The Dwarf Ironbreaker Warrior Class https://bwarhammerquest.runboard.com/t90510 Runboard| The Dwarf Ironbreaker Warrior Class en-us Thu, 28 Mar 2024 11:04:29 +0000 Thu, 28 Mar 2024 11:04:29 +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 Dwarf Ironbreaker Warrior Classhttps://bwarhammerquest.runboard.com/p561974,from=rss#post561974https://bwarhammerquest.runboard.com/p561974,from=rss#post561974The Dwarf Ironbreader 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 Dwarf in the Warhammer Quest board game. Beginning Equipment Dwarven Axe (C)(1-6 Damage, Chance to Slam) (Dwarves), 700g, sell = 175g Battered Dwarven Helm (C)(+1 Starting Wounds) (Ironbreaker), 270g, sell = ?g 1 - Small Bandages (C)(Heal 1-3 Wounds)(use WHQ Bandages), 30g, sell = 7g Beginning Characteristics Ability(ies) No starting skill really, but he has the Dwarven Axe (similar to Great Axe)! Dwarven Axe -- It is very similar to the original Dwarf's Great Axe, but with some important differences. Use the method given in the [[Chance to Slam]]. (The following is the closest so far that I could come to the iOS method, though the exact method somewhat eludes me!) quote:Slam Damage Resolved similar to the original Dwarf's Great Axe. However, this game changes things up a bit. Here are some important points: 1. When the wielder trips, his attack still inflicts damage upon the target. 2. Tripping and damage seem to be resolved separately. In other words, the attack which results in massive slam damage (with extra damage like the Dwarf's Great Axe) may also result in the wielder's tripping. 3. Tripping seems only to happen when the wielder actually hits his target — and I suspect only when slam damage results. It seems that they are tying the tripping concept to the extra momentum of a blow that slams into the target. (still need to experiment more on this point) 4. Recommend (my current method for simulating Rodeo's Chance to Slam (and chance to trip): roll three separate 1D6s when rolling for damage. Keep the third one separate from the first two. The player chooses which one of the first two will be used to determine damage (adding current Strength as normal). IF the first two dice match each other, add them together and add the wielder's current Strength as well — even if they are both 1s. Whatever the results of the first two dice and whatever damage is threreby determined, refer to the thrid 1D6 only for the purpose of tripping. If the first two match each other (for Slam damage), and the third 1D6 results in a 1 or the same result as the first two, then the wielder trips. This method means tripping more often when Slam damage is inflicted, BUT it means tripping not at all when only normal damage is done — seems a fair trade off to me as GM! Tripping — The wielder of a Dwarven axe which gets the Trip result loses all remaining Attacks, and the current death-blow (if there would have been one), though the current Attack's damage is still inflicted upon the target just hit. Also, tripping prevents moving and gives the tripped Warrior's attackers +2 to hit him! Note: The Rune Axe of Grungni works similar but the damage is greater and handled a little differently. Training Battle-level Table (Battle-Levels 7 & 8 data yet to come...) * 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 Deathsong — Same as Dwarf Endure — same as Dwarf's skill of the same name except that this skill is used automatically the first time the Dwarf is taken down to ZERO Wounds. Enrage — much like the Dwarf's Enraged skill. However, it is used automatically each turn in which monsters are present. We shall use the 1D6 method as given in the Roleplay Book, but a reslt of 1 will mean the Dwarf Ironbreaker has -3 to hit for all his Attacks in the turn. A result of 5 or 6 results in +1D6 Attacks, but all his Attacks are at -1 to hit for the turn. Goldmaster — The Dwarf is particularly skilled at finding gold on the bodies of his enemies, leading him to gain up to twice as much gold for each kill he makes. Definitely a bit different than the original Dwarf skill. Need to find out how this works (maybe 1D6 roll with 1 or 1-2 = +0gold, 2-3 or 3-4 = +25%?, 4 or 4-5 = +50%?, 5-6 or 6 = +100%). Killing Blow — same as Dwarf. Mighty Blow — The Ironbreaker is able to trade in all of his remaining melee Attacks for one potentially massive Attack. Each Attack the Ironbreaker gives up will multiply his Strength. This is a bit different than the original Dwarf skill in that ALL remaining Attacks must be given up at the time this skill is used and all the damage bonus can only be added to the one remaining Attack — the mighty blow. Sturdy — The Ironbreaker is able to shrug off attacks. Whenever he is attacked, he has a chance to dodge the blow so it causes no damage. (assuming this works the same as Ignore Blow 6+ or Dodge 6+) 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)Sat, 26 Oct 2013 05:20:04 +0000