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Registered: 09-2008
Posts: 87
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Questions keep coming


Hi all,
While reading the specific rules for various warriors, I came across some more issues that are not quite clear to me. Maybe you could again offer some help. :P

1. The "armour" problem:
Warrior Priest: It says no armor or shield, but may wear furs. But what about a cloak, a helmet or even a crown? Apart from that, even if he could use these types of armor, the rule also says that he can only use items that are wizard-only. So I guess he can’t use e.g. a cloak/helmet from a treasure card (as it is normally usable by any class but not wizard-only).

AND

Regarding the Wardancer and Assassin, I guess they don't wear armour in terms of shields, body armour and helmets?

2. Throwing attacks with knife or javelin: Does this kind of attack replace any other (melee) attacks this round, just as with other "missile" weapons (crossbow, bow, gunpowder weapons)? The same problem with the Inperial Noble's duelling pistol?

3. Pit Fighter. With fighting school event no 7: How many permanent wounds does he get? I just can't read it in my version...
AND
Pitfighter's Brute Strength skill: can a monster be pushed back to any free square (also across occupied squares)?

4. Assassin: Does this warrior train (level-up) in the assassin's guild or in the training grounds (as basic warriors)? Both seem to be stated, so can he choose?

5. Halfling Thief: rules quote „may not increase his strenght dice“
... there are no strength dice, so I guess it means "damage dice"

6. I'm thinking of using a die in order to determine the type of event. What about using a D8 with 1-3 for events and 5-8 for monsters. What do you think? The additional cards from Catacombs of Terror or Orc Lair expansions actually change the ratio a bit. But does it really matter?

7. Normal weapons that have certain characteristics, eg. warhammer (additional damage on hit of 6). Do treasures of the same kind also have those characteristics (in addition to their magical bunuses)? The same with broadswords (strength +3 but -1 to hit), but are there any broadswords in treasure cards anyway?

8. Bretonnian Knight: Hermit Knight advice "Dungeon": “In any exploration phase the Knight may swap one of his Dungeon cards for the one turned over)”. So I guess he gets those cards at the beginning of the next adventure. Is it possible that even the Objective Room is among them? And if he chooses to exchange a card, what happens to the card that was originally turned over? Must the dungeon cards of the Knight be played or is the dungeon just a bit shorter?

9. Chaos Warrior:
Lashing Blade of Chaos Warrior: Attack monsters up to 4 squares away. Does it mean also diagonal and even if there are other models between them?
Axe of Mighty Striking: 8W6 Damage once per game (1 use only) or per adventure? I got the same question with the chaos attribute "Teleport".

10. Imperial Noble: 3 points of armor limit: Does this mean 3 pieces of armor (e.g. 1 helmet, 1 breastplate, 1 shield) or a maximum total of +3 on toughness.

AND

Do the skills Quick Load and Quick Draw only refer to his duelling pistol or to other pistols he might acquire, i.e. the pair of pistols? Other skills seem to state clearly which weapons they refer to, like Crack Shot (duelling pistol only) or Marksman (any gunpowder weapon).

AND

Luigi & Salvatore is a special location, but do you actually have to roll a 7 or not? If yes, must the Noble try to search until he finds it before doing anything else?

11. Reloading repeater pistol (1D3 turns) or other firearms: Can the warrior do nothing at all this turn /these turns (also no moving or fighting)?


Well, for now this is all I'm wondering about. I hope my quetions aren't getting annoying yet emoticon

thanks for any help!!
2/Nov/2008, 11:24 pm Link to this post Send Email to Sardaukar74   Send PM to Sardaukar74
 
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Registered: 04-2006
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Re: Questions keep coming


quote:

Sardaukar74 wrote:

Hi all,
While reading the specific rules for various warriors, I came across some more issues that are not quite clear to me. Maybe you could again offer some help. :P



Yeah, in Warhammer Quest the specific Warriors' rules often seem to complicate things even more. Sometimes though, I think they also help to clarify some things about the intent of the original rules.


quote:

1. The "armour" problem:
Warrior Priest: It says no armor or shield, but may wear furs. But what about a cloak, a helmet or even a crown? Apart from that, even if he could use these types of armor, the rule also says that he can only use items that are wizard-only. So I guess he can’t use e.g. a cloak/helmet from a treasure card (as it is normally usable by any class but not wizard-only).

AND

Regarding the Wardancer and Assassin, I guess they don't wear armour in terms of shields, body armour and helmets?



I think the armour issue is so confusing because the game's rules seem to leave the term armour as loosely-defined. Sometimes armour seems to refer only to body armour and other times it seems to refer to all types of purely-physical combat protection -- including body armour, helms/helmets, AND shields.

Warrior Priest and Armour: Where his rules state
quote:

A Warrior Priest may never wear any armour or use a shield, other than his breastplate.

I take wear any armour to apply to any type of body armour and helms, since they have to be worn in order to gain benefit. The use of a shield being clearly forbidden as well. It has always been clear to me that the Warrior Priest can only ever wear one piece of armour and that is his Breastplate (with the exception noted below).

It is in his advanced rules that the issue of wearing Furs is brought up. Here a distinction/concession is made. He is allowed to wear Furs, because apparently they are not strictly speaking considered to be "armour" (that nebulous term again. lol).

Ultimately, the Warrior Priest is allowed to wear two specific pieces of physical protection (armour-like) that the Wizard cannot wear: the Breastplate and Furs.

The Wardancer and Armour: To me it is rather clear that the Wardancer cannot use a shield, helm, or any type of armour at all. I here quote a copy of the original rules and I am not entirely sure that they were not edited, but one might search the Wardancer's Rule Book to find out. It seems to me that his rules were not as well organized as some other Warriors' rules were.

quote:

The fighting style of the Wardancer owes much to the fact that he is unencumbered by body armour, helmet or shield. For this reason the Wardancer disdains the use of any type of armour. He will not even wear magical armour or use magical helmets or shields. However, knowing well the benefit of magical protection, he will use magic items that give an increase to Toughness, such as magical rings of toughness or invisibility.



For me this is quite clear. He can use no physical armour of any type, but can enjoy the protection offered by various magical items (like the special belt he wears).

The Assassin and Armour: Sorry, but I am not too sure about this one. Was this a Warrior presented by GW in a magazine? I know some of those types may not have been especially clear on every issue. For instance, I have searched the Bounty Hunter's rules and have never found where they even give him a sword or a dagger to used in melee combat and I have just assumed that he carries a sword along with his Repeater Crossbow.

quote:

2. Throwing attacks with knife or javelin: Does this kind of attack replace any other (melee) attacks this round, just as with other "missile" weapons (crossbow, bow, gunpowder weapons)? The same problem with the Imperial Noble's duelling pistol?



Here we should fall back on the basic rules unless a Warrior's specific rules say otherwise. A Warrior gets a certain number of attacks per turn. He either uses those attacks for hand-to-hand or ranged attacks.

Most missile weapons specify a limitation on the number of attacks per turn based upon re-loading and ammunition type issues. For instance, a Long Bow can only be fired once per turn. But, the Short Bow can be fired the same number of times as the Warrior's Attack characteristic.

Here is an important point: In the original rules, we find that each Warrior must declare which weapon he is using that turn. So, a Warrior may change his weapon only at the beginning of his turn. If used a sword last turn and switches to a bow this turn, then he only uses the bow in this turn and NOT the sword.

Most Warriors cannot use both melee and missile weapons in the same turn. Some, custom Warriors and some house rules might allow this, but the original rules are pretty clear when taken altogether I think.

The Noble's Duelling pistol can only be fired once per turn, because it takes an entire turn to reload -- in which turn the Noble cannot do anything else, not even move.

Ultimately, the answer is YES, any ranged/missile attacks are to be done INSTEAD of melee attacks in a Warrior's turn. I have some exceptions in two or more of the custom Warriors I have created, but I get rather complicated -- not that you couldn't already tell by my answers here. emoticon


quote:

3. Pit Fighter. With fighting school event no 7: How many permanent wounds does he get? I just can't read it in my version...



It is +1 Wound permanently


quote:

AND
Pitfighter's Brute Strength skill: can a monster be pushed back to any free square (also across occupied squares)?



Here is the rule quote; and, I can see why it is unclear to you as it is to me now as well:

quote:

If the total is greater than the Monster's Strength it is pushed back into any one of the squares that is unoccupied (your choice).



The quick answer is NO; it must be one of the three unoccupied squares adjacent to and immediately behind the mosnter being pushed. I give my reasoning below.

I have always thought it meant that the monster is pushed back into an adjacent square behind it -- meaning opposite the Pit Fighter and one of the three spaces behind the monster. You get to choose one of the three empty ones.

I think that this skill was meant to be copied from the Barbarian's skill list, but they failed to copy it word-for-word. Here is the same portion of text from the skill of the same name in the RoelPlay Book for the Barbarian:

quote:

If the total is greater than the Monster's Strength it is pushed back into any one of the three squares behind it that is unoccupied (your choice).




quote:

4. Assassin: Does this warrior train (level-up) in the assassin's guild or in the training grounds (as basic warriors)? Both seem to be stated, so can he choose?



Again, I don't think I have access to these rules.


quote:

5. Halfling Thief: rules quote "may not increase his strenght dice“ ... there are no strength dice, so I guess it means "damage dice"



Yes, I at least understand this the same way: Damage Dice.


quote:

6. I'm thinking of using a die in order to determine the type of event. What about using a D8 with 1-3 for events and 5-8 for monsters. What do you think? The additional cards from Catacombs of Terror or Orc Lair expansions actually change the ratio a bit. But does it really matter?



What really does matter is that those playing the game have fun. emoticon

I think your idea is as good as anyone else's on this matter. It is I think about 37 (Event) to 63 (Monsters) in the original Event Deck. I would think a D100 (or percentile dice) would be more accurate, but 1D8 or even 1D10 (or 1D20) would work as well. I would personally go for the D100.

I like to use the Event Deck Similator (java program for free). With it you can specify the ratio you want. Also, you can use it to generate monsters from the tables (1 through 10) in about any combination you wish. An interesting option it has is that you can simulate an actual deck of cards OR simulate rolling on tables.


quote:

7. Normal weapons that have certain characteristics, eg. warhammer (additional damage on hit of 6). Do treasures of the same kind also have those characteristics (in addition to their magical bunuses)? The same with broadswords (strength +3 but -1 to hit), but are there any broadswords in treasure cards anyway?



The weapons found as treasures I find are usually rather specific in how much damage they can do and I usually just let them stand upon their own rules. However, there are treasures that enhance existing weapons (maybe these are mostly in custom treasures, but I haven't taken time to look).

For instance, you might have a rune that can be bonded to a sword which causes the weapon to ignore non-magical armour. When this is applied I try to be very particular to all the specific rules of such items and to use my judgment (and common sense -- as much as I have anyway). I would treat the "ignore non-magical armour" as an additional ability of the sword. It it were applied to a Broadsword (using your example), then that weapon would now have the following characteristics: +3 Str, -1 to hit AND ignores non-magical armour.

Warhammer for the Warrior Priest If the Warrior Priest has his Warhammer blessed in a Temple of Sigmar, then this is in addition to any characteristics the particular Warhammer already has. So, if it becomes magical permanently, then it would be a Magical Warhammer that does and extra 1D6 damge on a roll of 6 to hit. Magic weapons are useful in hitting ethereal and daemonic creatures. So, the magical characteristic would allow the Warrior Priest to hit these beings more often.

If the Warrior Priest at Battle-Level 1, gets the result in the Temple of Sigmar which gives him +D6 + his BL damage on a 6 to hit with his Warhammer, then the total potential damage on a 6 to hit would be: (1D6 + Str = normal damage) + (1D6 normal extra damage) + (1D6 + BL from Temple of Sigmar benefit) = 3D6 + 3 + 1. This is really nice! Watch out Minotaurs and maybe even dragons (at higher levels).

(EDIT: I would add that some treasures -- cards or in the tables -- might fail to mention that they do whatever it is they do that is special in addition to doing normal damage. A Magic Sword for isntance does normal damage like a normal sword, but it makes daemons and ehtereal creatures easier to hit.)


quote:

8. Bretonnian Knight: Hermit Knight advice "Dungeon": “In any exploration phase the Knight may swap one of his Dungeon cards for the one turned over)”. So I guess he gets those cards at the beginning of the next adventure. Is it possible that even the Objective Room is among them? And if he chooses to exchange a card, what happens to the card that was originally turned over? Must the dungeon cards of the Knight be played or is the dungeon just a bit shorter?



This one is difficult, but after some though... Yes, I think it is implied that these dungeon cards would be dealt to the Bret. Knight at the beginning of the dungeon. This way they are available for use at the very first exploration/doorway. Also, I believe it is intended that they be dealt from the discarded SIX Dungeon Cards. There wouldn't be an Objective Room in them. I think it is also implied that he can look at the card(s) he has been dealt. Then he knows which ones he might want to use.

Yes, it is possible that this could make the dungeon shorter, but it could also make the dungeon longer depending upon the Knight's choices and the cards he has been dealt (think T-section{s} -- both in his deck and in the current dungeon's deck). He would NOT have to use any of them, but just having the option is nice, or at least interesting. He could potentially avoid some events or even increase the number of events by the use of these cards.

More to come... emoticon I wanted to post what I have answered so far in case I am not able to get to the rest of them.

Last edited by OldWarrior, 3/Nov/2008, 7:08 am


---
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3/Nov/2008, 5:01 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Questions keep coming


quote:

9. Chaos Warrior:
Lashing Blade of Chaos Warrior: Attack monsters up to 4 squares away. Does it mean also diagonal and even if there are other models between them?



I allow the Lashing Blade to do a death-blow in a straight line up to four squares away, but I do NOT allow it to attack a model by ignoring the intervening monsters. I do thin that diagonal usage of this weapon is allowed, because Warhammer Quest usually does NOT differentiate between diagonally adjacent and side-by-side adjacent squares -- like some other games do (I am learning).

quote:

Axe of Mighty Striking: 8D6 Damage once per game (1 use only) or per adventure? I got the same question with the chaos attribute "Teleport".



It is once per adventure for both. Anytime the basic rules for a Warrior or a treasure state "once per game" really means "once per adventure" in the advanced rules.


quote:

10. Imperial Noble: 3 points of armor limit: Does this mean 3 pieces of armor (e.g. 1 helmet, 1 breastplate, 1 shield) or a maximum total of +3 on toughness.



It means both of these together. In other words, he cannot have more than +3 T from armour. But, also he cannot have more than THREE pieces of armour. Where this is made clear is in the Luigi & Salvatore section, where NECKLET OF PUREST SILVER and GEM-ENCRUSTED BRACELETS say that they count as armour.

So, if the Noble is wearing the above two items and an ORNATE BREASTPLATE, he is considered as having three points of armour even though he doesn't technically have +3T. But, we shouldn't complain too much because the GEM-ENCRUSTED BRACELETS are as good as the Elf's Dodge 66+ ability. emoticon


quote:

AND

Do the skills Quick Load and Quick Draw only refer to his duelling pistol or to other pistols he might acquire, i.e. the pair of pistols? Other skills seem to state clearly which weapons they refer to, like Crack Shot (duelling pistol only) or Marksman (any gunpowder weapon).



quote:

From his rules fro Quick Draw If the Noble has a loaded pistol...


Any single loaded pistol that he is carrying.

On the otherhand, I think that Quick Load might have been intended for his Duelling Pistol. I would probably allow it for any pistol though -- even the Repeater Pistol. I think a skill should be worth something and some flexibility makes it a little more useful.


quote:

AND

Luigi & Salvatore is a special location, but do you actually have to roll a 7 or not? If yes, must the Noble try to search until he finds it before doing anything else?



Even though it IS a Special Location notice this quote:

quote:

Luigi & Salvatore have stores in all towns and cities.



It is normally assumed that if a Warrior cannot find a place -- especially one as specialized as this -- that there isn't one in the settlement; but, these rules make it clear that they ARE in ALL towns AND cities. So, I would just make the Imperial Noble keep rolling each day until he finds it. Others might say that he doesn't need to roll the dice, he just automatically finds it on his first day in the settlement. I think either way is acceptible. His rules seem to make this necessary that this special location is available.


quote:

11. Reloading repeater pistol (1D3 turns) or other firearms: Can the warrior do nothing at all this turn /these turns (also no moving or fighting)?



Yes, he cannot do anything else IF he continues to re-load. But, he doesn't have to re-load... He has other options.

I would interpret it this way: Say he is re-loading the Repaeter Pistol for one of three turns (because he rolled a bad 3 for 1D3)... But, then monsters come at him in hand-to-hand combat in the second turn (say from an Unexpected Event -- nice for complicating matters). He then could NOT continue to re-load while in H2H combat and would perhaps switch to using his Rapier to fight (or escape pinning and shoot with another loaded gun). This in my mind would put the re-loading on hold until later, at which time he would still need to spend TWO turns doing nothing but re-loading the Repeater Pistol in order to be able to shoot it in a later turn.


quote:

Well, for now this is all I'm wondering about. I hope my quetions aren't getting annoying yet emoticon

thanks for any help!!



I like questions. I like rules! emoticon

I often hope that people are not finding me annoying by loving to delve into explanation so much. emoticon

Also, I hope that my persistence in answering questions doesn't make anyone else feel unwelcome to do so. I like to hear what the others have to say, even if they disagree with me -- which is often very likely to happen.

---
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3/Nov/2008, 5:29 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Lord

Registered: 09-2008
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Re: Questions keep coming


sry for replying so late. And, Old Warrior, your (promt) answers and comments are not annoying at all. I hope I'm not boring you with all my questions.

...btw, I got some more of them emoticon

May a pistol be fired if warrior is pinned? The “Quick Load” and “Quick Draw” skills of the Imperial Noble might suggest that a pistol can also be fired in close range (i.e. also at any adjacent model). On the other hand, the rules of the Witch Hunter state that “he may not use his pistol if he is pinned in hth-combat”.
Or: Is there a difference to be made between a model placed next to the warrior and a warrior engaged in hth-combat?


Are all dungeon/objective room treasures to be considered as being “magical”? Particularly, there are some swords like an Obsidian Blade (destroys armor on 5+6), Venom Sword (poisonous but not magical?) or other equipment like a Fanged Death Helm, Bladed Boots or of elven origin (Cloak of Loren)? Some warriors can not use magic items, so I guess there should be 2 categories of treasures.

Iron Talisman of Khardoz (Witchhunter artefact): “When wielded by a Witch Hunter, apart from the benefits outlined above, once he hits his foe with the talisman, for every point of Faith he puts into the blow, he causes an extra D6 Wounds on the target.”
So does this additional ability also work against monsters other than demons?

Stone Icon of Ghamaluk (Witchhunter artefact): “may avoid some of the averse effects of contact with Undead and worse” AND “gives some protection against attacks which cause fatal damage”. So when does the icon become effective: On a roll of 6+ (champion level) if a hit from an undead creature would reduce the Witchhunter’s wounds to 0?

Invocations of Witch Hunter:
Generally, I guess he can have more than 1 invocation of the same type, so there are no re-rolls in case of doubles?

Banish Magic: I guess it only affects casted spells or spells from magic items. Or does it also affect other things, like the blessings of the Warrior Priest?

Bane of Vampires/Necromancers: Does it automatically reduce the wounds of the target or is there a normal modification (toughness etc.)? Regarding Bane of Greater Demons the rules state that nothing may be deducted from the damage…hmm

Magic Armor:
Armour of Meteoric Iron: “Toughness +3, with no deductions for movement”
Armour of Dargan: “Toughness +4, -1 on incoming to-hit rolls”
So is the magic armor (for Barbarian and Dwarf only) generally to be considered as “heavy armor”, which means there is a movement deduction of -1? Otherwise the Armour of Meteoric Iron wouldn’t really be a good deal.

Dragon Shield/King Shield of Tilea/Icon of Determination: Once per adventure invulnerable to enemy attack. Does the user have to decide before the to-hit roll, before the damage roll or after the damage roll?

thanx in advance!!
21/Nov/2008, 8:12 pm Link to this post Send Email to Sardaukar74   Send PM to Sardaukar74
 
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Re: Questions keep coming


quote:

Sardaukar74 wrote:

..btw, I got some more of them emoticon

May a pistol be fired if warrior is pinned? The “Quick Load” and “Quick Draw” skills of the Imperial Noble might suggest that a pistol can also be fired in close range (i.e. also at any adjacent model). On the other hand, the rules of the Witch Hunter state that “he may not use his pistol if he is pinned in hth-combat”.
Or: Is there a difference to be made between a model placed next to the warrior and a warrior engaged in hth-combat?



Well now, this one is a puzzle to me as well. I used to interpret the Duelling Pistol as a special case and that it could be fired at point-blank range -- meaning while the Noble was adjacent to the monster. I don't think it does much harm to interpret it this way either, though I currently am requiring that he must first break from pinning (but doesn't have to move unless he just wants to).

No, there is no difference (concerning hand-to-hand and being adjacent. It is assumed in WHQ, that unless you escape pinning and move away you are both pinned AND in H2H combat, because the rule is that you cannot fire a missile weapon while next to a monster (though I showed you above how I interpreted an exception).


quote:

Are all dungeon/objective room treasures to be considered as being “magical”? Particularly, there are some swords like an Obsidian Blade (destroys armor on 5+6), Venom Sword (poisonous but not magical?) or other equipment like a Fanged Death Helm, Bladed Boots or of elven origin (Cloak of Loren)? Some warriors can not use magic items, so I guess there should be 2 categories of treasures.



The rules and descriptions are really fuzzy on this point, because the deamonic and ethereal special monster rules require that a Warrior use a magic weapon in order to avoid the to hit penalty. For this purpose I say that the weapon must actually say that it is magical or magic.

For the Chaos Warrior though, who cannot use magical weapons and armour apart from his Chaos Artefacts, I am sure they intended it to apply pretty much to ALL special treasure weapons and armour. I allow the Chaos Warrior to use various commone armour and weapons based upon the rules about useing what a Barbarian can use. Therefore, in my games the Chaos Warrior could get some useful things, because I use tables which reward the Warriors with some common weapons and armour.

quote:

Iron Talisman of Khardoz (Witchhunter artefact): “When wielded by a Witch Hunter, apart from the benefits outlined above, once he hits his foe with the talisman, for every point of Faith he puts into the blow, he causes an extra D6 Wounds on the target.”
So does this additional ability also work against monsters other than demons?



I would say yes it works against all monsters as described, because later in its description it singles out Deamons: "Daemons may not ignore pain or damage caused by this talisman."

quote:

Stone Icon of Ghamaluk (Witchhunter artefact): “may avoid some of the averse effects of contact with Undead and worse” AND “gives some protection against attacks which cause fatal damage”. So when does the icon become effective: On a roll of 6+ (champion level) if a hit from an undead creature would reduce the Witchhunter’s wounds to 0?



Fatal Damage which is here referenced is very dangerous stuff -- like Tomb Rot, which is given as an example. "At the end of a turn. before working out any fatal damage, the Witch Hunter must make a single dice roll. If he scores equal to or over the indicated number, he is unaffected by any fatal damage, such as tomb rot, which he would otherwise have suffered that turn." Notice the words before working out any Fatal Damage. This means that the Witch Hunter makes his roll and if he is successful, he would not suffer the Fatal Damage which comes immediately after he rolls his dice. In acutal gameplay someone might forget or two players might make these dice rolls at the same time and it wouldn't really matter.

As for ZERO Wounds before the Fatal Damage would normally be inflicted: this is a tough one, because they are going to die anyway if they are not healed. Fatal Damage is the last thing that is to be applied at the very end of the turn. So, the Warrior must be healed first before the Fatal Damage is inflicted, in order to live into the next turn.

I said all that to say this: If the Witch Hunter isn't healed to above ZERO Wounds by the time the Fatal Damage is done, he is a goner anyway. So the question probably doesn't matter that much. If he IS however, healed first, then by all means his icon should be rolled to protect him if possible.

quote:

Invocations of Witch Hunter:
Generally, I guess he can have more than 1 invocation of the same type, so there are no re-rolls in case of doubles?



Yes, he may have any repeats that are rolled, unless you want to house rule that it be re-rolled -- jsut for the sake of variety. I answer this way, because they are each only one use.

quote:

Banish Magic: I guess it only affects casted spells or spells from magic items. Or does it also affect other things, like the blessings of the Warrior Priest?



This is a difficult question, because WHQ bases so much upon the Power Phase roll. I would interpret it as you imply: it stops all spells and spell-casting items or similar items (items which seem to indicate some type of spell -- or at least sound like they are doing magical damage).

quote:

Bane of Vampires/Necromancers: Does it automatically reduce the wounds of the target or is there a normal modification (toughness etc.)? Regarding Bane of Greater Demons the rules state that nothing may be deducted from the damage…hmm



Always go with the description. My answer is yes, unless otherwise stated in the item's/skill's specific description, then normal deductions apply. This is still very powerful. At BL 10, he rolls 10D6 for damage. emoticon The Bane of Greater Daemons is a much more powerful thing -- it seems to me. Also, I think they made this difference partly because Greater Daemons are harder to hurt with more ordinary weaons that the Vampires and Necromancers are.

[qote]Magic Armor:
Armour of Meteoric Iron: “Toughness +3, with no deductions for movement”
Armour of Dargan: “Toughness +4, -1 on incoming to-hit rolls”
So is the magic armor (for Barbarian and Dwarf only) generally to be considered as “heavy armor”, which means there is a movement deduction of -1? Otherwise the Armour of Meteoric Iron wouldn’t really be a good deal.



I think you have the general idea. Remember also though that the Amrour of Meteoric Iron makes a big deal about how heavy it is. Therefore, I think this is why they thought it necessary to mention that there is no penalty.

quote:

Dragon Shield/King Shield of Tilea/Icon of Determination: Once per adventure invulnerable to enemy attack. Does the user have to decide before the to-hit roll, before the damage roll or after the damage roll?



Unless the description says otherwise, in this case I assume it is okay to declare, "My shield has taken the blow and protected me!" immediately after you know the to hit is a success OR as soon as you know that the damage roll is going to take your Warrior down. Some might have more strick house rules though. emoticon

quote:

thanx in advance!!



I love to answer questions; it makes me think more. emoticon


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24/Nov/2008, 10:43 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Questions keep coming


Some more brain activity for you, OldWarrior emoticon

Magic weapons etc.: Do modifications on an enemy’s (or a warrior’s) to-hit rolls also affect missile attacks? e.g. Cloak of Deception, Potion of Lightning Blades
The same with attacks that are absorbed (e.g. Halo of Vengeance Scroll) or spells like Shield of Tor Alessi (Ranger Mage).
Similar question for the Dodge ability: can a warrior also dodge incoming missile attacks?

Kislevite Shaman: When he uses the blessing “Transformation”, can he only choose his personal totem animal (chosen during character generation) or also others?

I read that there are 2 different to-hit charts. So which one is correct? I got 2 versions, one in the rulebook and one in the adventure book. I just checked, but there is no difference…? Or how can I check if I got a correct one?


thanx!!
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Registered: 04-2006
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Re: Questions keep coming


quote:

Sardaukar74 wrote:

Some more brain activity for you, OldWarrior emoticon



Wonderful! emoticon I just finished some big projects and was wondering what to do next and checked this forum. lol

Much of how I answer these questions is based upon my interpretation of the rules. Warning: Sometimes I am probably a little too easy on the Warriors. emoticon

Excellent questions! I am a teacher at heart, so you can almost never ask too much or too little, too easy or too hard. emoticon

quote:

Magic weapons etc.: Do modifications on an enemy’s (or a warrior’s) to-hit rolls also affect missile attacks? e.g. Cloak of Deception, Potion of Lightning Blades



I think it depends upon the particular item's description. Context is important. The Sword of Distortion, for instance, sometimes carried by a monster (magic weapon table), I assume the magical effect works versus all physical attacks (melee and ballistic), because it is a protection to the wielder AND the word distortion implies to me that the wielder is harder to target both up close and from afar.

A Parrying Blade on the other hand (though it doesn't affect to hit rolls), I think only protects against melee attacks -- because, obviously, of the meaning of parry.

The Cloak of Deception's description says "All attacks ". I see nothing there to limit it except that the attack needs a to hit roll. So, I would apply it to all attacks which require a to hit roll (both melee and ballistic).

I think since the fact that the Lightning Blades potion is meant to assist the Warrior in attacking and that it uses the word blades that it would only benefit the Warrior while using some type of blade as in sword or knife = melee weapons, and thus melee attacks. But, then I would probably allow a player to have the +1 to hit in the instance that he would throw a dagger (using Ballistic Skill at that point) that has the potion on it.

quote:

The same with attacks that are absorbed (e.g. Halo of Vengeance Scroll) or spells like Shield of Tor Alessi (Ranger Mage).



Since both the Halo of Vengeance and the Shield of Tor Alessi spells only say that they protect against "attacks", I assume all physical attacks (both melee and ballistic).

quote:

Similar question for the Dodge ability: can a warrior also dodge incoming missile attacks?



This one is easy for me. I always assume that a Warrior who has a dodge skill can dodge missile attacks as well as melee attacks -- unless it is an area effect like a fireball or explosion, or unless the skill's description specifically states or implies that it is only for hand-to-hand combat. I even let the Elf dodge Blunderbuss shot (once per each Dwarf firing, so he might still get hit by some of it), though maybe I shouldn't. However, I also let monsters with the Dodge special rule have the same courtesy.

The above method of interpretation applies for me as well for the Ignore Blow monster special rule, which also has its counterpart in some Warrior's skills.

Back to the Dodge skill... I even let that skill work versus some traps - especially for the Elf, assuming that he could hear or see it coming.

quote:

Kislevite Shaman: When he uses the blessing “Transformation”, can he only choose his personal totem animal (chosen during character generation) or also others?



Are you using the revised Kislevite Shaman or the original? I am currently only looking at the revised rules, by Thecustodian.

As I understand it, the Kislevite Shaman only gets one totem during character creation. This totem remains with him for his entire career. Therefore, the Transformation spell would only use that totem's portion of benefits found in the spell's description. This is one example of how important it is to take the time to decide which totem you wish to have.

quote:

I read that there are 2 different to-hit charts. So which one is correct? I got 2 versions, one in the rulebook and one in the adventure book. I just checked, but there is no difference…? Or how can I check if I got a correct one?



I am pretty sure now that both to hit charts you mention are correct. I think it was one of the Warrior cards which actually was in error, though I am not sure which one, or even whether it was an original Warrior or a Warrior Pack.

By the way, have you ever played Advanced Hero Quest put out by Games Workshop? It had some similarities to WHQ, but wasn't near the success. I miss it sometimes though.... I thought it had a lot of potential. Probably it was a stepping stone leading up to this spendid game. It probably went out of print long before Warhammer Quest did.


quote:

thanx!!



Your welcome! emoticon

EDIT (4th of November 2011): I think I was in error about the To Hit Chart at the time of this post. I have since learned that only one of the full To Hit Charts was accurate. It was the one on the inside of the back cover of the Adventure Book. The one on the outside and the one in the Rule Book were both in error.

Last edited by OldWarrior, 5/Nov/2011, 10:26 am


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