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Zombie239 Profile
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Registered: 10-2003
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Witch Hunter Questions


Hi all. I'm fairly new to the whole Warhammer Quest scene, and have only been playing the game for a few months. Anyways, the character I use in the group of friends I play with is right now a lvl 2 Witch Hunter on the verge of lvl 3. Anyways, there seems to be a few conflicting rules between the GM and what I have read in the book, or lack thereof. So, I was wondering if any veterans could help out on this. Here goes:

1) Even though it is not stated in the Witch Hunter manual, the wounds gained from drinking from the Chalice of Life artifact is only temporary right? As in lasts one dungeon?

2) How exactly are amulet charges supposed to be used? I had all my friends hate on my the 1st day I played because I burned through all my amulet charges, killin off like 3 minotaurs. Is it GM dependent?

3) One last thing... How does the Witch Hunter fare overall in game play? Right now, I feel that I am not getting a good bearing on how he plays because I am the strongest member of my 8 player party (the only lvl 2) and I didn't think he was that good.

Thanks in advance for anything you can help me with.
23/Oct/2003, 2:38 pm Link to this post Send Email to Zombie239   Send PM to Zombie239
 
thecustodian Profile
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God
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: Witch Hunter Questions


Okay then, first of all welcome to the scene, hope you enjoy the game and never draw the '3 gold' treasure card.

Yes, the Chalice's use should be rerolled at the beginning of each adventure.

The amulets can each be used once per adventure. Each use uses up a charge. That means that each amulet will last up to 6 adventures before you have to get it recharged.

As for how well the Witch Hunter does, it all depends on whether you take advantage of his special abilities and items. He's more likely to be of use fighting chaos or undead than greenskins, and more likely sorcerors than wyvern. With his sabre, pistol and amulets he has a good set of weapons right from the start. Still, he is more of an all-rounder- he can hold his own but doesn;t really excel in any field.

I hope that's of use
23/Oct/2003, 10:15 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Kanin Profile
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Registered: 12-2004
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Re: Witch Hunter Questions


In our games we let the witch hunter use his amulets as many as he wants using one charge per use. We even didnt put a limit on the number of charges he can get because of how expensive it was to recharge amulets. And you take the risk of accidently destroying one of your amulets every time you try to add a few charges. This seemed to equal out the witch hunter with classes such as the elf ranger, wardancer, pit fighter, etc.
14/Dec/2004, 6:22 pm Link to this post Send Email to Kanin   Send PM to Kanin
 
Stew9 Profile
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Re: Witch Hunter Questions


I've also just started playing with the witch hunter character and am a bit confused about some of the rules. In the book it says you can reroll 1's and 2's when rolling for starting wounds but if it comes up a second time you must keep it. I rolled a 1 (ignoring it) then a 3, on the second dice I then rolled a 2 and ended up with 5 hit points. Thats worse than the wizard so was this right or do I reroll for each dice roll.

Any advice would be welcome as already I have died fighting a nurgling.
2/Jan/2005, 10:01 pm Link to this post Send Email to Stew9   Send PM to Stew9
 
thecustodian Profile
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God
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Registered: 04-2003
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Re: Witch Hunter Questions


You can re-roll each dice. Still, sounds like you are under some sort of curse anyway...
2/Jan/2005, 11:55 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
BassJam Profile
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Lord
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Registered: 07-2003
Location: Philadelphia
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Re: Witch Hunter Questions


Yes, it's entirely possible to have a Witch Hunter with 2 Wounds, though at this point I would play a second Warrior as well and have the Witch Hunter be an obnoxious zealot to the point that everyone cheers when he dies a miserable sputtering death.

Oh, wait, how is this different than when MY Witch Hunters die? Hmmmmm......

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
4/Jan/2005, 3:39 am Link to this post Send Email to BassJam   Send PM to BassJam
 
WitchHunterRegault Profile
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Champion
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Registered: 06-2006
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Re: Witch Hunter Questions


Our games use the following rules for Witch Hunters and Amulets:

Each Amulet can hold up to 6 charges. You are as likely to destroy an amulet as you are to gain a new one in the charging process, so we felt the existing system was very fair.

We treat the usage of an Amulet like an Attack Spell for the Wizard - it must be used during the Hunter's turn with the exception of the Healing Amulet, which can be used any time. We've found this keeps Hunters from stealing the kills of other warriors.

Amulets can be recharged even if they are not empty, but you pay the same costs at the Guild.

While charging tends to be expensive, we find our Warriors end up carrying thousands of gold around in their boots anyway, so it's nice to have something to spend it on.

As for the Hunter character on the whole, I have always felt that the Witch Hunter and Chaos Warrior are the most varied characters, but they have the opportunity to be very overpowered and exploited because of how they level up.

For example, I am playing a current LVL 2 Witch Hunter, with a whopping 23 points of Starting Faith. The effect of Faith becomes exponentially more powerful the more you get, though GW did do a good job with the tables to try to keep the Hunter from using Faith to get more Faith ad nauseum.

Like Chaos Warriors, Hunters are able to grow every time they go to the Guild, and the more they do this early on WITHOUT increasing their battle levels, the more powerful they get for very little money, making for very strong characters very early in the game.

Cheers,
Regault

24/Jun/2006, 6:51 am Link to this post Send Email to WitchHunterRegault   Send PM to WitchHunterRegault
 


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