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mearl8252 Profile
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Champion

Registered: 12-2013
Posts: 39
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#equiped items?, secret passage?


Ok these are just some questions from my last game that I remember and don't have the books or anything with me.
1. How many weapons can you have equipped? One of each, melee, shield, armor, helm, boots? Or just just one permanent card?... Page number and what book please.
2. What book and page explains the process of getting out of the dungeon or finding the end after being trapped by rock slide and or door thing? forget the name. I seen on this forum that you can find a secret passage by rolling a 5 or better per guy per room and placing the rest of the deck on the secret passage. If this is right what if the dungeon has been split do you put them back together in front of the secret passage or just one?
Remembered a 3rd.. can you attack in combat around a corner? I know you can't shoot the guy around the corner. Thinking you can because if not then you would be pinned but can't attack.

Tons of questions came up my last 2 games I just don't remember them so from now on ill right them down.

Thanks for the help.

Last edited by mearl8252, 7/Feb/2014, 6:46 pm
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mearl8252 Profile
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Champion

Registered: 12-2013
Posts: 39
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Re: questions


11 views and no answers...you're killing me emoticon
7/Feb/2014, 8:22 am Link to this post Send Email to mearl8252   Send PM to mearl8252 Blog
 
OldWarrior Profile
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: questions


Haha! I am sure someone will answer soon. emoticon

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7/Feb/2014, 8:36 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
OldWarrior Profile
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Registered: 04-2006
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Re: questions


Your questions will take some time to answer, especially when giving references to the books and pages.

The thing about being cut off from the rest of the dungeon was I think dealt with in one of the magazines, and I think you are right about needing to roll a 5. It is that you can search for a secret door.

My common sense answer concerning the case of the dungeon having been previously divided is that you would use all the cards, just take the two (or three) stacks of cards and put one not top of the other without looking, and do NOT shuffle, because that would possibly change the mechanism for how soon the Objective Room would normally appear. I think this makes sense, because I am fairly sure that the rule for searching for a secret door does NOT mention whether the cards were previously divided, just to put them all at the new doorway.

I am currently away from my home, but, I will look up what I can later IF someone else does not beat me to it. Littlemonk is usually quick to research these types of questions. emoticon

Last edited by OldWarrior, 7/Feb/2014, 9:05 am


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7/Feb/2014, 9:03 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
mearl8252 Profile
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Champion

Registered: 12-2013
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Re: questions


Yeah I figured this but when we do this it feels like cheating some how.
My biggest concern is the equipment question because I don't even want to play my 3rd dungeon until I know for sure after finding a lot of items.

thanks for replying
7/Feb/2014, 9:39 am Link to this post Send Email to mearl8252   Send PM to mearl8252 Blog
 
OldWarrior Profile
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Registered: 04-2006
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Re: questions


quote:

mearl8252 wrote:

Ok these are just some questions from my last game that I remember and don't have the books or anything with me.
1. How many weapons can you have equipped? One of each, melee, shield, armor, helm, boots? Or just just one permanent card?... Page number and what book please.



Before I get into the particulars, remember that like most games, Warhammer Quest has its main set of rules (found in the Rule Book, RolePlay Book, and a little bit in the Adventure Book) but then there are exceptions to the rules which add variety to the game. In this case, the Warrior's specific rules and item descriptions add rules which are often exceptions to and/or variations on the overall rules.

There is no limit given in the books as to how many weapons, armour items (except as quoted below), and various treasures of all sorts that your Warriors can carry in their backpack or bag (inventory basically).

A Warrior can generally only have ONE weapon equipped, except in the case that the particular weapon(s) or that Warrior's rules makes an allowance for having two weapons, one in each hand.

Part of this answer I get from the rule about changing weapons once per turn. It is found under EQUIPMENT AND TREASURE on page 12 of the Rule Book.

quote:

Note that although a Warrior may have two sets of armour, several shields, and as many weapons as you like, he cannot use them all at once! Any extra items are stowed away in the Warrior's pack. A Warrior who has two or more weapons can choose which he wants to use each turn, but he can only use one weapon during any one turn.



A strict reading of this would limit each Warrior to only having two sets of armour, wear one and carry one. The text seems to leave open the possibility that the Wizard could carry armour for the others, though it does not confirm nor deny. emoticon Notice that there is no limit on shields and weapons, except for the equipping aspect.

I don't think the RolePlay Book changes or elaborates on the basic rule about limits on what can be equipped. *

Some of the primary exceptions that I can think of to the weapon limits are:

1. The Trollslayer's Ambidextrous skill (RolePlay Book, page 175)

2. The Wardancer's Twin Blades -- ability to skip one obstacle per attack while resolving a death-blows. (sorry I do not have the Wardancer's booklet --maybe someone else can quote and give page number if you want it.)

3. Any weapon that is two-handed (including bows) which prevent having a shield or another weapon in the Warrior's second hand. Example: "Great Sword... +4 Strength; -1 Initiative; -1 Attacks; cannot use shield at the same time." (from the RolePlay Book, Weaponsmith, page 30)

4. Weapons like Brace of Pistols, which I assume would be two pistols, one in each hand, but I could just be lacking information on those. These do not require being ambidextrous. emoticon Using Brace of
Pistols as an example: "Brace of Pistols (2)... Needs gunpowder and shot; Strength 6; each pistol may make 1 shot
every other turn (takes one turn to reload); range 6 squares." (RolePlay Book, Gunsmith, page 31)

*The RolePlay Book does specify within the prewritten adventure, Death Below Karak Azgal, that a Warrior must take time to remove armour -- one whole turn. That is not necessarily a hard and fast rule, but it is one I try to follow, at least in the advanced game and when I GM. It would seem to me that it also takes one whole turn to put armour on, but I usually just say ONE whole turn to change a Warrior's armour (meaning body armour, not shield, in this case). (RolePlay Book, page 181).

Last edited by OldWarrior, 7/Feb/2014, 2:42 pm


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7/Feb/2014, 2:19 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
mearl8252 Profile
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Champion

Registered: 12-2013
Posts: 39
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Re: questions


Ok that sounds good..I think I got stuck on the last part of the rule "one weapon at a time" which really doesn't have anything to do with armor or anything else..
thanks I was just thinking to hard about it.

I found the the rules for the secret passage and so off to battle.

Last edited by mearl8252, 7/Feb/2014, 6:37 pm
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Littlemonk Profile
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Re: questions


I'll admit that i'm hesitant to answer these questions - again. I would guess that all of these questions have been answered on this forum somewhere.

The best way to post a topic is to be specific. Instead of "questions" or "simple questions" with a bunch of random things, it would be better to specify a topic: "Trapped by rock slide" or "secret door rules" or "Weapon limits". In that vein, separating each question into its own topic is a very good idea instead of asking multiple unrelated questions in one thread.

Notice the topic "Que... Que... Question" with over 20 pages of various stuff. How could you possibly know what's in there?

This helps for people to find and locate a topic in the future.

But you should read through some of the forum and see if you answers pop up.

And i recommend Old Warrior putting some posting 'rules' about naming a topic and sticking to only that topic. It would make this board so much more efficient.

But to answer one of the questions, here is the passage in the rules about Blocked Routes.

From the Roleplay Book (page 39):

BLOCKED ROUTES
You will have noticed that sometimes the Warriors take the wrong turn in a dungeon, and end up being blocked in by a portcullis or a cave-in. In the basic game, this does not matter much, as you can always start a fresh adventure with new Warriors, leaving the others to a grisly fate in the darkness!

When you are playing with the Roleplay rules, however, you will be devoting a great deal of time and effort to the development of your Warriors. They gain their own unique collection of skills, weapons and equipment as a result of many
hours of gameplay. You cannot simply let them be doomed to die just for taking a wrong turning. After all, they are mighty heroes and should be able to cope with such minor set-backs.

From now on, if you find a T-junction and end up down a blind alley, with a cave-in and perhaps a portcullis behind you - never fear! You will have to carry on down the route you chose, until you reach the end of that 'sub-deck'. The last card always leads out of the dungeon. You may now play the whole adventure again from scratch, or go back down the dungeon that is already laid out. The Warriors move through the passageways and rooms as usual, looking out for unexpected events. When you get to the fateful T-junction you will know better than to take your original route, and go down the other path instead. This should ensure that your Warriors don't end their glorious career trapped behind a pile of fallen rocks.


Last edited by Littlemonk, 7/Feb/2014, 3:45 pm


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OldWarrior Profile
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God

Registered: 04-2006
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Re: questions


quote:

Littlemonk wrote:

I'll admit that i'm hesitant to answer these questions - again. I would guess that all of these questions have been answered on this forum somewhere.

The best way to post a topic is to be specific. Instead of "questions" or "simple questions" with a bunch of random things, it would be better to specify a topic: "Trapped by rock slide" or "secret door rules" or "Weapon limits". In that vein, separating each question into its own topic is a very good idea instead of asking multiple unrelated questions in one thread.




While I mostly agree with the substance of what Littlemonk has said, I think this is pretty much already covered in the Posting Suggestions section of the Posting Suggestions and Rules topic (bold added for emphasis):

quote:

Posting Suggestions: Searching the Warhammer Quest Forums -- While it is good to search for specific things which interest you, and to post in reply to them, feel free to post your questions or comments as new topics regardless of whether they have been addressed before. This community is friendly to visitors!

When using the Search feature here, the text you enter is matched only to the Subject line of the posts. So, when posting, please try to include some descriptive/unique text in the Subject line to help others be able to find the topic in the future.

For example, a topic with the Subject line Questions... which asks specific questions about the Witch Hunter character would be better to include the words Witch Hunter in the subject line -- maybe "Questions about the Witch Hunter", or "Witch Hunter Questions".


By the way, some Internet search engines might allow you to find more within the Runboard forums (the body text of posts) than the Runboard Search feature. The drawback is that you get everything else on the net as well. I have not fully tested this though.



I would personally encourage visitors to ask a question even if they are not sure whether it has been answered before. I would also emphasize, as Littlemonk points out, that a more specific question, so-named in the topic's Subject line, will make that topic easier to find for people who later have the same question.

As far as sticking to the topic, I think many of us have trouble being that precise when so many different aspects of the game relate to one another. Or, maybe its just me?

This side discussion that Littlemonk and I have added to this topic -- thus hijacking the topic! emoticon -- could be easily considered (IMO) 'off topic' and therefore 'against the rules'.

I think I will try to be a little more proactive in this matter and help to encourage the more specific questions and making them separate topics. Topics like the one that Littlemonk mentions, 'Question, Question...', are very hard to split up... being that Runboard does not really have an easy 'split this topic' option.

Okay, back to the questions -- time to be proactive. emoticon I will split off that last one, the one about attacking around a corner.

Last edited by OldWarrior, 7/Feb/2014, 6:17 pm


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God bless you, everyone!
7/Feb/2014, 6:05 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
mearl8252 Profile
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Champion

Registered: 12-2013
Posts: 39
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Re: #equiped items?, secret passage?, attacking around corner?


Bullies
take my launch money too emoticon

7/Feb/2014, 6:45 pm Link to this post Send Email to mearl8252   Send PM to mearl8252 Blog
 


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