Runboard.com
You're welcome.
Community logo


runboard.com       Register for a free global account (learn about it) | Log in: (), globally (lost password?)

 
golembane Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 08-2004
Posts: 100
Reply | Quote
WHQ 2.0 Mordheim style(exploration)


quote:



Exploration Phase

When a warrior is next to a doorway and there are no other monsters on the current board section, the warrior may declare that he is exploring the room beyond. Roll on the chart below to decide which room is placed.

When a new location is placed it is empty as far as the warriors can see. Should the warriors move into any dungeon rooms, they will find themselves faced with an event. Roll as you would normally do on the Unexpected Event chart to see what happens when warriors enter room.

If the warriors find the Objective room then follow the rules for the quest they are currently on. Unless the quest says otherwise, once the monsters in the objective room are slain, the quest is over.


12/Jul/2005, 12:06 am Link to this post Send Email to golembane   Send PM to golembane
 
golembane Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 08-2004
Posts: 100
Reply | Quote
Re: WHQ 2.0 Mordheim style(exploration)


Starting the updates once again....

quote:



If the warriors find the Objective room then follow the rules for the quest they are currently on. Unless the quest says otherwise, once the monsters in the objective room are slain, the quest is over.

Unlike most board games, Warhammer Quest does not have a set board, but instead uses numerous board sections combined to make one dungeon for the adventure to occur. Only twist to event his rule is that no one knows what the dungeon will look like until they manage to get to the Objective room.

To star the game roll a D3on the following table to determine the basic style of room be it Hallway, Dungeon room, or a Objective room. Note, should a roll of Objective room be rolled, re-roll until you get one of the other options. Next you roll a D3 to find out the exact type of room of the style you find.

Place this board section down on your playing surface and attach the doors to the appropriate places. This is your starting room, and the warriors may be set-up in any square they wish. Each time the warriors explore a new room they will follow those steps listed above to find out which room they manage to uncover. What this means for the warriors is that the dungeon could be small 2-3 room dungeon or as large as 15-20.

Dungeon Table
1
Hallway
1-4: Yellow or gray hallways section.


5: Gray T-junction section


6: Corner section
2
Dungeon room
While looks are different for each Dungeon room, they server the same function in the basic game and thus don't need a sub-chart.
3
Objective room
You will only ever have one Objective room in a dungeon in a basic game. Should this result be rolled choose one of the five Objective rooms. Detailed rules of the Objective rooms are below. Roll a 1D6 to determine the exact Objective room the warriors come across.
1: Fighting Pit
2-3: Fountain Chamber
4: Tomb Chamber
5: Idol Chamber
6: FireChasm

Most rooms will be no trouble for the warriors to navigate as per the movement phase rules. Objective rooms though add a little extra challenge, but nothing our strong and brave warriors can't over come. The following is the rules governing the Objective room's special circumstances.

Ledges

Many of the Objective rooms have raised ledges drawn onto them. Warriors and monsters may not climb up these ledges, but may use the set of steps which should be nearby. Warriors and monsters, may however, jump down from the top of the raised sections to empty spaces below, but this movement will count as a two square move in addition to any other movement the warrior or monster did that turn. If the warrior or monster reaches the ledge but does not have at least 2 movement left, then they will not be able to jump down that turn.

Any warriors or monster placed at the ledges of the raised areas, or next in line of sight of raised ledge count as being raised target and any magic users with magic missile spells and warriors with bows who are not in hand-to-hand may fire at those target instead of those targets closest. Also any warrior or monster armed with magic missile spells or bows fire at any target below them instead of those targets closest.

Hand-to-hand doesn't get changed by the rules for ledges. A warriors or monster on the lower section of the board may still fight those on the raised sections and the reverse is also true.

Tombs

The warriors or monsters may decide it necessary to stand on top of the tomb in the Tomb Objective room. If they wish to do so, they can move on top of it, but count as a raised target to those around them. Follow the rules given under the ledges section for the special shooting and magic rules.

Crossing the Chasm

The rope bridge in the Firechasm Objective room is the only way to cross the chasm, and is equivalent to 2 squares of movement. For each Warriors that attempts to cross the bridge roll a D6 on the following tables:
1-2
The warrior slips on the ancient bridge. Roll a D6 on the Firechasm Hazard Table.
3-6
The warrior makes it safely across.

Firechasm Hazard Table
1
The warrior falls into the chasm and is killed.
2-3
The warrior slips, dangling into the flames. He is badly burnt, taking an automatic Strength 4 hit. Roll for Toughness to see if the warrior can ignore the pain, but not for armor since no armor can protect the warriors from the heat.
4
The warrior slips, losing his grip on any one item of treasure or equipment. Determine which item is lost into the abyss randomly.
5-6
The warrior grips onto the bridge as it starts to swing violently. No other warriors may attempt to cross the bridge this turn. At the end of the turn, roll a 1D6 for the warrior on the bridge to see which side of the chasm he ends up on.
1-3: The far side
4-6: The near side

Idol's, statues, and fountains

A few rooms, namely the Idol Chamber, Firechasm and Fountain Chamber, has sections of the board taken up by large statues. Warriors and monster may not be placed or move onto these spaced at all. They are to oddly shaped for the warriors and monsters to fight effectively off of.

Fighting Pit

The Fighting Pit Objective room is a challenging room to fight in for both warriors and monsters. Only way into or out of the pit is by use of the rope on the side of the pit. Warriros or monsters must be in the squares which the rope starts or ends to be able to move up or down. Also the square opposite needs to be empty before warrior or monster starts climbing up or down. This movement will take the full turn to complete, and thus warrior or monster moving up or down will not be able to fight in hand-to-hand, shoot with a missile weapon, or use magic.

Warriors or monsters outside the pit may use magic missile or shoot at any valid target inside the pit, but can also be shot at or be victim to spells by those inside the pit since they are clearly seen.

Only those inside the pit may fight each other in the hand-to-hand phase. The spikes along the top of the pit make it so those on top can not safely fight from that position.


29/Jul/2005, 7:40 am Link to this post Send Email to golembane   Send PM to golembane
 


Add a reply





You are not logged in (login)