village, town or city), a Settlement Events Table (for use when spending time in a settlement), extra Treasure and Objective Room Treasure tables as well as ‘Battle-level Monster Tables’ for use as the Warrior’s career progressed. Through the use of such tables it was possible for a Warrior to be accused of murder, witchcraft or else do an honest day’s work, be accosted by a rampaging bull, gain a pet dog, spend several days in an infirmary or even decide they were going to give up adventuring and settle down to have a family.
The Roleplay Book helped flesh out the Warriors lives in between dungeons. The last section of the Roleplay Book contains rules for a new player: the Gamemaster. This person acts a 'referee' or 'storyteller' who controls the game, taking the Warriors through a dungeon of his or her own design. This section contains many new ideas for the Gamemaster, as well as the Warriors, and guidelines for writing adventures and Warrior development.
It also contains an entire pre-written campaign for the Gamemaster and the Warriors to play as well as introduced the first expansion Warrior of Warhammer Quest: the Dwarf Trollslayer. Warrior Progression Every Warrior could be progressed up to 10 stages or ‘Battle Levels’ with 1 representing a new warrior to 10 representing a very experienced and powerful individual able to take on hordes of monsters on their own. Typically an RPG would require experience points in order for a Warrior or Adventurer to advance in such levels. In Warhammer Quest experience points were dropped in favour of Gold. A Warrior would need a certain amount of Gold to advance battle-levels and would also use the gold to buy items, or even grandiose extras such as a Castle or Fortress! Every monster encountered and killed by a warrior would be worth a certain amount of Gold, as would any Treasure the Warrior decided to sell at the end of the adventure.
The leader carrying the lantern (typically the Barbarian) decides which warrior gained an item of treasure although it was usually required that treasure be distributed equally. Expansions A number of expansions were released for Warhammer Quest. These included two new adventure packs, several Warrior packs as well as additional Treasure Card packs & a set of blank Monster Cards & Event cards, where players could record their own monsters from the world that were not written within the Roleplay book or else not produced as an official card. Adventure packs There were two adventure packs released for the game. Lair of the Orc Lord contained six new adventures against Greenskins (Orcs & Goblins) while Catacombs of Terror featured six new adventures that pitted the Warriors against the evils of the Undead.
Both expansions contained new, pewter models to represent their enemies as well as new Board tiles and cards. Warrior packs released packs for nine additional Warriors, all of which had some background within the world. The packs consisted of a Warrior model, rulebook and a set of card tokens detailing the warrior’s original statistics & equipment. The rulebooks offered a piece of background as to the warrior-type & a set of rules to use the warrior including details about any new special locations they might visit, skills or equipment they could obtain as well as details about their Battle Level progression. The Warrior Packs released were as follows:. Pit Fighter. Warrior Priest.
Imperial Noble. Elf Ranger. Dwarf Trollslayer.
Chaos Warrior. Wardancer. Witch Hunter. Bretonnian Knight Warhammer Quest and White Dwarf To accompany Warhammer Quest produced a number of articles in their magazine that added additional elements to the game play such as extra rooms, adventures & other articles. They were as follows:.
WD 184 – Design Notes on the original game. WD 185 – Release of ‘The Pit Fighter’ warrior pack & rules.
'Mission Impossible' article: floorplan and Cards for the ‘Gaol’ special quest and special rules for hidden passages. WD 186 – Release of the ‘Warrior Priest’ warrior pack & rules. 'Flames of Khazla' article: floorplan and Cards for the Flames of Khazla special quest, also the release of the first Treasure pack & blank Event cards. WD 187 – Release of ‘Lair of the Orc Lord’ & design notes & release of the ‘Imperial Noble’ warrior pack.
WD 188 – Release of the ‘Elf Ranger’ warrior pack. 'Creatures of Darkness' article: guidelines to create your own Monster Cards. WD 189 – Release of the ‘Trollslayer’ warrior pack. 'The Darkness Below' article: a set of guidelines to alter dungeon generation.
WD 190 – Release of the ‘Chaos Warrior’ warrior pack. 'Dark Secrets' article: extra cards that Warriors could take to add an extra element to an adventure or to the warrior’s background. WD 191 – Release of ‘Catacombs of Terror’ and the ‘Wardancer’ warrior pack. 'A Horror Awakens' article: how to link three new adventures and included two new treasure cards. Showcase of a superb Warhammer Quest diorama by legendary miniature painter.
WD 192 – Release of the ‘Witch Hunter’ warrior pack. 'Into the Depths' article: adding yet more variety through dungeon design. Also included two new Board Sections(Collapsed Passage, Into the Dark/Spiral Staircase and Dead End).
WD 193 – 'A Dungeon of Your Own' article: tailoring Blank Event Cards with Monsters and Events. Included four new Event Cards. WD 194 – 'Well Met!' Article: Warrior Parties and their composition including the pros and cons.
WD 195 – 'Domain of the Horned Rat' article: introducing Skaven-themed dungeons, a new monster ‘the Rat Golem’ & a new objective room - Quirrik’s Laboratory. WD 196 – 'On the Waterfront' article: part 1 of an article on foreign travel. Involved traveling to far and distant lands, introducing coastal towns and rules for finding a ship and captain to sail the seas. WD 197 – 'Lost Kingdoms' article: part 2 of an article on foreign travel including boarding ships as well as ocean events if Warriors decide to set sail to distant lands. WD 198 – Warhammer Quest Q&A. WD 199 – 'Getting Out Once In A While' article: part 1 of an article on converting your warriors for use within Warhammer Fantasy.
WD 200 – 'Getting a Breath of Fresh Air' article: part 2 of an article on converting your warriors for use within Warhammer Fantasy. WD 201 – 'A Green and Pustulant Land' article: introducing a Nurgle themed mini-campaign. WD 202 – 'Out of the Darkness' article: introducing adventures beyond the confines of dungeons. WD 204 – 'Room For Improvement' article: improving you dungeons as well as introducing a new board section (The Sewer) and a new Chaos Slaanesh adventure.
WD 208 – Release of the ‘Bretonnian Knight’ warrior pack. Also a retrospective look at Warhammer Quest and its evolution. Warhammer Quest and Citadel Journal To accompany Warhammer Quest produced a number of articles in their magazine that added new semi-official adventures and scenarios, alternatives rules, and warriors. Some articles were written by the usual contributors of Warhammer Quest while others were fan-submitted material. They were as follows:. CJ 16 – 'Ex-Blood Bowl Player' article: introduced the Ex-Blood Bowl Warrior.
CJ 17 - 'Messing With Their Heads: Riddles As Plot Devices' article: how to use riddles in the Gamemaster version. CJ 18 - 'Into the Woods: Wood Elves in Warhammer Quest' article: Wood Elf dungeons scenarios. CJ 19 - 'The Eyes of Doom' article: a Roleplay adventure vs.
Warhammer Quest
Undead for Battle-level 6+ Warriors. CJ 21 - 'Wotchoo Lookin' At?' Article: introduced the Ogre Warrior. CJ 22 - 'Downtown' article: rules for exploring Settlements by using the dungeon Board Sections. CJ 24 - 'You Thieving Little B.!' Article: introduced the Halfling Thief Warrior.
CJ 25 - '(The Warhammer Quest Adventurer’s) 'Catalogue of Dungeon Furnishings' ad: GW Mail Order items. CJ 26 - 'Njet Comrade!' Article: introduced the Kislevite Shaman Warrior. CJ 28 - 'The Low Life and the High Life: Going to Town' article: rules for Alehouses including Bar-room Brawls. CJ 29 - 'Escape From Hag Graef' article: a new quest to escape the Dark Elves. CJ 32 - 'Taverns of the Beastmen' article: a regular or Roleplay Beastmen adventure for Battle-levels 1-2. Also 'Warped Visions: Trollslayer – Triumph and Tragedy in Warhammer Quest' comic: a Trollslayer comic by Brian Pope.
CJ 33 - 'Wanted Dead or Alive' article: introduced the Outlaw Warrior. CJ 34 - 'Tower of Hazuk' article: a Roleplay adventure for Battle-levels 1-2.
CJ 35 - 'Bounty Hunter' article: introduced the Bounty Hunter Warrior. Jazz jack rabbit pl. CJ 37 - 'Errata' article: provided the missing Outlaw Generation table for the Bounty Hunter Warrior from CJ 35.
CJ 38 - 'The Squig Hopper Dungeon Race' article: An amusing little racing game. CJ 50 - 'The Struggle for Karak Eight Peaks' article: A subterranean Warhammer Scenario. Deathblow Magazine Deathblow was a dedicated Warhammer Quest journal released by to accompany the game in a similar vein to its and Magazine. Cannot find install-recovery.sh. Deathblow consisted of only three issues.
Deathblow included articles by contributors outside of Games Workshop’s employ and featured articles from, the Citadel Journal and contained new adventures and a selection of other Warhammer Quest related paraphernalia. Deathblow introduced eight new Warriors: The Halfling Thief, Kislev Shaman, an Assassin, an Ogre, Druid of Albion, Dwarf Brewmaster, Salty Seadog & Lord of Aenarion. Deathblow was named after Warhammer Quest’s ‘Death-Blow’ mechanic where if a warrior killed a monster in one single strike he could then carry that attack through to an adjacent monster. Deathblow I. Down Town.
The Bank. Eyes of Doom. Dangerous Dwarfs.
Spawn of the Old Ones. Rumble in the Jungle. Claws of the Bear. Njet Comrade. You Thieving Little B.!. You Ain't Seen Me, Right?. Wotchoo lookin' At?
Deathblow II. The Shattered Amulet. The Return of The Dark Queen. Aaarh, Me Spleen. Creatures of Darkness. A Horror Awakens.
On the Waterfront. Lost Kingdoms. Oi! Get off me Juniper Bushes!. Mine's a Pint.
Hello CardBoard Carnage, Mortis, and eveyone:) 1st off Well met Mister C.B. Carnage sir, 2nd I hope everyone enjoyed some Chrismass dinner, Now down to business, I have been looking through my archive and collection of old games and I have found these Items which should bee of some holiday cheera. I have added the links to my Mediafire page as the files are to big to be posted here. (Let me know if you have any problems downloading the files.) Also the files have been save as.7zip, it is a type of file zipper format simmilar to winzip. 7zip is a free program. Z-zip website: WHQ Rule books.7z - 12 MB The Dwarf Trollslayer rules were printed in the WHQ Role Play Book on Pages 172 to 176, which is before the quest on page 177.
The offical WHQ extra charicters the ones you could buy in boxes in the shops. Trollslayer - This is the same as the one from the RPG book Dwarf Trollslayer.7z - 2 MB Elf Ranger.7z - 18 MB Imperial Noble.7z - 3 MB Chaos Warrior.7z - 15 MB Now I noted you also requested Chaos Dwarfs pack as well. As far as I can remember there was never an offical Chaos Dwarf pack released.
I Do how ever have an excelent Fan made Chaos Dwarf expantion pack which I was able to get my hands on before the links on the Chaos Dwarf, and Board Game Geeks expired,died:(. I belive the pack to be compleat as far as I can tell. WHQChaosDwaf expation pack.7z - 31 MB I hope these help fill out your collection of WHQ bits and bobs. Untill next time Happy questing and safe sailing. Hi CardBoard Carnage, and everyone els, I am glad you have found my links in working order, and are enjoying the chariter packs. You are right the fan made Chaos Dwarf expantion pack is of top quality, it could have almost been relased, if only GW had not changed the WH world and dropped those crazy Chaos Dwarfs.
Is it just me or is the War Hammer Universe against the little guy and gal? The Dwarfs in WH are the only ones still officaly standing. The Squats, Chaos Dwarfs, Piggmis, and Halfling have all been lost down the back of the cosmic settie (soafer) or galactic fridge. If you get round to playtesting the Chaos Dwafs and the other charictors it would be good to hear or infact read your thoughts those that you have typed here, and not from inside your head. I really can not read minds over long distances Enjoy your adventures.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |