Warhammer Quest

Frequently Asked Questions (FAQ)

Version 2.1 1st December 1995 Michaul Anderson (maxam@next.com.au)

with many thanks to Phil and all the GW UK Studio staff for their answers special thanks to Don Woods and his group for finding so many 'grey areas' in the rules and TYRANID for legal advice

Table of Contents

INTRODUCTION WARRIORS EQUIPMENT SPELLS MONSTERS COMBAT HEALING DEATH TREASURE ITEMS MISCELLANEOUS QUESTIONS EXPANSIONS

INTRODUCTION

Disclaimer

Note: Warhammer, Warhammer Quest, Games Workshop, White Dwarf, Night Goblin, Skaven, Snotling, Ulthuan and Old World are all trademarks of Games Workshop and their use here does not constitute a challenge to their legal status.

Any rules interpretations given in this FAQ are not definitive, the interpretations are simply a consensus arrived upon by various parties discussing the rule(s) on the Net.

Where the interpretation is supplied by Games Workshop it will be noted.

About this FAQ

I have made only minor format changes to this version of the FAQ. All of the sections remain the same from the previous version although some categories have been renamed.

Something that I meant to mention in the previous version of the FAQ is that a lot of people are mailing questions to me directly. While I have no problem with this, it would be better that you posted them in the newsgroup, if only to encourage discussion about WQ. If you cannot post to the newsgroup for whatever reason, then by all means mail your questions to me.

As always, the criterion by which I include questions in this FAQ is this: Strictly speaking, Warhammer Quest is a board game with roleplaying elements. Because of this, people who are used to traditional roleplaying games find some rules odd, such as Warriors applying bandages to wounds while engaged in combat, or Warriors being unable to salvage any equipment from a fallen comrade. Such rules may be changed, or overruled by a Gamesmaster should he and the players wish, however it is not the place of this FAQ to suggest any such changes. This FAQ deals with the rules as given or implied by Games Workshop and GMs may take or leave them at their own discretion. A large collection of variant rules can be found at
ftp.indirect.com, see section I 4.0.

Should anyone so desire, I am happy to mail a photocopy of any of the GW responses I have received. I will not mail every single response they have sent (I'm not that rich). Just let me know which particular question you would like me to send.

Any questions, suggestions, criticisms and requests are welcome.

Michael Anderson
maxam@next.com.au
c/- 2 Nunana Place
Frenchs Forest NSW 2086
AUSTRALIA

Abbreviations used in this FAQ

AB Adventure Book
GM Gamesmaster
GW Games Workshop
GWUK Games Workshop UK
GWUS Games Workshop US
RB Rule Book
RPB Roleplay Book
SQ Special Quest
WD White Dwarf
WHFB Warhammer Fantasy Battle
WQ Warhammer Quest

Changes since version 2.0

The additions/changes to this FAQ since version 2.0 are as follows:

What is Warhammer Quest?

Warhammer Quest is a fantasy game set in the Games Workshop Warhammer world. The game centres around a band of bold adventurers exploring dungeons in the World's Edge Mountains for glory and riches.

Both a board game and a roleplaying game, WQ is designed to be played by one to four players, or alternately one to four players and a Gamesmaster if the roleplaying rules are used. When there is no Gamesmaster, the game is essentially random, with decks of cards determining the layout of the dungeon and the monsters and treasures contained therein.

The dungeon is revealed room by room as the players explore. The entire game is played out with miniatures on high quality glossy card stock dungeon floorplans connected by plastic doorways.

For those who are familiar with the game Dungeons and Dragons, WQ falls into the 'dungeon bash' style of play. Although roleplay rules are included, the game is essentially based around Dungeon exploration. Wilderness/Town adventures are not catered for (a series of abstract settlement event/hazard tables take their place).

WQ is designed to be simple, fun and quick. Those who like complex rules systems with endless tables to cater for every possible eventuality should look elsewhere. Similarly, it is not a game for those who emphasise roleplay over combat. When played with a Gamesmaster, WQ is an equal mix of both.

Components of Warhammer Quest

WQ contains the following components:

Rule books:
1 "How to Play" basic rulesheet
1 32 page Rule book
1 16 page Adventure book
1 192 page Roleplay book

Cards:
19 Event cards
17 Blank Event cards
30 Treasure cards
23 Dungeon cards

Miniatures:
4 Warriors (Barbarian, Dwarf, Elf and Wizard)
6 Orc Warriors
6 Orc Archers
6 Goblin Spearmen
6 Night Goblin Archers
12 Skaven
3 Minotaurs
12 Giant Spiders
12 Giant Bats
12 Giant Rats
12 Snotlings
10 Dungeon Doorways

Board sections:
6 Dungeon Rooms
5 Objective Rooms
7 Corridors
3 T-Junctions
1 Steps
1 Corner

Other components:
4 Battle Level cards
4 Character cards
4 Equipment cards
15 Spell cards
4 Warrior counters
10 Luck counters
6 Web counters
15 Power tokens
1 Portcullis marker
1 Cave-in marker
3 Pit of Despair markers
18 Scenery markers
1 50 page Adventure Record
6 Large dice
12 Small dice

Warhammer Quest on the Net

Currently there are three main areas of interest for WQ gamers on the Net.

The first is the UseNet Newsgroup
rec.games.miniatures.warhammer which caters to Warhammer 40K, Warhammer Fantasy Battle and WQ gamers alike.

There is also a selection of WQ material kept at the ftp site <ftp.indirect.com> in the directory </pub/rpg/miniatures/WQ/>.

In addition, there is now a WQ web page at http://www.frii.com/~evil/whq/.


Return to the Table of Contents

WARRIORS

Barbarian

A savage warrior from the snow-clad realm of Norsca whose love of battle and plunder has lead him to the Worlds Edge Mountains.

Wounds 1D6+9
Move 4
Weapon Skill 3
Ballistic Skill 5+
Strength 4
Toughness 3(4)
Initiative 3
Attacks 1(+1)
Pinning Roll 6+

The Barbarian starts with the Lantern. In combat the barbarian may attempt to go berserk each turn by rolling a 6 on a d6, adding 1 to his roll for each opponent he has already slain. If he rolls a natural one, he has an abortive berserk and causes one wound to himself and any adjacent Warriors. While berserk, the Barbarian doubles his attacks.

The Barbarian is included in WQ.

Barbarian questions

Q: When does the Barbarian check for going Berserk?

A: At the start of the Barbarians turn in the Warriors phase. (GWUK)

Chaos Warrior

Having sold his soul to Chaos for one reason or another, the Chaos Warrior is a powerful fighter who must conceal his true identity from his fellow Warriors.

Wounds 3D6
Move 4
Weapon Skill 4
Ballistic Skill 5+
Strength 3
Toughness 3(4)
Initiative 3
Attacks 1
Pinning Roll 5+

An unusual character, the Chaos Warrior cannot use most treasure and does not gain skills when increasing in battle-level. Instead of skills, he is granted 'gifts of Chaos' in the form of Chaos Attributes (strange mutations) and Chaos Artefacts (magic items). The more Chaos Attributes (not Artefacts) he has, the harder it becomes for him to be admitted to settlements. A high amount of Chaos Attributes also increase the chance that he will be summoned away to serve the Chaos gods or become a mindless Chaos spawn, either result taking him out of the game.

Chaos Warrior questions

Q: Is the Mark of Chaos the Chaos Warrior starts with "obviously manifest?"
A: No. (GWUK)

Q: Does the Chaos Warrior have to be unpinned to use the Ring of Desolation, as with a missile weapon?
A: No, it does not count as a missile weapon. The Chaos Warrior may use it while pinned. (GWUK)

Q: How often may the Chaos Warrior use the Attribute 'Levitate?'
A: Once per turn. (GWUK)

Q: Does the Attribute 'Featureless Face' cancel the effects of other attributes of a facial nature?
A: No. (GWUK)
Note: GW suggests that 'Featureless Face' may simply be an illusion.

Q: Does the Attribute 'Featureless Face' cancel out the "obviously manifest" side effect of previously granted facial Attributes?
A: Yes, "obviously manifest" facial attributes previously granted are no longer "obviously manifest," although any granted after 'Featureless Face' will be. (GWUK)

Q: The Chaos Attribute 'Magic Resistance' gives an example of a Chaos Warrior wearing a ring of Magic Resistance, yet on p. 5 the booklet states that Chaos Warriors may only use potions and non-magical treasure, and there is no Chaos Artefact Ring of Magic Resistance. Does this mean that the Chaos Warrior is able to use magic rings as well as potions?
A: No. The Chaos Warrior may not use rings. (GWUK)

Q: Does the Chaos Warrior get death blows with the Lashing Blade?
A: No. The blade can only attack one model unless they are in an adjacent square. (GWUK)

Q: If the Chaos Warrior is using the Lashing Blade, does he pin all Monsters within four squares?
A: No, he only pins adjacent Monsters. (GWUK)

Dwarf

The Dwarf seeks not only gold and adventure, but the opportunity to deal out retribution to the dark minions who now inhabit his ancestors strongholds and mines.

Wounds 1D6+8
Move 4
Weapon Skill 4
Ballistic Skill 5+
Strength 3
Toughness 4(5)
Initiative 2
Attacks 1
Pinning Roll 5+

The Dwarf starts with the Rope. A good, solid fighter the Dwarf is armed with a Great Axe. When using the Great Axe, the Dwarf rolls two dice for damage, discarding the lowest.

The Dwarf is included in WQ.

Dwarf questions

Q: Does the Dwarf roll an extra die for damage with the Great Axe only, or with any axe?
A: With the Great Axe only. (GWUK)

Q: When using his Great Axe, the Dwarf rolls two dice for damage and discards the lowest. How is this handled when he goes up in level and his damage dice increases?
A: Whatever his Damage Dice is, when the Dwarf is using the Great Axe, he rolls one additional die. From the resulting number of dice rolled the lowest is removed. See note on Dwarf Battle Level table RPB p. 44.

Q: If the Dwarf trips, does he cause any damage?
A: No. (GWUK)

Q: When using his Great Axe, the Dwarf rolls two dice for damage and if they are doubles (not double ones) he adds them together rather than taking the lower of the two away. If he gets a double one he trips over his beard. How are these results determined when he goes up in level and his damage dice increases?
A: The Dwarf continues to roll damage dice (whether one or more) and an extra dice for the axe. From all of these dice he discards the lowest unless there are two ones in which case he trips over or unless there is a double, in which case he adds up all of the dice for damage. (GWUK)

For example a Dwarf of battle-level 9 or 10 rolls the following:
D. DICE AXE RESULT
431+1=A double one. The Dwarf trips over.
431+2=The Dwarf discards the lowest (1). Total damage is 9 + Strength.
443+1=A double. He adds up all of the dice. Total damage is 12 + Strength.
551+1=The Dwarf trips over.


Q: What treasure, if any, do you get for defeating the Monsters in the extra Objective room found via the Dwarf's Stonemaster skill?
A: An Objective room treasure. (GWUK)

Elf

A nimble Wood Elf from the forest of Loren, whose passion for gems and jewels along with his hatred for Orcs, Goblins and other evil races has brought him to the dungeons of the Worlds Edge Mountains.

Wounds 1D6+7
Move 4
Weapon Skill 4
Ballistic Skill 4+
Strength 3
Toughness 3
Initiative 6
Attacks 1
Pinning Roll Automatic

The Elf starts with the Healing Potion which will restore any Warrior to full wounds when used. The Elf is never pinned and may also dodge attacks on the roll of a 6 on a d6. The Elf is an excellent archer.

The Elf is included in WQ.

Elf questions

Q: The rule book states that a Warrior may not use a ballistic weapon if he is pinned. The Elf is never pinned. Does this mean he can shoot an adjacent monster at point blank range (giving him a better chance to hit in some circumstances)?
A: No. The Elf, like all other Warriors, cannot shoot at all when adjacent to a monster. 'A model may only shoot if it is not adjacent to, and therefore not pinned by, an enemy' RB p. 25 - emphasis should be on 'adjacent to'. Also note the example of combat RB p. 29. (GWUK)

Q: Is the bow the Elf starts with an 'Elf Bow' (uses Strength of Warrior)?
A: No. It is a bow which causes 1D6+3 damage. (GWUK)

Q: Is the bow the Elf start with limited to one attack per turn (as a Long Bow), or as many attacks per turn as the user has (like a Short Bow)?
A: It is limited to one attack per turn. (GWUK)

Q: The Elf Warrior card does not list arrows - does this mean that the Elf does not need arrows for the bow he starts with, or does he have an unlimited supply?
A: The Elf starts with enough arrows to last one adventure, after which he must purchase arrows like any other Warrior. (GWUK)

Q: Can the Elf use the skill 'Leap' to leap vertically up or down a level in a multi-level room?
A: No. (GWUK)

Elf Ranger

Neither High Elf or Wood Elf, the Elf ranger belongs to a noble cast of Elf known as the Dispossessed who can be found in many of the great cities of the Old World. Seeking lost treasures of the Elves so that his kind might return in triumph to Ulthuan, the Elf Ranger finds himself in the dungeons of the Worlds Edge Mountains.

Wounds 1D6+7
Move 4
Weapon Skill 4
Ballistic Skill 5+
Strength 3
Toughness 3(4)
Initiative 5
Attacks 1
Pinning Roll 3+

The Elf Ranger is an unusual Warrior in that he must choose to be an Elf Ranger Knight or an Elf Ranger Mage, which affects what abilities, skills and equipment he starts with. The Elf Ranger always starts with scale mail armour, a sword (1D6+3) and a War Crown of Tiranoc. If he is a Knight he starts with a bow and the Blades of Death skill. If he is a Mage he starts with spells. The Elf Ranger may cast spells if he can roll a certain number or above on a D6. The number he must roll to cast a spell is dependent on the Power that turn, eg if the number rolled in the Power Phase for power was a 3, the Ranger will need to roll a 4 or more to successfully cast a spell. Initially, the Ranger may only attempt to cast one spell per turn. In the Advanced game, as the Ranger progresses, whether a Mage, or a Knight he may learn Spells and Skills. A Knight tends to roll skills with a chance of getting spells whereas a Mage will tend to roll spells with a chance of getting skills.

Note that the Spells the Elf Ranger can use are
not
the same as those of the Wizard. They are entirely new Elf spells.

Elf Ranger questions

For questions regarding spells and spellcasting, refer to section IV Spells.

Q: If an Elf Ranger has multiple attacks and the skill 'Battle Lord,' can he shoot, then move up to a Monster and use the rest of his attacks in hand-to-hand combat?
A: Only if he also has the skill 'Flame of Vengeance.' (GWUK)

Q: The Elf Ranger skill 'Blades of Death' allows the Ranger to have an additional attack if his attack hits (even if it does no damage). When the Ranger advances in battle level and gains multiple attacks, does this skill apply to all of his attacks, or just one?
A: The skill applies to one attack only which the player must nominate in the Warriors' Phase before he rolls the dice. (GWUK)

Q: The Elf Ranger skill 'Cry of Vengeance' makes all of the Rangers' hits that turn cause treble damage - is the damage trebled before or after his Strength bonus is added?
A: The damage is trebled before the Strength bonus is added. (GWUK)

Q: Does the Elf Ranger skill 'Warning of Asuryan' work with all ambushes, including Automatic and Magic ambushes?
A: Yes. (GWUK)

Q: The Elf Ranger skill 'Weaponlord' allows the Ranger to add '+1 Strength dice.' What does this mean?
A: The Elf Ranger adds 1D6 to his Strength when determining damage. (GWUK)

Imperial Noble

Whether to escape from the tedium of life at court, or to support an expensive lifestyle, the Imperial Noble finds himself exploring the most dangerous areas of the Old World.

Wounds 1D6+7
Move 4
Weapon Skill 4
Ballistic Skill 4+
Strength 3
Toughness 3
Initiative 5
Attacks 1
Pinning Roll 5+

The Imperial Noble has the following equipment: Rapier, Ancient Heirloom and Duelling Pistol. The Rapier only causes 1D6+1 damage, but if the Noble hits (even if he doesn't cause damage) he may make another attack immediately either on that monster or another one, and so on until he misses. The Rapier has no Death blow. The Duelling Pistol causes 1D6+6 damage. To hit, the Noble counts the number of squares to his target then attempts to roll above that number on 1D6 to hit. The Ancient Heirloom causes fear (-1 for monster to hit the Noble) in one type of monster, determined randomly.

Imperial Noble questions


Q: How many 'Necklets of Purest Silver' may the Imperial Noble wear?
A: One. (GWUK)

Q: How many 'Gem-Encrusted Bracelets' may the Imperial Noble wear?
A: Two. One for each arm. (GWUK)

Q: How does the skill 'Feint' work when the Imperial Noble is using the Rapier? As the Noble can continue to attack if he does not miss, this is potentially devastating.
A: The 'Feint' skill allows the Noble to re-roll once per Attack, in accordance with his Attack characteristic.

For example, a Battle-level 2 Noble has an Attack characteristic of 2 and successfully rolls his required number to feint. Using the Rapier, he rolls his first strike, which hits, so he has another, and so on, until he misses - he then re-rolls (feint) and hits, so he has another, and so on, until he misses. He does not get to re-roll this miss because he has already feinted for this 'attack.' He now proceeds to his second attack. (GWUK)

Q: When determining who can be hit by the Blunderbuss, can the 2 x 2 square area of effect extend beyond the range of 6 squares as in the example below:
1234567
IN**
**
IN -- Imperial Noble
* -- Area of effect

A: No. The 2 x 2 square area of effect must fall within the 6 square range as below: (GWUK)
123456
IN**
**
IN -- Imperial Noble
* -- Area of effect

Pit Fighter

Trained to fight in the illegal fighting pits of the Old World, the Pit Fighter has escaped his cruel master to find fame and fortune in the dungeons of the World's Edge Mountains.

Wounds 1D6+8
Move 4
Weapon Skill 3
Ballistic Skill 6+
Strength 3
Toughness 3(4)
Initiative 3
Attacks 1
Pinning Roll 5+

The Pit Fighter starts with Heal-Itt(sic) Potion, Pit Flail and Fist Spike. The Fist Spike gives him +2 attacks but no death blow, however, he may move into the square of a dead opponent when using the Spike. The Pit Flail gives +2 strength, but on the roll of a 1 he wounds himself.

Pit Fighter questions


Q: How many attacks does the Pit Fighter actually have?
A: One attack initially if he is using any weapon other than the Fist Spike. The Fist Spike gives him two (2) extra attacks for a total of three attacks on the first battle level if he is using it.

Q: If the Pit Fighter has more than one attack and is using the Fist Spike, does he get +2 attacks for each attack he uses it, or does it only add two attacks to his total number of attacks?
A: It adds two attacks to his total number of attacks. (GWUK)

Q: Can the Pit Fighter use both the Fist Spike and the Pit Flail?
A: No. To quote the Pit Fighter character card - 'A the start of each turn, the Pit Fighter must declare whether he is using the Fist Spike or the Pit Flail. He cannot use both in the same turn.'

Q: If the Pit Fighter has the skill 'surehanded,' can he use both the Fist Spike and the Pit Flail?
A: Yes. The Pit Fighter can use any combination of weapons, including the Fist Spike and Pit Flail when he has the skill 'surehanded' as long as he specifies his attacks. (GWUK)

Q: If the Pit Fighter is using more than one weapon, one of which being the Fist Spike, does it add two attacks each time it is used?
A: Whether he uses it for one or all of his attacks the Fist Spike only adds two attacks in total. (GWUK)

Q: In the Pit Fighter booklet on p. 4 under Special Rules, it states that the Pit Fighter has a chance to react if Monsters are placed due to an Unexpected Event, but on p.6 in the Advanced Rules, it says that he gets the same reaction "... at the start of any combat." Which is the case?
A: He has a chance to react to any Event, unexpected or not. It's a reaction strike whenever Monsters are placed. (GWUK)

Q: When attempting to find a Fighting School, does the roll of 6+ apply to all eligible Warriors, or just the Pit Fighter?
A: All eligible Warriors can find it on a 6+. (GWUK)

Q: As the Fighting School can be found on a 6+, is it possible to find it in a village rolling on 1D6?
A: Yes this is possible. Rural Fighting Schools in small isolated villages are quite popular. (GWUK)

Troll Slayer

Driven by an all-consuming guilt brought on by a great tragedy in his life, the Troll Slayer wanders the world in self-imposed exile. He seeks the most dangerous monsters he can find, believing that death at the hands of such creatures will redeem him.

Wounds 1D6+10
Move 4
Weapon Skill 4
Ballistic Skill 6+
Strength 3
Toughness 4
Initiative 2
Attacks 1
Pinning Roll 6+

The Troll Slayer starts with a Rune Axe which causes an additional point of damage in combat. He may never wear armour and may only use hammers or axes.

The Troll Slayer appears in the RPB in the basic WQ set and in a separate Warrior pack. There is only one difference between the two - the Warrior pack Troll Slayer starts the game with three pieces of Stonebread.

Troll Slayer questions

Q: How much damage does the Troll Slayer do with his Rune Axe?
A: The Rune Axe gives the Troll Slayer one extra point of damage (ie 1D6 + strength + 1).

Note: The Warrior pack booklet is much clearer than the RPB as regards damage for the Rune Axe.

Wardancer

Famed and feared throughout the world, Wardancers are Wood Elves trained in ritual dances of worship, and deadly dances of war. Wardancers, like other Wood Elves occasionally become 'wayfarers,' travelling throughout the world and sometimes teaming up with Warriors of other races.

Wounds 1D6+7
Move 4
Weapon Skill 5
Ballistic Skill 6+
Strength 3
Toughness 3
Initiative 6
Attacks 1
Pinning Roll 3+

The Wardancer begins the game with the Belt of Ariel and the Twin Swords of Orion. The Belt of Ariel either increases the Wardancers Toughness, or deflects a blow - this is determined randomly each turn. The Twin Swords of Orion allow the Wardancer to carry a death-blow past another Warrior or other obstacle blocking the death-blow. The Wardancer also starts with a skill, 'Dance of Death,' which enables him to move, fight, move, and fight again if possible. Basically the Wardancer is able to move and fight in any order subject to normal pinning rules and his movement/attacks characteristics. For example, he would be able to start his turn attacking an adjacent Monster, move to another part of the room, attack another, and then (if he has movement and attacks left) move and attack again. He is also able to carry a death-blow over to another monster elsewhere in the room if he is able to move within range.

Wardancer questions


Q: Both p. 3 of the booklet and the Warrior card state that the Wardancer has a WS of 5, yet the battle-level table at the back of the booklet says he has a WS of 4 until battle-level 4. Which is correct? A: The Warrior card and p. 3 of the booklet are correct. The WS column should appear thus:(GWUK)
BL1 2 3 4 5 6 7 8 9 10
WS5 5 5 5 6 6 7 7 8 8

Warrior Priest

A member of the cult of Sigmar, the Warrior Priest has gone forth into the world in the name of Sigmar to stamp out the taint of Chaos wherever it may be found.

Wounds 1D6+7
Move 4
Weapon Skill 2
Ballistic Skill 5+
Strength 3
Toughness 2(3)
Initiative 2
Attacks 1
Pinning Roll 4+

The Warrior Priest starts with a Holy Book of Sigmar and a Ring of Jade. The Holy Book of Sigmar contains blessings which the Warrior Priest reads during play. The blessings have various effects, such as adding extra attacks, banishing fear etc. The chance of success for a blessing is based on a die roll in combination with the power roll for that turn. The Warrior Priest learns new blessings as he advances in level. The ring of Jade is able to heal the Priest and adjacent warriors under the right circumstances. In the Advanced Rules, the Warrior Priest also has a Ring of Command which gives him strength bonuses.

Warrior Priest questions


Q: On the front of the Warrior Priests Ring of Jade equipment card, it states that he may heal anyone on the same board section yet on the back (and in the booklet) it states that he can heal anyone adjacent to him. Which is correct?
A: He can only heal someone adjacent to him and on the same board section, for example he could not heal a Warrior who was adjacent to him and on the other side of a doorway. (GWUK)

Witch Hunter


The Witch Hunter exists to fight all enemies of humanity, and travels throughout the Empire and beyond, seeking out the mark of Chaos and evil, rooting it out, wherever it may be found.

Wounds 2D6
Move 4
Weapon Skill 3
Ballistic Skill 4+
Strength 3
Toughness 3(4)
Initiative 3
Attacks 1
Pinning Roll 5+

The Witch Hunter starts with a Sabre (+1 Str damage on a roll of 6) and Pistol. He also starts with D6 Amulets which, depending on type, do everything from wounding adjacent Monsters to adding to healing Wounds. In addition, the Witch Hunter also has D6 Faith points, which can be traded in to add +1 per point to any die roll.

Wizard


Although not skilled in physical combat, the Wizard is a master of magic, and a powerful ally when exploring the dungeons of the Worlds Edge Mountains.

Wounds 1D6+6
Move 4
Weapon Skill 2
Ballistic Skill 6+
Strength 3
Toughness 3
Initiative 3
Attacks 1
Pinning Roll 4+

The Wizard starts with the Hand of Death Scroll and three spells. The Wizard may cast spells in accordance with the power rolled in the Power phase of each turn. He also has his own limited store of power which he may draw upon. The Wizard may wield swords but he cannot wear armour.

The Wizard is included in WQ.

Wizard questions


For questions regarding spells and spellcasting, refer to section IV Spells.

Q: Does the Wizard have to be using his staff as a weapon to gain the +1 Toughness benefit?
A: Yes, he must be using it as a weapon to gain the Toughness benefit. (GWUK)

Q: Does the Wizard have to be using his staff as a weapon to gain the Power Phase re-roll?
A: It may be anywhere on his person to confer the re-roll. (GWUK)

Q: Does the Wizard have to be using his staff as a weapon in order to draw on the Power it stores?
A: It may be anywhere on his person for him to use the stored Power. (GWUK)

Future Warrior Packs


At this point in time the following Warrior packs are expected to be released by GW at the rate of one per month:
Dwarf Goldhunter Revenant Knight
Halfling Thief Ogre

The above packs are not listed in the order that they will be released.



Return to the
Table of Contents

EQUIPMENT

Losing equipment

Q: Can Warriors lose the equipment they have on their character card or equipment cards when required to lose equipment through hazards/settlement events? eg the Dwarfs' Great Axe, the Warrior Priests' Jade Ring etc.
A: No. (GWUK)

Passing equipment

Q: Can Warriors pass weapons and armour in combat in the same way that they can pass potions?
A: No. (GWUK)



Return to the
Table of Contents

SPELLS

Spell casting

Q: Can a spellcaster cast spells and attack in the same turn?
A: Yes. (GWUK)

Definition of 'on the board'

Q: What does 'on the board' mean?
A: The spell may have an effect anywhere in the dungeon explored so far, ie on any visible board section. (GWUK)

Wizard spells

Fireball

Q: In the description of the spell Fireball, it states that it affects 'All Monsters on a 2 square by 2 square area...' Does this mean that Warriors are immune to the effects of the Fireball should the area of effect cover one or more of them?
A: The Fireball causes damage to all models in its area of effect, Monsters and Warriors alike. (GWUK)

Q: Does the whole 2 x 2 square area of effect have to be in the Wizard's line of sight or only part of it?
A: All four squares must be within the Wizard's line of sight. (GWUK)

Q: Can the 2 x 2 square area of effect overlap a section of wall?
A: Yes, the fireball may overlap a wall section. (GWUK)

For example if the Wizard is standing in a passage and is being attacked by two goblins adjacent to him:
-------
GGG - Goblin
WW - Wizard
-------
He may cast the fireball on the adjacent Goblins thus:
**Note Overlap
-------
*** - Fireball or toasted Goblin
W
-------

Life Force

Q: When casting the spell 'Life Force,' do wounds count for healing that have been ignored by a Monster with the special ability 'Ignore Pain?'
A: Wounds counteracted with 'Ignore Pain' may be used for healing. (GWUK)

Zone of Silence

Q: Does the spell 'Zone of Silence' prevent spellcasting in its area of effect?
A: It seems safe to assume it does not as it is not stipulated in the spell description. In fact the spell would be a bit to powerful if this was the case when, in theory, for a mere two power points the Wizard could completely prevent monsters from casting spells. This spell would seem to fall in the same category as the spell Tongues, that is, largely suited for roleplay.

Elf Ranger spells

Fury of Indraugnir

Q: Are the wounds caused by the spell 'Fury of Indraugnir' modified?
A: They are modified for toughness and armour. (GWUK)

Light Power

Q: The spell description says that 'Light Power' may only be cast '...once per dungeon' - what does this mean?
A: The Spell may be cast once per whole dungeon or deep - this is at the GM's discretion. (GWUK)

Shield of Tor Alessi

Q: The Elf Ranger spell 'Shield of Tor Alessi' gives a number that the Monsters' need to roll to hit the Warriors. Do they need to score this number and then roll to hit, does this mean that at the very least they will need this number to hit?
A: This is the number the Monsters need to hit unless they would normally need to roll a higher number. (GWUK)

Sword Guard of Hoeth

Q: What is the duration for the Elf Ranger spell 'Sword Guard of Hoeth'?
A: The rest of the turn. (GWUK)

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MONSTERS

Giant Spiders

Q: If a Warrior is trapped by a spider web, can another Warrior attempt to free him?
A: No. Only the trapped Warrior can free himself. (GWUK)

Goblin Fanatics

Q: Goblin Fanatics do not seem very effective for their gold value. Usually the Warriors have managed to drop them long before they have manoeuvred into position. How can they be worth 300 gold?
A: GW has rectified this problem with an amendment to the Fanatic in Lair of the Orc Lord. The Fanatic is now placed adjacent to as many warriors as possible, and as the ball and chain automatically cause damage at the end of a turn, he effectively gets an immediate attack.
Note: It is not the intention of this FAQ to publish rules from WQ and or its supplements for obvious copyright reasons. In the case of the Goblin Fanatic above however, the rule seems to correct an obvious flaw in the original roleplay book. On this basis only has the above information been included. There are many new rules and monsters available in Lair of the Orc Lord, none of which will appear in this FAQ.

Great Taurus

Q: How many dice is the Breathe Fire attack of the Great Taurus?
A: 3. (GWUK)

Mummies

Q: Are Mummies adversely affected by fire as they are in WHFB?
A: No. (GWUK)

Skaven Jezzails

Q: Are Skaven Jezzails teams like Skaven Warpfire Throwers? The description does not mention this as it does for the Warpfire Thrower.
A: Yes. (GWUK)

Q: If two Warriors kill one member of a Skaven Jezzail team each, how much Gold does each Warrior get?
A: They get 150 gold each. (GWUK)

Skaven Warpfire Thrower Teams

Q: The Skaven Warpfire Thrower has a chance of blowing up each time it is used. The wording of how to roll damage for those hit by the blast seems to suggest that there is a chance of it blowing up for each Warrior hit. Is this the case?
A: No. Only one damage roll is made, which applies to all models hit. (GWUK)

Q: If two Warriors kill one member of a Warpfire Thrower team each, how much Gold does each Warrior get?
A: They get 350 gold each. (GWUK)

Trolls

Q: Are Trolls adversely affected by fire as they are in WHFB?
A: No. (GWUK)

Vampires

Q: When a Vampire goes Ethereal, does it replace his multiple attacks with a single Chill attack?
A: He gets one Chill attack only. It replaces his normal attacks. (GWUK)

Wights

Q: In the Monsters' Special Rules section of the RPB, the description for Ethereal says "Some Monsters, such as Wights, are insubstantial, ethereal beings." Yet in the description for Wights, they are not given the special rule Ethereal. Are they Ethereal?
A: The description for the Special Rule Ethereal in the RPB should read "Some Monsters, such as Wraiths". Wights are not Ethereal. (GWUK)


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COMBAT

Advanced Profile cards

Q: The to hit numbers on the Advanced Profile card for my Warrior card are different from the table in the rule book. Which is correct?
A: There are three 'to hit' charts, one in the back of the Rule Book, and two in the back of Adventure Book (one on the last page and one on the inside back cover). Of all three tables, the one on the inside back cover of the AB matches the 'to hit' profiles given in the Monster descriptions in the RPB and on the Advanced Profile cards. It would seem reasonable to assume that the table on the inside back cover of the AB is correct.

Weapons

Damage without a weapon

Q: How much damage does a warrior do if he does not have a weapon?
A: A warrior without a weapon causes 1D6 damage with no modifiers for strength (AB, Fighting Pit adventure 1, The Beast).

Using a weapon in each hand

Q: Can my warrior use a weapon in each hand in WQ?
A: No. Certain Warriors may, if they have a skill which allows them to, eg the Troll Slayer can gain the skill 'Ambidextrous,' or the Pit Fighter can gain the skill 'Sure-Handed' which allows them to use more than one weapon at the same time.


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HEALING

Using magical/non-magical healing items

Q: When in combat and/or pinned, can a Warrior use bandages, provisions, or any other non-magical healing items to heal himself?
A: Yes, in combat or not, pinned or unpinned, a warrior may use non-magical healing items any time, any place and anywhere, see RPB p. 12. The exception being if the Warrior is on zero wounds - see RPB p. 12. (GWUK)

Q: When in combat and/or pinned, can a Warrior use potions, salve, or any other magical healing items to heal himself?
A: Yes, in combat or not, pinned or unpinned, a warrior may use magical healing items any time, any place and anywhere, see RPB p. 12. (GWUK)


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DEATH

Resurrection

Q: When a Warrior dies, can the other Warriors, pick his body clean, resurrect him, and give him back his equipment?
A: No. You can't pick anyone's body clean. The rule book clearly states that any equipment carried by a warrior is lost on death (with the character equipment cards being an exception). See RB p. 27.


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TREASURE ITEMS

Bow of Loren

Q: The Bow of Loren is listed on the Treasure Card (Treasure Pack 1) as having Strength 3. How many shots per turn may be made with it?
A: Treat it as a Long Bow in this regard (1 shot per turn). (GWUK)

Bow of Tiranoc

Q: When using the Bow of Tiranoc, how does one determine damage?
A: Treat is as a Long Bow (Strength 4, 1 shot per turn). (GWUK)

Bow of Tor Alessi

Q: When using the Bow of Tor Alessi, how does one determine damage?
A: Treat is as a Long Bow (Strength 4, 1 shot per turn). (GWUK)

Eltharion's Bow

Q: When using Eltharion's Bow, how does one determine damage?
A: Treat is as a Long Bow (Strength 4, 1 shot per turn). (GWUK)

Horn of Resilience

Q: On the Horn of Resilience treasure card the first paragraph of the description implies that the horn affects the whole group of Warriors, yet the final paragraph seems to imply that it only affects one Warrior. Which is the case?
A: The Horn of Resilience affects one Warrior only. (GWUK)

Protection Ring

Q: Can the Protection Ring be used by Warriors with Armour limitations, for example, the Pit Fighter, Troll Slayer, Warrior Priest, etc?
A: Yes. (GWUK)

Ring of Dadaan

Q: The description of the Ring of Dadaan starts off by saying in the first paragraph that it may be used once per adventure, yet the second paragraph says it may be used only once. Which is the case?
A: It may be used once per adventure. (GWUK)

Surefire Bow

Q: The Surefire Bow is listed as having Strength 4. Does this mean it is treated as a Long Bow, having only one shot per turn?
A: Yes. (GWUK)

Sword of Hoeth

Q: If a Warrior who may use more than one weapon (eg a Pit Fighter with the skill 'Sure-Handed') uses the Sword of Hoeth, can he use it for one attack and (if he rolls 5 or 6) gain the sword's benefit for the other weapon he is using?
A: The Warrior gains the benefit of the Sword of Hoeth only on the attacks he has allocated to it. (GWUK)


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MISCELLANEOUS QUESTIONS

Pits

Q: If a Warrior is in a pit, can he attack or be attacked by adjacent Monsters?
A: No, he can neither attack or be attacked by adjacent Monsters. (GWUK)

Q: If a Warrior uses a rope to climb out of a pit, can that Warrior continue to move normally that turn?
A: The Warrior may take no further actions. (GWUK)

Q: If a Warrior uses a rope to climb out of a pit, should the figure be placed on an adjacent square or should the figure be left on the same space as the pit, keeping in mind that the Warrior is "out of the pit"?
A: The Warrior must be placed on an empty adjacent square. (GWUK)

Q: Does a Warrior need the help of another Warrior to get out of a pit, and if so, is the helping Warrior subject to any penalties while helping the trapped Warrior escape?
A: Yes, a Warrior in a pit does require the assistance of another Warrior to get out of the pit in that another Warrior must pass him the rope, cast a flight spell, or the like. In so doing, the assisting Warrior suffers no penalties for movement, attacks, etc. (GWUK)

Luck

Q: Can Luck be used to re-roll Hazard or Settlement Events?
A: Yes. (GWUK)

Q: Can Luck be used to re-roll Dungeon Monster/Event tables?
A: Yes. (GWUK)

Q: Can Luck be used to re-roll the Power Phase roll?
A: Yes. (GWUK)

Q: Can Luck be used to re-roll rolls made when going up in Battle-level? For example, to re-roll added Power, Wounds, Spell learning dice or Skill rolls.
A: No. Using Luck indicates "... how many times he may re-roll ... during a single Adventure" RPB p. 42. Training takes place "when the Warriors are between adventures" RPB p. 41 - it's a special case, training is not really part of a standard "adventure." (GWUK)

Q: If Luck is applied to a 'roll' of two or more dice, are all the dice re-rolled, or only one of them? For example, rolling for Gold as per RPB p. 67, or rolling two or more dice to see if something is 'in stock.'
A: The player must re-roll all of the dice in the 'roll.' (GWUK)

Using/carrying treasure

Q: How many rings can a Warrior have and use?
A: Eight. Warriors can't wear them on their thumbs. (GWUK)

Beer

Q: The description of Beer says it adds to roll against Fear. It doesn't mention Terror. Does Beer add to rolls against Terror also?
A: Yes. (GWUK)

Q: If Beer adds to Terror rolls, does it also add to rolls against Greater Daemon Terror also?
A: Yes. (GWUK)


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EXPANSIONS

Several kinds of expansion for WQ are planned by GW. For an up-to-the-minute listing of all current WQ expansions look for the 'Expansions' file at , which is updated as each new WQ product is released. See section I 4.0.

Warrior Packs

GW plans on releasing new Warrior types on a regular basis. See section II 13.0 for more information.

Female Warriors

GW has no plans to release female versions of current Warriors, nor will any of the upcoming Warrior Packs be female.

Adventure Packs

GW also plans to release boxed adventure sets. These sets will all be 'themed' around a particular type of Monster and will include new board sections, new lead (pewter in the US) figures available nowhere else, and new event cards.

Lair of the Orc Lord

The Lair of the Orc Lord Adventure Pack includes a 48 page rule book which contains a roleplay adventure, new rules and 'Orcy' encounter, treasure and event tables. The pack also includes new floorplans (1 Objective Room, 1 Dungeon Room, 1 Corridor with corresponding dungeon cards), new counters (1 Fallen Block counter, 3 Netted counters, 2 Pit of Despair counters) and 8 new miniatures (Orc Lord, Orc Shaman, 3 Orc Big'Uns (two different figure types), Goblin Jester, Snotling, Squig Hound). The rule book contains new rules for multi-level rooms, Big'Uns, Squig Hoppers and mounted monsters.

Catacombs of Terror

The Catacombs of Terror Adventure Pack includes a 48 page rule book which contains a roleplay adventure, new rules and Undead encounter and event tables. The pack also includes new floorplans (1 Objective Room, 1 Dungeon Room, 1 Corridor and 1 Flames of Khazla (See White Dwarf expansions - below)), new counters, 8 miniatures (seated Liche King, Throne, Hunchback, Necromancer, 3 Tomb Guardians (two different figure types), Grimoire). Like the Orc Lord adventure pack, the rule book contains the new rules for multi-level rooms. The rule book also includes rules for Zombie Dragons and Carrion.

Future Adventure Packs

The next Adventure pack due after Catacombs of Terror should be Skaven based, followed by a Chaos Dwarf adventure.

Card Expansions

At present there are two types of card expansions available for WQ, Treasure Card Packs and Blank Event Card Packs.

Treasure Card Expansions

GW will be releasing six packs of new treasure cards, each containing a total of 54 cards. Note that these are new treasure cards not necessarily new treasure items. In the three packs released so far, alls have contained mostly new items with a few of the cards representing items listed in the RPB, but not included in the original treasure card set.

Listings of the contents of these packs are available at . See section I 4.0.

Blank Event Cards

GW have also released a set of blank event cards, which can be used in conjunction with the RPB to create custom event decks suited to individual miniatures collections.

White Dwarf Expansions/Articles

White Dwarf has published a few expansions for WQ in recent months. Two of which have been a new kind of quest called the Special Quest.

Special Quests

The Special Quest is a new kind of quest for WQ. Two Special Quests have been released to date, published in White Dwarf magazine. Special Quests include a new dungeon board section and a new Dungeon Card.

In play, the Special Quest card(s) are shuffled in with the Objective Room cards. If the Special Quest card is drawn, a roll on that particular Special Quest table determines the exact nature of the Special Quest in a similar manner as determining the objective for an Objective Room. An additional Objective Room card may be drawn to determine what quest the Warriors were on before they were on before circumstances changed.
The Gaol (WD 185)
A Special Quest (see Special Quests, above), the Gaol includes a new small board section, a Special Quest Dungeon card, and an equipment card - Dungeon Gaol Key.

Quests set in the Gaol range from the players being captive in the Gaol to the Gaol containing a ravenous beast (well, a Minotaur - surprised?).

The article on the Gaol also includes a new rule for hidden passages designed to be used with random dungeons.

The Flames of Khazla (WD 186)
Another Special Quest, the Flames of Khazla includes a new small board section and Special Quest Dungeon card.

The Flames of Khazla are ancient Dwarf shrines. When found in a dungeon, the Flames perform different functions, from imbuing gifts and healing wounds to challenging the Warriors in combat with fierce creatures.

Treasure Cards (WD 187)

WD 187 includes four new treasure cards ready to cut out. They are: Freezing Death Spell Jewel, Grimstone, Moradrel's Boots, Reaper Sword.

Creatures of Darkness (WD 188)

WD 188 contains an article about using blank Event cards and converting Warhammer troop types and creatures to WQ. Included in the article are stats for Dark Elf Black Ark Corsairs.

The Darkness Below (WD 189)

WD 189 contains an article on variant ways of playing WQ when using the Dungeon Cards. It also includes two new treasure cards ready to cut out - Globe of Detection and Gem of Passage and a new item of equipment - Treasure Map.
The article also includes a new rule for hidden passages designed to be used with random dungeons. This same rule also appears in WD 185 in the Gaol article.

Dark Secrets (WD 190)

WD 190 introduces Dark Secret cards. Basically when beginning an adventure the players determine if one or more Warriors are eligible to draw a Dark Secret card. A Dark Secret card gives a Warrior a secret of some kind, anything from a treasure map to the knowledge that he is being pursued by monsters, which he may or may not reveal to the other Warriors.

Treasure Cards (WD 191)

WD 187 includes two new treasure cards ready to cut out. They are: Blessed Water, and Soulstone.

A Horror Awakens (WD 191)

WD 191 contains three adventure scenarios for WQ, two of which make use of the new Treasure items which appear in the same issue. The first of the two scenarios require only the basic set to play, whereas the final scenario requires Catacombs of Terror. Additional rule are given for each scenario should they be played together as a 'mini-campaign.'


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