The Marauder Warrior Class https://bwarhammerquest.runboard.com/t90508 Runboard| The Marauder Warrior Class en-us Thu, 28 Mar 2024 20:41:01 +0000 Thu, 28 Mar 2024 20:41:01 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 The Marauder Warrior Classhttps://bwarhammerquest.runboard.com/p561972,from=rss#post561972https://bwarhammerquest.runboard.com/p561972,from=rss#post561972The Marauder is one of the four original Warrior classes which comes with the iOS version of Warhammer Quest. For most intents and purposes, he may be considered to be the equivalent of the Barbarian in the Warhammer Quest board game. Beginning Equipment Handaxe (C)(1-5 Damage)(Marauder & Ironbreaker), 440g, sell = 110?g Wooden Shield (C)(Marauder)(Chance to Block {incoming physical Attacks}{6?+}), 300g, sell =75g Horned Helm (C) (Marauder) (+1 Starting Wounds), 240g, sell = 60?g 1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g Beginning Characteristics Ability(ies) Berserk Skill — The Marauder has a chance to go berserk at the start of each turn when enemies are present, or when enemies appear. There is a chance that he is unable to control himself and swings wildly, damaging adjacent Warriors and preventing him from taking any actions for the remainder of the turn. If he is able to control himself, he reamins in a berserk state and gains 1 Attack until the end of the combat. The Marauder's chance of controlling himself increases as he increases battle-level, and as he kills enemies in each round of combat. While berserk, the Marauder gains +1 Strength as well — at least at higher levels. (need to verify just when this applies). Training Battle-level Table (Battle-Levels 9 & 10 not yet released in game) * MA = Melee Attacks; RA = Ranged Attacks ** Note that bold text is used to show improvements at each level. *** The gold and/or experience might not be accurate with the most recent update(s) to the game. For instance, formerly only 400 gold was needed to gain BL 3 and only 600 gold to gain BL 4, but now 500 gold and 1000 gold are required respectively (which changes I included here). As with many video type games, updates can change many details. I plan to make corrections as I come across the new information. **** Escape Pinning and Ballistic Skill are expressed in the iOS game as a normal numerical value, unlike the original board game. It still functions the same though. Take the iOS value and subtract it from 7 to get the n+ value of the original game. So, I translated it to match the beginning Characteristics and Battle-Level Tables of the original. ***** Wounds are sometimes expressed the same as the original game until I discover that they are different in the iOS version. New Skills Battle Blades — same as Barbarian's skill Battle Rage — The Marauder has the ability to harness his rage, gaining an additional melee Attack per Battle-level. This ability may only be used once per dungeon. Same as Barbarian's skill except that it is limited to only affect the Warrior's number of Attacks (To Hit and Strength options removed for this game.) Battle Shout — The Marauder lets out a deafening Battle Shout. Each enemy has an 80% chance to be stunned by the reverberations. It is each adjacent enemy, stunned for the next Monster Phase. Also, this skill can only be used once per Adventure. Roll 1D10 for each enemy adjacent to the Marauder to see whether it is stunned. 1 or 2, the enemy is not stunned, but on 3+ it is. Blood Rage — The Marauder enters a frenzied rage for the remainder of the turn. Half of the wounds caused whilst under the effect of Blood Rage are returned to the Marauder, healing him. Duck Back — same as Barbarian's skill = +1 to Escape Pinning Hunter's Eye — same as Barbarian's skill except that it can only be used once per Adventure Ignore Wounds — same as Barbarian's skill Reaction Strike -- same as Barbarian's skill (no death-blow) Sixth Sense — The Marauder has a sixth sense in combat, allowing him to sense blows before they are thrown. When he is attacked, there is a chance he casually avoids the blow. This ability can only occur once per turn. Investigate: is there a dice roll for every incoming attack until it is successful? Yes, it DOES work against ranged Attacks. NOTES -- Note that in each of these topics I post in which I give details of the Warrior classes in the game there will be evidence of uncertainty as to exactly how some things function in the game. I am currently gathering the information while playing the game and cannot possibly figure out every hidden detail instantly. Also, a few details of how I try to translate the game mechanics into a custom WHQ board game that I GM might also slip through, especially dice expressions and interpretations of how to simulate the effects as seen in the iOS game. Abbreviations: Equipment: C = Common, U = Uncommon, R = Rare g with a numerical value in front of it stands for gold. A question mark (?) may appear next to values or statements that I still needed to verify at the time the information was added to the original document. Damage expressions when describing a weapon are usually a statement of the weapon's damage before adding the Warrior's current Strength. I will try to give all direct quotes in italics, but I might miss some of these since I am copying and pasting from a document using a different format. If anyone wishes to see the entire self-contained wiki from which I am copying most of the info contained in these Warrior class topics, here it is: RodeoWHQ-OW-Wiki. It is entirely my own work, but in it I seek to accurately portray (as much as possible) the way the iOS game functions. To be clear, some of the 'info' in the wiki is my educated guess at the hidden game mechanics.nondisclosed_email@example.com (OldWarrior)Tue, 22 Oct 2013 12:33:59 +0000