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• ROLEPLAY BOOK •

Page 87

ROLEPLAY BOOK • BESTIARY

Type MAGIC n
Some Monsters have the ability to use Magic, although the
spells available to them depend on their race. The descriptions
of these Monsters in the Bestiary contains the spells they use.

Monsters with this ability also have a Magic Rating (n) that
indicates how many spells they can cast per turn. A Chaos
Dwarf Sorcerer with Chaos Dwarf Magic 3, for instance, can
cast 3 spells each turn from those spells available to him.
Monsters with spell-casting ability do not use Power in the
same way as the Wizard.

Magic-using Monsters are placed on the board as if they
were using missile weapons and, unless otherwise stated, are
always placed first.

In addition, all magic-using Monsters protect themselves
with minor spells that make them harder to hit from a distance.
All missile weapon attacks made against magic-using Monsters
are at -1 on the to hit roll.

MAGIC DISPEL n +
Some Monsters have the abil ity to Dispel Magic in the
surrounding area. This differs from the Magic Resistance
special ability in that the Monster can actively interfere with
and nullify any spell, not just those cast directly against it.

A Monster with this attribute has a Magical Dispel Rating
Cn-tO, that is the number required on a roll of 1D6 for the ability
to work. The dice roll is made as soon as the targeted spell is
cast. If the roll is equal to or greater than the Monster's Magic
Dispel Rating, the spell has no effect at all and the Power used
to cast it is wasted.

MAGIC DRAIN n +
Some Monsters can soak up or Drain Magic from the air around
them, rendering any spellcasting impossible while they remain
alive.

A Monster with this attribute has a Magic Drain Rating (n-H),
which is the number required on a roll of 1D6 for the ability to
work. The effect covers the whole board. Roll once per turn
during the Power Phase, immediately after determining the
Wizard's Power. If successful, the Wizard loses all his Power for
that turn.

MAGIC RESISTANCE n +
Some Monsters are naturally able to shrug off the effects of a
spell cast against them. Such Monsters are said to have Magic
Resistance.

A Monster with this ability has a Magic Resistance Rating
(n+) that is the number required on a roll of 1 D6 for the
protection to work. This roll is the Monster's Resistance roll. A
separate Resistance roll should be made for each spell cast
against the Monster. If the roll succeeds the effects of the spell
may be ignored by that particular Monster. If more than one
Monster with this ability can be affected by the spell, roll for
each Monster individually. Note that Magic Resistance only
protects the Monster from spells, not from blows by magical
weapons and the like.

Note that some Monsters' Magic Resistance is not an innate
ability, but is due to an item or charm they wear or carry.
Where this is the case, the Magic Resistance entry is suffixed
with the item that provides the protection.

MAGIC ARMOUR
Some Monsters wear Magic Armour that confers special
abilities on them, just like the magic armour that the Warriors
possess. In the Monsters' case though these hell-forged items
are evil and corrupted and will destroy any Warrior who tries to
wear or take them.

If the Monster's entry indicates that it has magic armour roll
1D6 on the following table to determine what it is. A group of
the same type of Monsters has the same magic armour, so you
should roll for the group as a whole.

1 Chaos Armour. Every time the wearer is struck roll 1D6. On a
score of 4, 5 or 6 the blow causes no damage. In addition, the
wearer has Magic Resistance 5 + .

2 Armour of Cursed Iron. This armour adds the value of the
attacker's Strength to the wearer's Toughness, effectively
cancelling it out. If the attacker has a Strength of 5, for
instance, the armour gives the wearer +5 Toughness.

3 Armour of Doom. The magical field surrounding this armour
and its wearer slows down any Warrior attacking the wearer.
Any Warrior attacking a Monster who wears Armour of Doom
suffers -1 to hit and -1 attacks.

4 Arcane Armour of Destruction. The powerful dark energies
flowing within this armour strike back at its attackers. Each
time a Warrior attacks a Monster wearing this armour and
causes damage roll 1D6. On a score of a 1 the blow is thrown
back at the Warrior as a blast of magical energy. He
immediately suffers the Wounds he has just inflicted instead,
modified for Toughness and armour.

5 Venom Armour. At the end of every turn in which a Warrior
remains adjacent to the wearer of this armour he stands a
chance of being poisoned by the venom that constantly oozes
from it. Roll 1D6. If the score is a 1, 2 or 3 your Warrior takes
1D6 Wounds, with no modifiers for Toughness or armour.
This attack is Fatal Damage.

6 Armour of Carnage. This armour gives the wearer +2
Toughness. In addition, it has a bloodthirsty will of its own,
and forces its wearer into battle, even if he is actually dead.
While the wearer lives the armour gives him + 1 Attacks.
Upon the wearer's death, roll 1D6 at the start of every
subsequent turn. On a score of 1 or 2 the armour crashes to
the floor, empty and dead. On a score of 3, 4, 5 or 6 the
armour keeps fighting by itself, animated by the powerful
magic within it. The armour has the same profile as the
wearer, but only has one Attack. Any further Wounds inflicted
on the armour have no effect at all.

Note that Warriors' weapons that bypass armour only ignore
the Toughness bonus the armour confers, not any other magic
qualities it may possess. For example, a Bull Centaur Champion
has Armour 2, and 'Magic Armour'. This means that as well as
having armour that gives it +2 Toughness, the Bull Centaur's
armour is magic too. If a Warrior using a sword that ignores
armour hits the Bull Centaur, he ignores the Toughness bonus,
but not any special magic abilities of the Monster's armour.



83

Page 88

ROLEPLAY BOOK • BESTIARY

MAGIC ITEM
Some Monsters carry Magic Items, just like the magic items
that the Warriors possess. In the Monsters' case though these
items are cursed and are useless to the Warriors.

If the Monster's entry indicates that it carries a magic item
roll 1D6 on the following table to determine what it is. A group
of the same type of Monsters have the same magic items, so
you should roll for the group as a whole. If a Monster's entry
indicates it gets multiple items, each of the Monsters in the
group gets the same set of items, re-rolling duplicate items.

If an item has an offensive capability it makes an extra
attack during the Monsters' Phase. The effects of all these
items cannot be dispelled.

1 Ring of Resistance. This ring gives the wearer Magic
Resistance 6 + . If the wearer already has the Magic
Resistance special ability it improves his Magic Resistance
Rating by +1.

2 Cloak of Shadows. All Warriors attempting to hit the wearer
of this cloak are at -1 to their to hit rolls.

3 Warpstone Talisman. Whenever a Warrior rolls a natural 1 on
his to hit roll against the wearer of this talisman the blow
rebounds at full effect and he hits himself instead.

4 Doomfire Ring. The wearer may use this ring to fire a bolt of
power at one of the Warriors each turn. Draw/ a Warrior
counter to determine who is targeted. Then make a roll to hit
with a Ballistic Skill of 4+. If the attack hits, the target suffers
2D6 + C2 x the Dungeon level) Wounds, with no modifier for
armour.

5 Mask of Kadon. This mask gives the wearer Fear CDungeon
Level +3). If the wearer already causes Fear it gives him
Terror (his Fear Value).

6 Collar of Vengeance. Any Warrior adjacent to the wearer at
the end of the turn suffers 1D6 Wounds with no modifiers for
Toughness or armour. This is Fatal Damage.

MAGIC WEAPON
Some Monsters bear a Magic Weapon, just like the magic
weapons that the Warriors possess. In the Monsters' case
though these items are cursed and will destroy any Warrior
whn trip*; tn u«;p thpm

If the Monster's entry indicates that it carries a magic
weapon roll 1D6 on the following table to determine what it is.
A group of the same type of Monsters have the same magic
weapons, so you should roll for the group as a whole.

1 Cutting Edge Sword. This sword causes (+1 Wounds x the
bearer's level). A Monster rolled on the Level 3 Monster Table,
for instance, inflicts an extra +3 Wounds.

2 Sword of Distortion. This sword causes the wielder's outline
to shimmer, making him harder to hit. Any Warrior
attempting to attack a Monster bearing this sword deducts -1
from his to hit rolls. In addition, the warping nature of this
sword reduces the effect of any blows that actually strike the
Monster, effectively giving it +1 Toughness.

3 Sword of Pain. This sword ignores any non-magical armour
and up to 3 points of magical armour when determining
damage.

4 Cursed Blackblade. This sword warps time around the
immediate vicinity of its wielder. Once per turn you may re-roll
the bearer's first attack that misses. In addition, this sword
causes an extra +1D6 Wounds.

5 Sword of Insanity. This sword gives the bearer a Fear Value
equal to twice the Battle-level of the Warrior he is fighting. If
the Monster wielding this sword already causes Fear it gives
him a Terror Value equal to its original Fear Value.

6 Blade of the Damned. This blade causes double damage every
time it strikes. (Roll the normal amount of damage, multiply
the result by 2 and then add the wielder's Str.)

NEVER PINNED
Some Monsters are Never Pinned and may move around in
combat as they please.

If the Monsters in question are missile troops, each turn they
will try to move to a location which allows them to take a shot.
Draw a Warrior counter for each Monster to determine which
Warrior it targets.

If the Monsters are armed with hand-to-hand weapons,
draw a Warrior counter each turn for each of them to
determine which Warriors they move towards and attack.

PARALYSIS
In addition to causing normal damage when they attack, some
Monsters cause Paralysis. At the end of each turn in which your
Warrior is wounded by such a Monster deduct 1 from his
Movement. If a Warrior is reduced to 0 Movement he is killed
and is removed from play. At the start each turn after that in
which your Warrior was first struck roll 1 D6 and add his
Strength. If the score is 8 or greater the paralysis wears off and
his Movement returns to its starting value. If the Warrior
survives the combat, once there are no Monsters left on the
board the paralysis wears off automatically and his Movement
returns to normal. Paralysis can also be cured by a healing spell
or healing potion, but not by bandages or provisions, or the
like.

PARRY n
Some Monsters can Parry a Warrior's hand-to-hand attacks so
that they don't cause any damage. Each time such a Monster is
attacked roll 1D6. If the score is n or above, where n is the
Parry Value after the Parry entry, the Monster turns the blow
and it causes no damage.

PETRIFY
Some Monsters can Petrify their foes in combat, turning them
to stone with a single gaze. Any Warrior that attacks such a
Monster is at -2 to his to hit rolls as he is so busy trying to avoid
its gaze.

In addition, if a Warrior attacking a Monster with a Petrify
attack scores a natural 1 on his to hit roll he has been caught
by the creature's gaze and starts to turn to stone. He
immediately suffers 3D6 Wounds, with no modifiers for
Toughness or armour, and for the rest of the adventure he is at
-1 Movement. If his Movement is subsequently reduced to 0 by
any means while in the dungeon he is immediately turned to
stone, beyond all reach of healing magic.

All Monsters with a Petrify attack also have natural Magic
Resistance 4+ and, if their Resistance Roll is a natural 6, may
immediately turn their Petrify attack on the spellcaster that
attacked them and inflict the effects given above.

PLAGUE
Some Monsters carry a horrible, disfiguring disease known
simply as the Plague and may infect their opponents with it in
combat. If your Warrior is reduced to 0 Wounds by such a
Monster his Toughness is permanently reduced by -1 when he
is healed to 1 or more Wounds. If a Warrior is reduced to 0
Toughness he is killed and removed from play.

84

Page 174

ROLEPLAY BOOK • DWARF TROLLSLAYER

6 Killer blow! A Trollslayer in the inner chamber
demonstrates the killer blow attack, lethal in combat.
After a few hours' practice, the Trollslayer has
mastered the skill to deadly perfection. Every turn, the
Trollslayer may nominate a single Attack, before rolling
the dice to see whether he hits or not. If he does hit his
target with the nominated attack, then he gains an
extra follow through attack that turn, resolved
immediately, on top of any remaining attacks he may
have to make that turn. This attack is resolved just like
any other, rolling to hit as usual, etc.

Replacement Rune Axe
If for any reason the Trollslayer loses his trusty Rune Axe, then
the Runesmith will replace it with a Rune Axe as owned by the
level 1 Trollslayer. He will do this for no cost, as the shame of
losing his axe is cost enough to the proud Trollslayer. If a
Trollslayer loses his axe, then he must visit the Runesmith for a
replacement axe as soon as he reaches a Settlement, and he
may not visit the Slayer Shrine during that visit to town, as he
is too ashamed.

TROLLSLAYERS' SKILLS •
A Trollslayer has the following skills available to him as he goes
up his Battle-levels. To determine which specific skill he learns
when given the opportunity roll 2D6.

2 Brute Strength
This skill allows the Trollslayer to attempt to shove a Monster
out of his way. Roll 1D6 and add your Warrior's Strength. If the
total Is less than or equal to the Monster's Strength it is too big
to move and your Warrior fails. If the total is greater than the
Monster's Strength it is pushed back into any one of the three
squares behind it that is unoccupied (your choice). Having
pushed his foe back, your Warrior may now make his normal
attacks.

3 Berserk
Each turn, before combat, the Trollslayer may try to go
berserk. Roll 1D6, adding +1 for each Monster he has killed
during this combat. On an unmodified roll of 1 he is so mad he
attacks any Warriors in adjacent squares - each takes 1
Wound, with no modifiers for Toughness or armour. On a
modified score of the value in the table below he becomes
berserk for the rest of the combat. While berserk, he gets +1
Attacks.

Trollslayer
Giantslayer
Dragonslayer
Daemonslayer

6 +
5 +
4 +
4 +

4 Reaction Strike
This skill allows the Trollslayer to make one immediate attack
on a single Monster as soon as it is placed on the board next to
him. If there is more than one eligible target you may choose
which your Warrior attacks. The attack is in addition to any
attacks that he would make in normal combat. Because this
skill is an instinctive reaction to being ambushed, your Warrior
cannot make a death-blow with this attack and is not subject
to any Psychology effects caused by the target.

5 Frenzy
Each turn, before combat, the Trollslayer may attempt to
become frenzied and enter a state of utter rage for 1 turn. Roll
1D6 on the following table. A Trollslayer is at -1 to the roll, a
Trollslayer at +0, a Dragonslayer and a Daemonslayer at +1. A
natural roll of 1 always fails.
1 Your Warrior loses his senses completely. Instead of

attacking a Monster this turn, he attempts to injure
himself. He suffers the effect of 1 automatic hit upon
himself, resolved just as if he had hit a Monster, including
any of his weapon's special abilities and any skills that he
has declared he is using.

2-4 Your Warrior fails to work himself into a frenzy, and is
left feeling morose and grumpy. With a wistful sigh, he
pulls himself together and fights as normal this turn.

5-6 Your Warrior gets double his normal number of Attacks
this turn.

6 Ignore Fear
Your Warrior is largely unaffected by Fear and Terror. His
ultimate wish is to die fighting a terrible Monster, so he is often
quite cheerful about the prospect of fighting such a beast.

Your Warrior has the following modifiers to any Fear and
Terror rolls:

Fear Terror

Trollslayer +1 +1
Giantslayer +2 +1
Dragonslayer +2 +2
Daemonslayer +3 +2

7 Lessen Blow
Your Warrior has such a high pain threshold that even the
hardest blows have less effect on him than on other Warriors.
Every time your Warrior is hit subtract the number indicated on
the table below from the number of Wounds caused (in
addition to subtracting his Toughness, if applicable).

Trollslayer
Giantslayer
Dragonslayer
Daemonslayer

-2 Wounds
-3 Wounds
-4 Wounds
-5 Wounds

8 Ambidextrous
Your Warrior may now fight with two single-handed axes at the
same time. Whilst doing so, he gains the following number of
extra attacks each turn, according to his Battle-level. If the
weapons differ in the amount of damage they do, you must
nominate which the Dwarf is using for each attack.

Trollslayer
Giantslayer
Dragonslayer
Daemonslayer

+1 Attack
+1 Attack

+2 Attacks
+3 Attacks

175

Page 175

ROLEPLAY BOOK • DWARF TROLLSLAYER

9 Ignore Blow
The Trollslayer has such a high pain threshold that he simply
doesn't feel some blows at all. Each turn your Warrior may try
to ignore as many blows as he has Attacks. Roll 1D6 for each
incoming Attack he is trying to ignore. On a score equal to or
greater the value listed in the table below he may completely
ignore any damage caused by that blow.

Trollslayer
Giantslayer
Dragonslayer
Daemonslayer

6+
5 +
5 +
4 +

10 Mighty Blow
This skill allows the Trollslayer to increase the Strength of his
blows by trading the number of Attacks he makes. For each
Attack your Warrior gives up, he may roll an extra 1D6 Wounds
on one of his remaining Attacks.

You must declare that your Warrior is using this skill before
rolling his to hit dice.

This skill may be used once per turn.

11 Deathsong
This skill allows the Trollslayer to survive below zero Wounds
by drawing on his inner reserves of Strength and Willpower.

As soon as your Warrior is knocked to zero Wounds or below
he begins to sing a fearful, grim battledirge - his deathsong.
Rather than falling down unconscious, your Warrior remains
standing and can continue to fight. Place him on 1 Wound.

Each time your Warrior is hit while singing his deathsong roll
1D6. On a score of 1, 2, 3 or 4 the blow has its normal effect:
taking your Warrior below 0 Wounds and into unconsciousness.
On a score of 5 or 6 he ignores the blow's effects, remains
standing and on 1 Wound.

Your Warrior continues to sing his deathsong and remain on
1 Wound until he is healed in the normal manner.

12 Blood-fever
This skill allows the Trollslayer to trade in all of his Attacks each
turn for a single blood-fever attack. Make an Attack as normal.
If you hit the target and kill it with that one blow, your Warrior
can step forward one square and, if this takes him into contact
with another Monster, he may make another Attack. This
process continues until your Warrior fails to kill his opponent.

This skill may be used once per turn.

SPECIAL TROLLSLAYER SKILL
In addition to any other ski l ls that they may have, all
Trollslayers are able to identify weak spots in any Monster's
defence and strike them with almost unerring accuracy.

Whenever a Trollslayer hits with a natural 6, his Strength is
modified to the following value when determining damage for
that blow. In addition, the Monster may not use its Ignore Blow
or Ignore Pain abilities, if it has them, against this blow.

Trollslayer
Giantslayer
Dragonslayer
Daemonslayer

Modified
Strength

7
8
9
10

ROLEPLAY GUIDELINES
Trollslayers are hard as nails. They live to fight - more
accurately they live to die. As such, it is fairly easy to roleplay a
Trollslayer. His only choice is to attack the Monsters in as
obvious and direct a manner as possible. This might annoy the
other players from time to time, especially if they are trying to
hide or evade the dragon, and the Trollslayer runs straight in
roaring his war cry. Trollslayers are gruff, morbid types,
preoccupied with death. Having said that they are very good
fighters, and the Warriors will be hard pressed to find a better
companion when faced by hordes of Monsters.

CHARACTERISTIC TESTS
Trollslayers are of course Dwarfs, so more or less all the
guidelines for the Dwarf apply to the Trollslayer too. All that
you need to bear in mind is that he a more physical Dwarf, and
will be better at fighting, barging, enduring pain and the like,
and less inclined towards hanging around and picking locks.
Not that he is no good at that sort of thing, it's just that he
would prefer to get on with the f ighting, and leave the
searching for treasure etc to the others.

All the negative aspects of being a Dwarf apply to the
Trollslayer too - he is not likely to excel at leaping and jumping!

Trollslayers are uncompromising Warriors, singular and
determined, and adding one to the party of Warriors is sure to
push your Warnammer Quest games further towards the
realms of fighting, fighting and perhaps some more... fighting!

• TROLLSLAYER BATTLE-LEVEL TABLE -
Battle-
Level

1

2

3

4

5

6

7

8

9

10

Gold

0

2,000

4,000

8,000

12,000

18,000

24,000

32,000

45,000

50,000

Title

Slayer

Trollslayer

Trollslayer

Giantslayer

Giantslayer

Giantslayer

Dragonslayer

Dragonslayer

Dragonslayer

Daemonslayer

Move

4

4

4

4

4

4

4

4

4

4

Weapon
Skill

4

4

4

5

5

5

6

6

7

7

Ballistic
Skill

6+

6+

6+

6+

5+

5+

4+

4+

4+

34-

s

3

3

4

4

4

4

4

4

4

4

Damage
Dice

1D6(M)

IM(-H)

1D6H-1)

2D6(-H)

2D6 (+1)

ZW(-H)

2D6C-H)

2D6(+f)

3D6W1)

3D6W1)

T

4

4

4

4

5

5

5

5

5

5

Wounds

1D6-HO

2D6+10

3D6+10

4D6+10

5D6t10

5D6-HO

6D6+10

6D6-HO

7D6+10

7D6+10

1

2

2

2

3

3

3

4

4

5

5

A

1

2

2

2

2

3

3

4

4

4

Luck

1

1

2

2

2

3

3

3

4

4

WP

5

5

6

6

6

7

7

7

8

8

Skills

1

1

1

2

2

3

3

4

4

5

Escape
Pinning

6t

6+

6+

6+

6+

5+

5+

5+

5.4

5+

176

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