Late Update December 17th, 2003

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Available Character Classes

Barbarian, Wizard, Elf, Dwarf, War Priest, Witch Hunter, Troll Slayer or anything else you present that passes my review.  In the end I must have all rules regarding that character class.


In game play what Players need to do and know
  • Check to see if the character portrait is in color at least once a week.
  • Email me at evil_bob@earthlink.net with the character's actions.  The subject line needs to contain "WQ" (without the "") somewhere in it so that my email filter will know which folder to deposit the email.
  • Attacks & Movement can be stated by providing N, E, S, or W.  I.e. (N, N, NE, E) means; One square North, another square North, diagonal movement Northeast, one square East.
  • Attacks & Movement can alternatively be done by detailed description or even "If/Then" statements.  But be warned that the assumptions a player has may be different than mine.  What I'll do is attempt to follow the instructions a literally as possible.
  • Die or dice rolls can be made with the Irony Dice Server, or by my dice at home (trust the Bob), or via live web cam (please don't hold your breath on that last option).
  • Also email me the Warrior's actions before using the on-line dice server.  Roll it in a group of 3d6 and repeat it 10 times or so (use no other modifiers or dropping the lowest roll thing or nothing).  This way people only have to email me their dice rolls only once a week.  In the subject line for the roll put "WQ Turn X (warrior type)".  ie. "WQ Turn 1 Ranger" without the "" will be the subject line for Cam's first in game play roll.  The same can be used for the email detailing his actions this turn.

Game Rules

A set of the game rules is on the Warhammer Museum site in Adobe Acrobat pdf form. Just click on "Official Stuff" and go on from there. Although the rules for this game are a little bit vague in some areas mainly because the game system can be ran in a couple of different formats.

Turn Sequence:

  1. Power Phase

  2. Warriors Phase

  3. Monster Phase

  4. Exploration Phase


Power Phase:

The Wizard (or closest substitute) rolls 1d6 to determine how many Power Points are available by the Winds of Magic for this turn. If the roll turns out to be a "1" an unexpected event occurs. Generally dungeon denizens come swarming in.


Warrior Phase:

Each Warrior completes their turn before the next Warrior. The Party Leader always goes first. The Leader is determined by who is carrying the Lantern. The Lantern illuminates the board section the players are on (room or corridor) as well as adjacent areas if the Doors are open. The rest of the party goes in order of who has the highest Initiative.

On a Warrior's turn they get to move up to their full movement (unless pinned by a Monster) into empty squares adjacent or diagonal to them.  If on either side of the Diagonal there is a wall then no diagonally movement is possible.

Yes
Move to X: N, NE, E, E
N
W E
S
Yes
Move to X: N, N, E, E
N
W E
S
 Yes
Move to X: N, NE, NE, E
N
W E
S
NO
Move to X: N, NE, E, N
N
W E
S

A Warrior is only Pinned if they start their turn next to Monster.  Not if they move next to or even past one.  Pinning can be escaped by the Warrior successfully rolling equal to or over their pinning escape on a 1d6.  The Elf is never considered pinned (the slippery bugger).

A special note about doorways.  Doorways work a little like Pac-Man.  Movement from one side to the other is instantaneous.  Movement is never stopped on them, they don't count as a space at all.  They can be attacked through or even diagonally as if the squares on both sides were touching each other.

A Warrior generally gets to commit a single close combat or ranged attack.

Range attacks cannot be done if the Warrior is next to a Monster (and vise versa).  Line of site to the target is only blocked by walls, Miniatures do not impede ranged shots.  To succeed at a ranged combat action the Warrior has to roll equal to or over their BS (Ballistic Skill).

Close combat is done by looking up the Monster's WP (Weapon Skill) on the Warriors combat chart.  The minimum number needed to be rolled on a 1d6 is shown in the To Hit row.

Damage is listed on each character sheet.  The Monster's toughness and armor are generally subtracted from the damage and the difference (if any) is taken out of the Monster's wounds.

Warriors can opt to take other more esoteric actions like study some runes or mundane ones such as searching for traps. These are done by a single 1d6 roll adding in the appropriate Attribute (often Initiative) trying to beat a difficulty like 6 or 8.


Monster Phase:

The dungeon critters get to strike back.


Exploration Phase:

In the regular rules if the Leader is next to a doorway it can be opened illuminating what is beyond. I’m thinking that so long as the Leader is in the same room as another Warrior who opens a dungeon doorway that the light will illuminate the next area opening up more of the game map.

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