Basic Rules
Basic Rules
Basic Rules
Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Credits
Original rules and tables: Games Workshop Original Treasure Tables: Christopher Taylor, Kestrel Original Travel Hazard and Settlement Events: Michael Brockhouse, Kestrel Rules and Table Revisions: Shawn Parker, Jacob Boschee, Justin Hovdenes Editors: Jacob Boschee, Justin Hovdenes Tiles by: Games Workshop, Kestrel Playtesters: Shawn Parker, Jacob Boschee, Justin Hovdenes, Rob Lawson, John Fritts, Erik Lavien Disclaimer: Warhammer, and Warhammer Quest are all products of Games Workshop. This revision is not in any way an attempt to earn money nor to infringe on the rightful ownership of these properties. If you paid anything for this rule book you have been ripped off!
Key Terminology
There are several key classifications that will come up while playing Warhammer Quest. The following are a set of terminology that is universal throughout the book that you must keep in mind when choosing targets of things such as traps, spells attacks or determining how long an effect last.
Model Terminology
Warrior: A warrior is simply a players avatar or character. Each player controls one warrior and when something states that it targets a warrior then it only targets player characters and no one else (unless they have an ability to force it onto someone or something else of course). Other members of the party that may indeed have statistics/abilities of a warrior but are not a player character do not count as a warrior such as henchmen, summoned creatures etc. Warriors are the only ones capable of performing deathblows. They are also the only ones capable of exploring the dungeon, ie turning over new dungeon cards. Other non warriors must move and act within explored board sections. Allies: Allies are any henchman, summoned creature, or tag along to the warriors party except the warriors themselves. For example if there is a non player character that is with the party for an adventure they are included as allies, as are henchmen that are hired by the warriors or pets etc. Anything that is not hostile to the warriors and is considered to be part of their party are included as allies. Party or Party Member: This includes all warriors and allies.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Monsters: Monsters are all non friendly enemies. Most of the time this would just be monsters that are found in dungeons however sometimes tavern brawls or street duels happen and thus the warriors enemies are counted as monsters. Model: Models include all monsters, allies, and warriors. The most common use for this term, is when an attack injures all modes in a area of effect.
Time Terminology
Adventure: Adventures count as any of the main adventures, epic quests, dangerous quests, etc. When something lasts for instance until the end of the next adventure then it will last until such a time. Note that some things will differentiate between the different types of adventures. Turn: This includes the passage of all the major phases: Power Phase, Warrior's Phase, Monster's Phase and Exploration Phase.
Location Terminology
Board: The board is counted as anything and everything within all board sections. This includes an entire dungeon for instance. Board Section: This includes only the dungeon tile that a warriors, allies, or monster is on. Settlement: Settlements are any village, town, or city and generally are the hub of the warriors operations.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Fighters: These warriors, such as the Barbarian, generally are the types that will be dealing the majority of damage in combat taking on the large monsters and cutting through their defenses. Though they do not have as many options as some other warriors their goal is to take the biggest or most dangerous monsters down often with the support of other warriors keeping them safe or increasing their power. Spell Casters: Spells casters differ greatly in their roles depending on which one you choose and what spells you gain. Spell casters however have limited amounts of spells they can cast per turn and sometimes run itno monsters that can stop their spells. Spells can range from devastating attack spells, healing spells and spells that are able to increase the abilities of your party members or decrease those of the enemy. The wizard of course is a good all around spell caster that has spells that fall into all of the categories. Tanks: Tanking warriors are able to take more damage than any other type of warrior. As such they will be wading into the thick of battle trying to keep the monsters from attacking the less defensive warriors. Though they aren't the highest damage dealers they aren't complete slouches and are nearly essential when you need to stop that chaos lord from murdering the spell caster! Support: These warriors generally work behind the lines to either aid other warriors, sabotage the monsters, attack from range or scout out the dungeon. The elf is a good example of this as his ranged attacks can take out monster from afar and has some scouting abilities that he can gain as well. These types of warriors generally have more options than fighters or tanks but are not very durable and have more specialized abilities.
Characteristics
Each warrior will have a set of characteristics that define how good they are at doing various tasks. Each statistic is described below and the specific statistics that each warrior starts with are described within each warriors individual book. M - Movement: this denotes how many spaces a warrior may move in a given turn. A warrior may move diagonally except when moving through doorways. If moving through a doorway the warrior must be standing directly in front of a door in order to move to one of the two spaces on the other side of the door (in which case they may move diagonally as long as they are still directly in front of the doorway when they move. WS - Weapon Skill: This is a general measure as to how proficient your warrior is in hand to hand combat. BS - Ballistic Skill: This measures how good your warrior is with ranged weapons such as bows or pistols S - Strength: This is how strong your warrior is and effects how much of a bonus to damage they will get in combat. T - Toughness: measures how resilient your warrior is to taking blows from monsters, traps and various other things.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Arm - Armour: This is the amount of Armour bonus that your character currently has from any pieces of Armour that they are wearing. Dam - Damage or Damage Dice: This represents how many D6 the warrior rolls when rolling for damage A - Attack: These are the number of times your warrior may attack in any given warriors phase. Some weapons however restrict the number of times you may attack such as a crossbow. I - Initiative: This represents how aware your warrior is of his surroundings and helps in avoiding traps and other dangers. Will - Willpower: This represents your warriors resolve to continue fighting or resist spells that may warp his mind. Pin - Pinning roll: This is the score you must achieve on D6 in order to escape from a monsters pinning Luck: measures how lucky your warrior is. Each point of luck may be used once and only once per adventure. Luck points are regained up to their maximum at the beginning of each adventure. You may use one point of luck to either re-roll a dice or change the outcome of a dice by +1 or -1. Some rolls are not allowed to be modified by luck and you may not use any luck at all on those rolls. Wounds: Each character has a starting wounds statistic. Whenever you are rolling for starting wounds or when gaining wounds when leveling up you may re-roll any '1's once. If you roll a 1 a second time however you must accept that roll. After you have picked your warriors, generated the starting statistics, and gathered the players its time to embark on your epic line of quests. Of course every adventure campaign starts with the humble first adventure...
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Dungeon Cards
The dungeons in Warhammer Quest are the main focus of each adventure and are randomly generated to some degree. Each adventure will describe how the dungeon is set up by describing how the Dungeon Card Deck is set up. Each Dungeon Card represents a single board section. Each dungeon card will tell you the following: 1: Board Section Name 2: Special Rules (note that most board sections do not have any special rules) 3: Board Section Picture (which will help you recognize which board section the card calls for. 4: Doors: These represent the various exits to each board section. 5:Board Section Type: this denotes whether it is a corridor, Dungeon Room, objective room or special type of board section. Once the dungeon deck is made (which is setup according to whatever adventure you have generated in the adventure book) flip the first card over. This is the starting room. Each player may place their warrior in any legal space within the starting room at the beginning of the adventure. You must designate one of the doors as the entrance/exit to the dungeon. Unless special rules dictate otherwise this is the way that the warriors enter the dungeon and often times are allowed to exit the dungeon through. Each door starts out as unexplored (except the entrance of course). Once the door is explored the warriors draw a new dungeon card and puts down the corresponding board section connecting the two sections. If doors are placed in ways that would make the next board section most likely overlap another when explored the players may agree to change the location of doors within the new room. However each room must have their full allotment of doors. Each time a new section is placed one door will be shared between board sections (serving as the entrance that was just explored of course) which may be chosen at the players discretion. If the warriors encounter a board section with more than one unexplored entrance the dungeon deck must be spit. Divide the deck by taking one card off the BOTTOM of the dungeon card deck for each entrance, repeating the process until the top card is placed down. Each door will now represent a separate path and thus now has its own dungeon deck. Each time the dungeon splits split the deck between the entrances (keep in mind that if it is already a split path that path has its own dungeon deck).
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Sequence of Play
The Power Phase
One player each dungeon must be designated as player that will roll the Power Die and Unexpected Event Die during this phase (usually a spellcaster if there are any present in the party). The power die is always a D6, however the Unexpected Event Die varies by party's level. Reference the chart bellow to see what die is rolled. Party Battle Level 1 2 3 4 5 6 7 8 9 10 Unexpected Event Die 1D20 1D12 1D12 1D10 1D10 1D10 1D8 1D8 1D8 1D6
The Unexpected Event Die represents random events that may happen throughout the course of the dungeon. If the result is a natural "1" or the result is less then 1 and the warriors are not in combat roll once on the Dungeon Events Table detailed in the Dungeon Events book later. If the result is a natural "1" or the result is less then 1 and the warriors are in combat roll once on the Combat Events Table in the Dungeon Events Section instead. The Power Die represents the ebb and flow of the winds of magic throughout the dungeon. This is most often useful for spell casters as they gain their abilities from these winds. Each spell casting member of the party gains power equal to the Power Die result +(BL-1) until end of turn. If any of the spell casters use the Power Die roll as a source of power for their spells and the dice roll is a '1' then their available power for this turn is only 1 regardless of Battle Level. They can of course use reserve power, stored power, or items to cast spells as normal. Note that the Unexpected Event Die and the Power Die are separate dice and as such a 1 on the Unexpected Event Die does not mean that the wizard is brought to only 1 power.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Conversely, a 1 on the Power Die does not mean a Dungeon or Combat Event needs to be rolled.
Warrior's Phase
During the warriors phase the warriors must agree on the order in which they take their actions. Each warrior must complete their entire turn before another warrior may take their turn (spell casting warriors are the only exceptions here as often they may cast spells outside of their normal turn). Party members may only move before attacking.
Spell casting
The wizard and other spell casting party members are able to act out of their turn sequence when casting spells. A spell may be cast anywhere in the turn after the power phase and before the exploration phase. This means that even during the monster's phase a spell caster is free to cast most of his spells as long as he has power. The only limit to this are spells that are capable of dealing damage to or outright killing/ removing enemies these are called Attack Spells. Attack Spells must be cast before the warriors phase is over. Also a wizard may not cast anymore than one Atack Spell per title (a novice wizard gets 1 per turn, champion 2 per turn, master 3 and lord 4). This includes spells like Vortex & Pit of Despair that do not do damage so much as outright eliminate monsters.
Movement
A party member may move up to his full movement in a turn and may move diagonal as well as forward, backward and side to side. A party member may not however move through an unexplored doorway as it must first be explored by the lantern bearer or opened with a spell first before any party member may move into the adjoining board section. Additionally, movement is used for activating items and using potions and scrolls. When in combat it may be a good idea to not use all your movement to move, but save some for item usage.
Pinning
Every model has a pinning zone which encompasses all adjacent spaces to the model. Warriors, allies, and monsters may move freely through friendly pinning zones. Enemy pinning zones however require a pinning roll which varies from warrior to warrior in order to move out of pinning with an enemy. If a model moves into or starts the turn in a non friendly pinning zone it may not move anymore until either the enemy is dead, they make a successful pinning roll, or the enemy is moved somehow and the warrior is no longer in the pinning zone. Monsters and allies never make a pinning roll and as such are always stuck within the pinning zone of a party member. (One successful pinning roll allows a warrior to
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
move through any number of enemy pinning zones this turn.) A warriors who fails a pinning test is immediately knocked prone until end of turn.
Light Sources
While in the dungeons the party must be wary of wandering to far from any light source. Light sources will light up the board section they are on and any adjacent board sections as well. As such warriors and allies (except monsters) must remain within 1 board section of any source of light (for example the lantern). Monsters are unaffected by being lost in the dark as they are well accustomed to the darkness. If they ever are more than one board section away from the light roll D6 on the following table:
Combat
Equipping and Using Items
Warriors may carry any number of items down into the dungeon however certain limits are placed on what the warrior may readily use. A warrior may use any items that he has equipped each round without issue of course. Items that are not equipped however take movement points to use or may actually have to be equipped first before they can be used. Below is a brief outline of the various types of items, how many can be equipped, how they are used and how equipment can be changed out.
Weapons
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
In order to use any weapon you must have it equipped, this includes bonuses for things like wizard wands and staffs. A warrior must choose whether or not he will equip a weapon at the beginning of the warrior's Phase before any other actions are done. The warrior begins each dungeon equipped with one weapon (or two one handed weapons if they have an ability to do so) they have at no cost of movement. If a warrior wishes to change which weapon they have equipped they may spend one movement point to put their currently equipped weapon back in their storage and then they may spend another two movement points to re-equip a new weapon. It takes longer to re-equip a new weapon as they must first find it most likely hidden with several other choice pieces of loot. Alternatively the warrior may at any time simply drop their weapon on the floor for free and only spend 2 movement points to change their weapon instead of a total of 3. After the battle they may pick up the dropped weapon for 1 movement point however until all the monsters are dead the warrior may not pick up and use the weapon he discarded at all. Ammunition such as arrows and bolts are handled differently from normal weapons. A warrior is considered to have these at hand always and use any of them with the appropriate weapon without movement penalty. Any weapons that are not equipped do not confer any of their effects while being stored away.
Body Armor
Like weapons the warrior starts the dungeon with any body Armour he wishes and has. Changing out of body Armour however is not nearly as simple as equipping a new weapon. In takes a warrior all his movement and attacks for one warriors phase to remove one piece of body Armour or equip a new piece of body Armour. This must be done outside of combat thus if a warrior has just unequipped their body Armour and the next turn a group of monsters ambush them they are out of luck and out of body Armour for that combat! Note that shields and other smaller pieces of Armour such as boots and gauntlets are covered in the next section. Any Armor that is not equipped do not confer any of their effects while being stored away.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
One use items (other than one use weapons which must be equipped as a weapon) are not equipped and thus count differently. Each one use item simply cost 1 Movement to use. A warrior may use any number of these one use items each turn as long as he has movement left. One use items will only confer their bonuses once used and may not be used more than once.
Rings/Amulets
These items take only a single movement to un-equip or equip. A warrior may only equip 1 amulet and 2 rings at a time. Any rings or amulets that are not equipped do not confer any of their effects while being stored away.
Trinkets
These items are simple magical items that often have a single effect. They do not need to be equiped to use. If the trinket does not cost movement to use then it is always active however if it says it cost movement to use then you must do so before the effect takes place. Any trinkets that are not equipped and are required to be equipped to confer effects do not confer any of their effects while being stored away.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Gauntlets (also called Bracelets or Gloves): Are armour or jewelry worn around the arms. A warrior may only equip one set of gauntlets at a time Rings: Are jewelry worn on the fingers. A warrior may only equip two different rings at a time. Weapons: Are just that items used to injure enemies. They come in a near infinite number of sizes and shapes from the common Sword, to the blunt Hammer, to the majestic Bow, to the insidious Dagger. A warrior may usually equip only one weapon at a time. If a warrior has a two handed weapon equipped he may not equip a shield. Additionally, some warriors very rarely gain a skill that permits them to equip two weapons, they may equip a different one handed weapon in each hand. (a few weapons are used as a set, but count as a single two handed weapon no special skills are needed to use these.) Belts: Are usually used to hold up ones trousers, but some may have magical powers. A warrior may only equip one belt at a time Boots: Are used to protect ones feet from what lies on the ground more then ones enemies. A warrior may only equip one pair of boots at a time Trinkets (also called Stones, Icons, Orbs, or Talismans): Are small items with usually small but useful effects. A warrior may have any number of these in his inventory as described above but they do not need to be equipped to work. Runes: Each weapon or armour may have only up to three runes permanently bonded to them. One item can not have the same rune bonded to it more then once. Therefore you may not bond a second "Rune of Destruction" to the same weapon. Once bonded to another item, the new item gains gold value equal to the rune. If a rune bonds to armour, it may only be bonded to Helmets, Cloaks, Shields, or Body Armour. Any other item, even if it gives an armour bonus, is not armour for the purpose of bonding runes.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Melee Combat
Melee combat takes place when a warrior is adjacent to their target. They must first roll to hit to see if their attack manages to have any effect. Compare the attackers WS on the left hand side and the defenders WS along the top on the chart bellow to see what roll is required in order to hit for any given attack.
WS 1 2 3 4 5 6 7 8 9 10
1 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+
2 4+ 4+ 3+ 3+ 2+ 2+ 2+ 2+ 2+ 2+
3 5+ 4+ 4+ 3+ 3+ 3+ 2+ 2+ 2+ 2+
4 6+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 2+ 2+
5 6+ 5+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 3+
6 6+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 3+
7 6+ 6+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+
8 6+ 6+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ 3+
9 6+ 6+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+
10 6+ 6+ 6+ 5+ 4+ 4+ 4+ 4+ 4+ 4+
Another way to figure out what the to hit roll is without using the chart is to compare the weapon skills from the attackers point of view shown below: Defender has more than tripple WS - 6+ Defender has more than double WS - 5+ Defender has between equal or double WS - 4+ Attacker has higher WS - 3+ Attacker has more than double WS - 2+
Dealing Damage
After an attack has successfully hit there is an additional roll to see how much damage is caused. First roll a number of damage dice equal to your warriors damage statistic (example a level 1 barbarian with a sword simply rolls D6). Then add any modifiers (continuing the barbarian example he adds his strength of 4 to the total). Next subtract the victims modifiers. This is usually just their Toughness and Armour added together. As an example our barbarian attacks a goblin and hits it. He is equipped with a sword which does normal damage + Strength so he rolls D6 and adds 4. He rolls a 5 adding the strength
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
of 4 becomes 9. Next we subtract the goblins Toughness and Armour to see how many wounds the goblin losses. The goblin has a Toughness of 3 and no Armour. So the final roll is 5(the D6 roll) +4(Strength) -3(Toughness) - 0(Armour or lack there of). The result is the total number of wounds lost by the goblin which in this case would be 6. That number is subtracted from the number of wounds remaining on the victim. In this case the barbarian dealt a total of 6 wounds and the goblin only has 2 thus the goblin is killed.
Death Blows
If a warrior (not monster or ally) using a close combat weapon attacks and kills a monster in a single hit it causes a death blow. This does not apply for missile weapons nor does it apply if the monster was already wounded before the killing blow took place. If a death blow is scored the warrior immediately gains an extra attack against another monster that is adjacent to the monster just killed and is still within range of the warriors weapon. If there are no monsters adjacent to the freshly killed monster then the death blow simply does not take place. If the warrior kills another monster outright with the death blow then they gain another one until they run out of targets or fail to kill a monster.
Warriors at 0 Wounds
When a warrior is at 0 wounds, place the model on its side. No other monsters will attack that warrior as long as he is down nor can they move through his space. A downed warrior can not pin monsters. Important note, as soon as a ally (or monster) reaches 0 they are dead with no normal way to heal back to life. When a warrior is down he must be healed to 1 or more wounds before the exploration phase or he is dead. The downed warrior may not use any items to heal himself, however his companions may use magic or items to try and bring the warrior back from the brink. Some items and all spells will be able to heal the warrior as normal however any items that require the warrior to eat or drink (such as provisions or potions) have a chance to fail. Each time one such item is used on a downed warrior roll a D6. On a 4+, the item is successful on any other result the item is still used but has no effect on the downed warrior. If a warrior is healed from zero wounds then he gets back up at the beginning of the next power phase. Warriors may never be reduced below zero wounds. Some spells, items, skills, or abilities do not allow the victim of the damage they cause to use their modifiers. If the attack allows for no modifiers for Armour, the model may not benefit from its Armour bonus (even if those bonuses come from a skill or item that is not armour such as a ring). This only effects the Armour stat bonus a model has, it does not turn off the equipped armour a model is wearing. (E.G. if a monster wears armour that give +4 Toughness he still gets this benefit against such an attack). This works similarly for damage with no modifiers for Toughness, no matter how the model gets the Toughness bonus he can not use it to reduce damage from this type of attack. Some attacks allow for no modifiers for Armour or Toughness, these are very dangerous attacks. If a attack states it deals damage with no modifiers of any kind, then the damage ignores Armour, Toughness, and Ignore Pain. Additionally, if the target would get to reduce damage dealt to it by any item, skill, spell, or ability that is also ignored. (Note: Dodge, Ignore Blow,
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Parry, and similar abilities do not reduce damage they flat out negate it, so those can still be used against such an attack.)
Missile Combat
Missile combat includes anything using bow and arrow, throwing weapons, crossbows, guns, and any other weapon used at range. In order to hit a target with a missile weapon the wielder must roll equal to or higher then his Ballistic Skill statistic. If it hits determine damage in the same way you would for close combat. A warrior may not use a missile weapon while pinned unless the item or some other ability allows him to do so. All bows use arrows for ammunition, if a party member does not have any, they can not use this weapon until they acquire some. All crossbows use bolts for ammunition, if a party member does not have any, they can not use this weapon until they acquire some. All muskets (also called pistols) use shot and gunpowder for ammunition, if a party member does not have any, they can not use this weapon until they acquire some. Muskets need to be re-loaded after making one shot. The re-load process takes 1 Movement. A musket may not be re-loaded in the same turn it was fired, nor may a it be fired in the same turn it was re-loaded. If a warrior has a set of muskets or pistols, he may not fire both in the same turn, but both may be re-loaded in the same turn at a cost of 1 Movement per gun. Bows, Crossbows, and Guns usually do not use the wielders Strength to modify the damage, they instead have a set Strength that they always fire at. This may be higher or lower then the wielders Strength. Ammunition for such weapons, may never be recovered once used. Thrown weapons can usually be used as close combat weapons or be thrown. If thrown roll to hit as a normal Missile weapon, but unlike other missile weapons the wielder uses his own Strength for modifying the damage. Once thrown, these weapons may not be recovered unless stated in their description.
Line of Sight
In order for long range attacks to target a monster the warrior must first be able to actually see the target they are aiming at. As long as an uninterrupted line can be traced from the attacker to the defender they are considered to have line of sight. Other models do not block line of sight except for enemies with Large Monster, which are big enough for other models to actually hide behind.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
The only other thing that limits the range a warrior can see is the darkness of the dungeon itself. Light sources are considered to illuminate only the board section they are on and any adjacent board section. Thus no line of sight can be traced beyond what is illuminated by the light. Note that monsters do not need a light source to see within the dungeon and as such are not limited by it while tracing line of sight. Doors also slightly limit line of sight as well. A closed door obviously blocks line of sight but even an open one presents a more difficult obstacle. Trace line of sight for missile weapons as normal but remember there has to be an uninterrupted line which means the angle has to be just right through a door in order to see.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Monster's Phase
The monster's phase is the phase in which all of the monsters get to move, attack, and/or cast spells.
Combat
Monsters follow all the same rules for combat as posted above in the warriors phase. The only difference is that they may never escape pinning unless they have a special rule to do so. Monster groups take their turn according to initiative with the highest score going first.
Determining Targets
The monsters will always try to attack the first target that they were assigned when first placed on the board. However as the battle progresses their first target may be dead or unreachable as such try to divide the monsters as equally as possible amongst the warriors randomly determining who gets the uneven amount if need be. Missile using monsters will always spread out their targets as equally as possible ignoring first targets. This means that if 8 goblins archers were on the board and 4 were killed then each warrior would still take 1 missile attack each.
Monster Spells
Each spell casting monster has a specific spell table that they roll on. All monster spells are resolved at the very beginning of the monster's phase before any other combat takes place. Monsters that are placed as a group with spellcasting abilities cast spells as a group instead of individually.
Exploration Phase
If a warrior is adjacent (but not diagonal) to a door section and has a light source they may explore during this phase so long as no monsters are on the board. When an unexplored doorway is explored simply flip the next dungeon card over and place the next board section on the other side of this door. If a room has multiple exits, the remaining dungeon cards will need to be equally distributed between them. To do this draw cards from the bottom of the Dungeon Deck (not revealing it) one at a time placing it in a new stack next to each exit, once each door has one card, begin placing additional cards on top of these stacks. This is done so that if a particular dungeon card is suppose to be near the end of the dungeon, it doesn't accidentally end up
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
near the top of one of the piles. If there are not enough cards to split between the exits then remove doorways as need be. Secret Doors If a dead end is ever drawn that has cards behind it then the warriors may attempt to search for secret doors in rooms they have already been explored. Roll a D6 for each turn the Party spends looking for a secret door. On a 1, the party has exhausted any searching that can be done for this room and no secret door may ever be found in this room. On a 25, nothing is found, but the party can search again next turn. On a 6, a secret door is found with the dungeon cards that were remaining after the dead end. If there are remaining dungeon cards and only one room is left to search for a secret door then it is automatically found in that last room.
Treasure
Every time a monster is killed the warriors gain gold and every time a monster event roll is resolved the warriors will gain treasure as below.
Gold
Every time a monster is killed the gold value of that monster is added to the Party's gold pool for this adventure. At the end of the adventure the gold pool is split equally between the surviving warriors. Any gold that is gained outside of monster kills (such as dungeon events or treasure gold) is given directly to the warrior that finds it as an extra share of the loot.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Each time the warriors resolve a roll on the monster table by defeating all the monsters on that roll they will gain a dungeon room treasure. At the beginning of each adventure or side quest randomly determine who gains the first piece of treasure in the party and then move clockwise around the table for each new treasure found until this adventure or side quest ends. Monster groups that have multiple rolls on the monster encounter table will also grant multiple treasures afterward. When the warriors have cleared an objective room (usually by rolling on the objective room monsters table and defeating its inhabitants.) normally they will gain treasure (make sure to double check with the adventure text as well). These however are objective room treasures and thus must be rolled on the objective room treasure table. Normally when the objective room is cleared it will contain one objective room treasure roll for each warrior. If an objective room appears that is not part of the adventure normally (such as in the case of the Spiral Staircase) it will contain only one objective room treasure for only one warrior.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Some abilities and effects call for a test on a characteristic of a certain value {e.g. Strength Test (7) }. These tests are preformed by rolling a D6 and adding the relevant characteristic to the roll. If the total is equal or greater than the value of N the test is passed. If it is less then the value of N the test is failed. Ability Tests N+ Many abilities have a value of N+, these are called ability tests. Examples include Dodge 3+, Disarm Traps 5+, and Dispel Magic 6+. These abilities work if a roll of D6 scores equal to or higher then N. If a ability test is set to "A", such as Frenzy A, there is no need to roll it as it is automatically successful. Rounding up or down Warhammer Quest is not a game that is known for being nice to the players. As such the general rule of thumb is that if any numbers need to be rounded up or down they are ALWAYS rounded to the disadvantage of the player(s). For instance if a monster with 11 wounds were to lose half of his wounds he would lose 5 instead of 6. If a warrior party has only 3 warriors and they encounter 3 minotaurs they would only encounter 75% of the minotaurs but through disadvantageous rounding they will still encounter 3 minotaurs. The Rule of natural '1's and natural '6's On any dice roll in which the results are simple success or failure (such as fear tests, to hit rolls, dodges etc) there is always a chance of failure or success no matter how impossible the chances. This means that if you roll a natural 1 to hit no matter how many modifiers you have you will miss. Just as if you had a Magic Resistance 7+ (due to negative modifiers) and you roll a natural 6 you will still resist the spell. Automatic Successes The most common form of auto success, is an automatic hit. There is usually no need to roll as it is automatically considered a hit, but occasionally there is a skill or ability either the attacker or defender may have that cares what the roll to hit was. In these cases roll the to hit as normal, but ignoring the rule of 1's and 6's. The most common example is a model that deals more damage on a certain to hit roll. (e.g. Bartho, the barbarian, is going to use his one automatic hit per adventure on this attack, but he also has a weapon that deals +D6 damage if he hits with a 5+, so he rolls the die anyways to see if he gets the extra damage.)
A Word on Dice
Anytime the phrase roll a dice or 1D6 or D6 is used it will refer to a simple six sided dice being rolled. Anytime the rules refer to a D66 being rolled roll two separate six sided dice. One represents the 10's spot and the other represents the 1's spot. Thus a roll of 4 and 2 would be a 42. If a D33 is to be rolled then respectively roll two three sided dice (ie D3) and separate them into the 10's and 1's spot respectively. A D36 roll will require rolling 1D3 for the 10's spot and 1D6 for the 1's spot.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
Any time that you would modify the roll (such as using luck for a +1 or -1 modifier) then you choose the next entry for each modification rather than adding one to the dice roll itself. Thus when rolling on the Settlement Event table if you rolled a 56 and you added 1 to the roll with a point of luck then it would be a 57 as that table allows for that particular result. If it was the monster encounter table and you added 1 to the result it would instead be a 61 rather than a 57.
Optional/Misc Rules
The following are sets of optional rules that you may include or ignore as you see fit. Some of the rules may be more fun on your second play through however other rules (such as the starting at higher levels rules) are nescessary if warriors die in the middle of a campaign and you need to roll up a new warrior without starting at BL 1!
Level 2
Equipment 1 roll on the objective room table 3 rolls on the dungeon room table
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
2 rolls on the objective room table, keep only 1 4 rolls on the dungeon room table, keep 3 500 gold. 3 rolls on the objective room table, keep only 2 5 rolls on the dungeon room table, keep only 3 750 gold 4 rolls on the objective room table, keep only 2 6 rolls on the dungeon room table, keep only 3 1000 Gold 5 rolls on the objective room table, keep only 3 7 rolls on the dungeon room table, keep only 4 1500 Gold 6 rolls on the objective room table, keep only 3 8 rolls on the dungeon room table, keep only 4 2000 Gold 7 rolls on the objective room table, keep only 3 9 rolls on the dungeon room table, keep only 4 2500 Gold 1 Roll on the Legendary Relics Table 8 rolls on the objective room table, keep only 4 10 rolls on the dungeon room table, keep only 5 3000 Gold 1 roll on the Legendary relics table 9 rolls on the objective room table, keep only 4 10 rolls on the dungeon room table, keep only 5 4000 Gold
10
Unexpected Adventures
While traveling throughout the wilderness the warriors may run into adventures that they were not expecting to find. Each week of travel roll 2D6. On a roll of a 11 or 12 the warriors have found an unexpected adventure! Roll once on the table bellow to discover what it is. 1 - A small cavern or ruins is discovered. The dungeon consists of 2D3 random dungeon cards with a random objective room shuffled into the bottom half of the deck. When the objective room is found it spawns 2 rolls on the equal level
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
encounter table. The warriors then each gain a single dungeon room treasure. 2 - A good sized dungeon is found that the warriors have just found in the wilderness. The dungeon consists of 12 dungeon cards with a random objective room shuffled into the bottom 6 cards. The objective room spawns monsters as normal objective rooms would and the warriors will gain objective room treasure as normal. 3 - 4 The warriors find an old ruined castle however it is abandoned and only the most lowly of vermin inhabit its ruins, hardly worth the warriors time. 5 - The warriors have stumbled upon a small village. They are beset by a strange problem: the warriors discover a normal adventure and may decide to embark upon it or not. 6 - Special quest: Choose a random objective room. This is the quest the warriors have discovered. Note that some quests are not optional so make sure to check before refusing to do the quest.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
and only the fighting pit will spawn more monsters due to other dungeon rooms being previously explored. The warriors will re-start the adventure with only D6 wounds replenished and shoved into the fighting arena!
Fire Chasm
Through the Mountain: The Party has come upon a great mountain range on their way to the
next settlement. A caravan is halted near the entrance to a cave stating that it is a secret underground passage through the mountains. They need to get through to deliver their goods on time to the settlement but their warrior escorts have not come back for nearly a day now and they fear that the way would be too dangerous to travel without protection. They offer the Party a handsome reward for safe passage through the mountain. The caravan is made out of 4 merchants each with the statistics of an Imperial Noble of 2 battle levels below the Party with no skills or hirelings. If this puts them below BL 1 then consider their starting wounds rolls to be the lowest score possible (ie - natural 1). They will move last under the control of the warriors and can attack as normal. Monsters however will only attack them if they are unable to attack the Party. Traps from events and such will effect the caravan merchants as normal party members. If at any time the merchants are more than one board section away from the Party's lantern they are considered lost in the darkness and removed. The underground passage way is made up of 12 cards with the Idol Chamber shuffled into the top 6 cards and the Fire Chasm shuffled into the bottom 6 cards. When the Idol Chamber is found it contains an extra door leading further into the dungeon and it will spawn 2 rolls of Dungeon Level monsters and when defeated reward each character with a piece of dungeon treasure (not objective). The merchants will recognize the room as roughly half way through the mountain according to their map. If 2 or more of them have died at this point they will abandon any hope of reaching the other side and decide to turn back and return to the last settlement. When the Fire Chasm is found another door is placed at the far end representing the exit to the dungeon and the other side of the mountain. This room will be filled with objective room monsters as normal, but the monsters will not give out any treasure. After leaving the dungeon the Party will be rewarded for each merchant that makes it out alive. For each merchant the Party will gain a roll on the following table. 1-2) 1 piece of Objective room treasure 3-4) 1 piece of objective room treasure AND (BL)D6*200 gold. 5) 1 piece of objective room treasure AND (BL)D6*300 gold. 6) 2 pieces of objective room treasure.
Fountain of Light
Sacred Temple: Whilst traveling through a particularly beautiful valley the warriors come across the
horrifying taint of chaos. A once pure temple has been cursed by the evils of chaos. As such each time monsters are encountered in this dungeon choose the nearest chaos entry instead of what you have rolled on a D6 roll of 4+. The first part of the dungeon consists of 1D3+2 dungeon cards with the fountain of light at the bottom of the deck. Once the fountain of light is found make three separate decks with 1D3+1 dungeon cards each (roll for each deck). The fountain of light will contain 3 more doors in it that all lead to these separate dungeon decks. The Fountain of light also contains a single roll of monsters on the equal level table and
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
another roll of monsters one level higher choosing only a single monster of the highest gold value from that second roll. When a warrior enters the final board section at the end of each of the decks it will spawn monsters in the fountain of light room just as it did when they first entered it. Note that these monsters do not start near the warriors as they normally would but instead must spawn in the fountain of light room. These monsters are in addition to any other encounters the warriors would face such as entering a dungeon room as well. Once each of the three passageways are uncovered and all the monsters from the fountain of light room defeated the warriors will have cleansed the temple and no more monsters or events may happen while in the dungeon. When the warriors return to the fountain room they will be greated by a long forgotton goddess who thanks the warriors by giving them a dungeon room treasure and objective room treasure each!
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
10 - Halls of Death 11 - Shaman's Den 12 - Rotating Room If the warriors then find or return to that room, once it is cleared, they will find a hidden alcove with a single objective room treasure in it however roll a D6 after claiming the treasure. On a score of 1-3, taking the treasure spawns two monster rolls at normal Dungeon Level! If at any time a warrior wishes to use an item, spell, or skill to escape the dungeon roll a D6. On a 1-5, the warrior hears a deathly voice telling them that they will never leave this tomb alive! That warrior takes 2D6 damage with no modifiers of any kind and that method of escape is nullified until the end of this dungeon.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
5) The warrior believes that the villagers at least deserve a proper burial and decide to forgo the next visit to town. This warrior partakes in no Travel Hazards or the next settlement visit, as he spends this time burying the dead. He will automatically join up with the party at the start of the next adventure. 6) It was a matter of survival and the warrior fought well! Gain 1 objective room treasure from looting the bodies! Once the Idol Chamber is found it is filled with monsters as usual and if the angry mob has not yet entered the dungeon they do so this same turn and get 3 free moves! The Idol Chamber is a dead end with no secret doors to be found. Should the Party be caught by the mob in this room there will be no convincing the mob that they are not witches (what with the demonic idol in the room). The Party become enraged at the villagers blind stupidity and feel no pity for sending them to an early grave, because of this when rolling on the Killed the Innocent Table, re-roll until the result is a 1 or a 6. Once the room is cleared the Party will gain objective room treasure as normal.
Gorguts Lair
Escape the Castle (roll 1D6: 1-4 not optional, 5-6 optional): The Party has been invited to visit the
lords castle just outside the settlement and after a night of raucous laughter and over inflated tales of battles long past, the Party is quite exhausted and ready to settle in for the night. Without warning as everyone is preparing to leave monsters storm the castle and burst into the room just as the kings men mount a defense of the throne room! The castle's main floor is composed of 2 corridors leading to the guard room which in turn leads to the throne room (represented by Gorguts lair) which also has a side passage leading to a staircase going into the dungeon. The dungeon itself is comprised of 12 dungeon cards (excluding Pit of Despair and Crossroads of Doom as the lord is not that crazy to have those things under his castle!) with the spiral staircase shuffled into the final 4 dungeon cards.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
The king has a retinue of 8 guards (stats of equal level barbarians with no skills) and 4 knights (stats of equal level bretonian knight with no skills). The 8 normal guards will stay within the guard room protecting it with their last breath. The 4 knights on the other hand will accompany the Party and the lord as they attempt to escape through the dungeon. In order to escape the warriors must explore the dungeon trying to find the spiral staircase (the lord himself wouldn't be caught dead in the dungeon normally so he does not know the way neither do his knights). They will encounter monsters as normal representing the monsters that have gotten past the guards above ground however, any monsters killed by the knights will gain the party no gold at all. The Lord has the statistics of a half level (rounding down) imperial noble but will generally be to terrified to fight and will only ever make a single attack at -1 to hit per turn. The dungeon is actually well lit and lantern rules need not apply as there are plenty of torches beneath the castle to light the way. The guards will however have their hands full as they will face an endless horde of invading monsters! Each turn determine how many monster groups (one type such as goblins or rats) and if that amount is less than 4 and there is room that isn't behind the guards then more monsters will spawn in the corridors. When monsters spawn they have to be placed in the back of the invading mob (even if the mob is making its way through the dungeon) as if they are the tail end of the monster horde. The monsters will have to get through the 8 guards in the guard room before they can move through the throne room and then into the dungeon in pursuit of the lord. Once the monsters have broken through they will start to send in their elite troops. Every time there are less than 4 monster groups from now on the DL of the monsters rolled increases by 1 each time you have to add to the horde. This represents the increasingly dire straights that the warriors are in trying to escape from this horde. The horde of monsters can be waylaid slightly by the Party either by leaving their knights behind to slow them down or certain spells that block travel. In the case of Pit of Despair for instance monsters will have to either be capable of flying or try to jump the pit itself to continue chasing the Party. For every monster attempting to jump the pit roll a D6. On a 1, they fall in and are removed from the board with no gold being gained otherwise they make it to the other side safely. If a locked door of any kind is between the monsters and the Party the monsters will bash it down on a roll of a 4+ with 1 added to their roll each turn they fail to bash it down. If the warriors ever reach a dead end in this dungeon they may try to search for a secret door. This requires a 6 to find and may be rolled for each model (including knights and the lord himself) that is NOT pinned. If a secret door is found place a new door section onto the board section and draw from the dungeon deck (drawing from other piles with the dungeon has split). As soon as a warrior/knight/lord steps into the spiral staircase they are free and leave the dungeon. If the lord has survived and escaped he will be very grateful and reward the Party with a dungeon treasure, a objective room treasure, and (BL) D6*200 gold per warrior! If he is dead and the warriors escaped then all they will gain nothing extra.
Generator Room
The Warpstone Beam: The warriors, traveling throughout the countryside, suddenly see the a
deadly beam of magical energy exploding out of the side of the nearby mountains burning the vegetation and destroying anything unlucky enough to be caught in its path! Of course something as odd as this does not happen every day and the against better judgment they decide to investigate. The dungeon is created very differently from the normal dungeons. First take all 5 corridor sections and place them out in a straight line and remove their cards from the deck. One end is where the party starts and the other is where the objective room is with the 'warp beam generator' pointing straight down the corridors. at each corridor section are 2 extra doors on either side with 1D2 dungeon cards at each door (add the other objective rooms in as well for variety these will be counted as normal dungeon rooms for this adventure). The monsters in this dungeon have happened upon an experimental skaven siege weapon that has been abandoned and forgotten until now! The devices uses the power of collected warp stones and the winds of magic to fire a death ray of sorts through the tunnel! This prototype takes up the entire room and could not be moved but should the technology fall into the wrong hands it could be a devastating weapon!
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
The weapon itself is sealed behind a portcullis made of warpstone so the warriors will need to find a way through that before they can stop the weapon itself (being made of warpstone the portcullis will not be destroyed by the weapon). If a 5 or 6 is rolled in the power phase the weapon has recharged and will fire down the corridors! Any models in the corridor will take (D6*BL) Fatal Damage with no modifiers of any kind! The beam causes Fatal Damage as anyone caught in the blast is vaporized! Whenever the warriors enter and clear any of the side rooms roll 2D6. On a 12 they have found the lever to release the portcullis leading to the generator room. Every time that the lever is not found add a subsequent 1 to your roll. If it is not found by the last board section explored then it is in that room automatically. The generator will spawn monsters as a normal objective room and as long as at least one monster is next to the generator it will fire on a 5 or 6 in the power phase. When defeated the warriors can destroy the siege weapon and gain objective room treasures as normal.
Key Terminology Gathering the Warriors The First Adventure Dungeon Cards The Power Phase Warrior's Phase Monster's Phase Exploration Phase What Can I Equip? Melee Combat Missile Combat Events and exploring the dungeon Treasure Other Major Rules Optional/Misc Rules
No model may cast any spells or use any abilities until it is their turn. As such wizards may not aid warriors who go before them nor may they use spells against any monsters that go before them. During and after the wizards turn he is free to cast spells whenever he wants (including aggressive spells!). Monsters will cast spells as soon as their turn starts as well. In the above example the Elf would go first before anyone else. Unless he delays his action (described below) he may not be aided with any spells until the wizards turn order is up. Also if the clanrats had managed to score higher than the wizard then the wizard would not be able to cast any spells until after the clanrats had attacked. Delayed Actions Warriors (and only warriors) may choose to delay their actions to wait for a wizard spell to boost their strength or hope that another warrior opens up a path for them to get to another enemy. If a warrior wishes to delay their action then they must choose a warriors turn that they wish to go directly after. They are then placed in turn order after the warrior they are waiting for and may not act until then. Using Initiative based turn order though somewhat more realistic will make the game much harder. High initiative enemies like dark elves and skaven will often get to act before the warriors and even the best of plans can be foiled by a low turn order roll for the warriors. This rule is only recommended for those who have played the game to level 10 and found the difficulty lacking. It is also highly recommened that you do not attempt this rule with a party that has less than 4 warriors as the rule itself increases the difficulty so much.