Warhammer Quest Roleplay Manual

Total Page:16

File Type:pdf, Size:1020Kb

Warhammer Quest Roleplay Manual · WARHAMMER QUEST · ROLEPLAY BOOK (v1.01) By Andy Jones COVER ART Geoff Taylor ART John Blanche, Wayne England, Dave Gallagher & Mark Gibbons Additional material by Gavin Thorpe, Ian Pickstock and Mark Hawkins PRODUCED BY GAMES WORKSHOP Comments and questions on this game should be addressed to: Warhammer Quest, Games Workshop, Howard House, 16 Castle Boulevard, Nottingham NG7 1 FL, England. If you require a reply, you must include a self-addressed stamped envelope (overseas readers should include IRCs). Please phrase your questions so that they can be answered yes or no, or leave space on the letter so we can write the answer underneath the question and send the whole thing back to you. Thank you. This is a completely unofficial, unsupported, and unauthorised electronic version of Games Workshop’s Warhammer Quest Roleplay book As much as possible this electronic version resembles the original, though colour depths and the resolution of the images has been reduced where possible in order to produce a smaller file size. Due to the licensing restrictions on the fonts used, they can not be embedded in the PDF. So to ensure that the manual looks as it is intended to you'll need the “Casablanca Antique” and the “Book Antiqua” fonts (otherwise it looks terrible). Enjoy. A. 1 · CONTENTS · INTRODUCTION 4 SETTLEMENT EVENTS TABLE 26 THE WARHAMMER WORLD 5 EQUIPMENT TABLES 29 Warhammer World Map 6 The Armourer 29 The Fletcher 29 The Weaponsmith 30 SECTION 1 The Animal Trader 30 The General Store 31 The Gunsmith 31 LINKING GAMES 9 Why Keep Warriors? 9 TOUGHER MONSTERS 32 Naming Your Warrior 9 Using the Monster Table 32 The Party 10 The Right Citadel Miniatures? 32 Party Composition 10 The Monster Table 33 The Party Leader 10 Monster Table Entries 33 Linking Adventures 10 Monsters in Objective Rooms 33 Keeping Warriors 11 Wounds 11 Special Equipment 11 LEVEL 1 MONSTER TABLE 34 The Wizard and his Spells 11 Treasure 11 PSYCHOLOGY 35 Equipment and Gold 11 Healing Warriors 12 Fear 35 Healing Standing Warriors 12 Terror 35 Healing Warriors on Zero Wounds 12 Hatred 35 What Next? 12 Breaking 36 Zero Wounds 36 BETWEEN ADVENTURES 13 Prone Warriors 36 Travelling 13 How Far do the Warriors Travel? 13 SECTION 2 Travelling to the Adventure Site 13 The Hazards Table 14 Extra Journey Time 14 WARRIORS' DEVELOPMENT 38 Animals, Carts and Travelling 14 Battle-levels 38 The Journey's End 14 Wizards 38 Playing the Game 38 HAZARDS TABLE 15 Event Cards 38 Tougher Objective Rooms 39 Blocked Routes 39 SETTLEMENTS 18 In the Settlement 18 THE PARTY 40 Buying Equipment 18 Equipment Restrictions 18 Mixed Parties 40 Determining the Shop's Stock 18 Powerful Monsters 40 Prices 19 Mixed Battle-levels 40 Selling Treasure 19 Solo Play 40 Special Locations 19 Alchemist's Laboratory 19 TRAINING 41 Alehouse 19 Training Time 41 Alehouse Events Table 20 Cost of Training 41 Dwarf Guildmasters 21 Battle-level Titles 41 Elf Quarter 21 Benefits of Training 41 Gambling House 22 Extra Wounds 42 Temple 23 Extra Damage 42 Wizards' Guild 23 Pinning 42 Settlement Events 25 Skills 42 Catastrophic Events 25 New Characteristics 42 Catastrophic Events Table 25 The Luck Characteristic 42 Living Expenses 25 Your Adventure Record Sheets 43 BATTLE-LEVEL TABLES 44 2 In Town 148 Maintaining Game Balance 149 The Deeps 149 WARRIORS' SKILLS 46 Skills and Magic Items 149 Leaving in the Middle of an Adventure 149 Gaining Skills 46 Conclusion 149 Duplicate Skills 46 A Typical Turn from a Random Dungeon 150 Barbarians' Skills 46 Dwarfs' Skills 47 TRAPS AND SECRET DOORS 151 Elves' Skills 49 Example Traps 151 WIZARDS' TRAINING 50 What Do Traps Do? 152 Spotting Traps 152 Wizards' Training 51 Representing Traps on the Board 152 Extra Power 51 Secret Doors 152 Power Phase 51 Healing Spells and Gold 51 CHARACTER ENCOUNTERS 153 New Spells 51 Spell Lists 51 Characters Between Adventures 153 Characters in the Dungeon 153 SPELL LISTS 52 A Typical Character Encounter 154 Example Character Encounters 155 DUNGEON EVENTS TABLE 61 WHAT IS ROLEPLAYING? 156 The Turn Sequence 156 TREASURE 66 Are the Warriors Fighting or Not? 156 The Gamesmaster 156 Dungeon Room Treasure 66 Describing the Adventure 156 Objective Room Treasure 66 The Warriors' Surroundings 156 Treasure Tables 66 Moving the Miniatures on the Board 157 When to Roll 66 Characteristic Tests 157 Who can use the Treasure 66 Strength Tests 157 Treasure's Gold Value 66 Initiative Tests 157 Double Damage 66 Modified Characteristic Tests 158 Distributing Treasure 66 Different Situations 158 Different Warriors 158 DUNGEON ROOM TREASURE TABLE 67 Modifying Tests for Difficulty 158 Degrees of Success and Failure 159 Catastrophic Failure 159 OBJECTIVE ROOM TREASURE TABLE 72 Luck and Tests 159 Multiple Characteristic Tests 159 Assisting Each Other 160 THE BESTIARY 75 Willpower - A New Characteristic 160 Contents 76 New Warriors' Actions 160 Monsters' Special Rules 80 Reacting 167 Chaos 86 Controlling Tests 168 Chaos Dwarfs 93 Warriors' Characterisation 168 Dark Elves 95 Specialist Actions 168 Giants 98 Limitations 168 Monsters 99 Improvisation 168 Orcs and Goblins 106 Skaven 110 CREATING ADVENTURES 169 Undead 114 Monster Tables 117 NEW WARHAMMER QUEST CHARACTER – 172 THE TROLLSLAYER SECTION 3 THE GAMESMASTER 143 What Does a Gamesmaster Do? 144 Interacting with the Players 144 Being Sneaky 144 Controlling the Dungeon 145 Random Adventures 145 Pre-written Adventures 145 Custom-made Adventures 145 COMPLETE ADVENTURE - 177 Setting Up the Game 145 DEATH BELOW KARAK AZGAL Playing the Game 145 The Turn Sequence 146 ROLEPLAY 192 Treasure 148 ADVENTURE RECORD SHEET Campaigns 148 Travelling 148 3 · INTRODUCTION · The Warhammer Quest Roleplay book builds onto the basic Warhammer Quest game that you have been playing so far. it is split into manageable sections so you can add the many new and exciting rules it contains as you come to them - rules that include more powerful Monsters, special treasures, magical items, tables full of new hazards and encounters, and details on improving and developing your Warriors. The Warhammer Quest Roleplay Book is divided into three sections, each of which builds onto the Warhammer Quest game. The rules from each section can be added bit by bit, as and when you are ready, slowly increasing the complexity of the game. By the time you get to the end of this book, you will be playing a very different game indeed. The first section tells you how to link adventures together, and allows your Warriors to visit towns and cities after their adventures in the dungeon. The second section shows you how the Warriors can develop their skills, becoming tougher and more battle-hardened As the Warriors become more experienced, they can take on tougher Monsters, and win more treasure and powerful new magic items. At the end of this section is the Bestiary - all the rules you'll need for the many types of Monster that inhabit the Warhammer World. The third section of the book allows you to expand your games of Warhammer Quest into a full roleplaying system, and introduces a fifth player - the gamesmaster At the end of this Section you'll find rules for a new Warhammer Quest Warrior the Dwarf Trollslayer - plus a complete adventure for you to play. In Warhammer Quest Roleplay, you can take your Warrior from adventure to adventure, watching him develop into a mighty hero as he finds more and more treasure and his fighting skills are honed to perfection. As you play, your Warrior gains skills, extra Wounds, becomes faster and tougher, finds many magic items, and so on until he is all but unstoppable in battle! Of course, as your Warrior progresses towards becoming a true hero of the realm, he faces ever greater challenges in deeper, darker and more dangerous dungeons. The Monsters he meets as his career advances become even more terrifying: ravening beasts of immense power, capable of ripping lesser Warriors apart with a casual flick of their razor-sharp claws. These Monsters are many times more dangerous than the ones your Warrior has met so far in Warhammer Quest, and he has to be very tough to stand a chance of beating them. As you keep your Warrior from game to game, you'll find that his treasure mounts up into a veritable fortune. This book has a detailed section that covers what your Warrior can do with his gold between dungeons, from losing it in gambling houses, through buying a suit of armour, to training for new skills. If you wanted to introduce all these new rules to your Warhammer Quest games at once you would need to read this entire book from cover to cover before your next game, so we have split them into sections. This way you can gradually build up the complexity of your Warhammer Quest games, starting with the rules in the first section of this book and then - once you are comfortable with these - working through the rest of the rules in the other sections as you wish. Even within each section, it is not necessary to introduce all the new rules at once -just start using them as and when you feel ready. 4 · THE WARHAMMER WORLD · The Warhammer World is a place of magic, a realm of adventure where heroic knights lead mighty armies Into battle against the massed hordes of Chaos sweeping down from the north. On vast oceans the warfleets of the Elves and the Empire clash with those of Orcs. Skaven and Dark Elves. And in the dungeons beneath the mountains dwell all manner of foul and fell beasts. In this uneasy and war-torn domain brave Warriors go forth in search of Yet there is never a shortage of those brave, or perhaps foolhardy enough, to take their chances in the dark, to risk everything in the search for treasure and adventure, treasure and glory.
Recommended publications
  • Human, Arkaiun
    ™ Sample file 620_17929_Ch1.indd 1 8/2/04 1:46:47 PM DESIGNER: Thomas M. Reid DEVELOPER: Michael Donais EDITORS: Chris Sims, Chris Thomasson, Penny Williams MANAGING EDITOR: Kim Mohan DESIGN MANAGER: Christopher Perkins DEVELOPMENT MANAGER: Andrew J. Finch DIRECTOR OF RPG R&D: Bill Slavicsek PRODUCTION MANAGERS: Joshua C.J. Fischer, Randall Crews ART DIRECTOR: Robert Raper COVER ARTIST: Sam Wood INTERIOR ARTISTS: Wayne England, Sam Wood, Richard Sardinha, Carl Frank, Chris Hawkes, Jason Engle, Christopher Rush, Ralph Horsley, Vince Locke, Mike Dubisch GRAPHIC DESIGNERS: Kate Irwin, Dee Barnett CARTOGRAPHER: Todd Gamble GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz IMAGE TECHNICIAN: Jason Wiley SPECIAL THANKS: Richard Baker, Eric L. Boyd, George Krashos, Thomas M. Costa Sources include the FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo, Counselors & Kings Trilogy by Elaine Cunningham, Defenders of the Faith by Rich Redman and James Wyatt, Demihuman Deities by Eric L. Boyd, Dragon Magazine, Dwarves Deep by Ed Greenwood, Faiths & Avatars by Julia Martin with Eric L. Boyd, Faiths and Pantheons by Eric L. Boyd and Erik Mona, Magic of Faerûn by Sean K Reynolds, Duane Maxwell, and Angel McCoy, Masters of the Wild by David Eckelberry and Mike Selinker, Monster Compendium: Monsters of Faerûn by James Wyatt and Rob Heinsoo, Monster Manual II by Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter, Old Empires by Scott Bennie, Pages From the Mages by Ed Greenwood and Tim Beach, Pirates of the Fallen Stars by Curtis M. Scott, Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt, Powers & Pantheons by Eric L.
    [Show full text]
  • M Ay 2 0 0 9 a Du Ngeons & Dr a Go N R Oleplay in G G Ame S Upplement
    ISSUE 166 | MAY 2009 A Dungeons & Dragons® Roleplaying Game Supplement CONTENTS 4 THRONE OF THE STONE- SKINNED KING By Logan Bonner The Scales of War Adventure Path continues. The characters travel to the Feywild with the Seed of Winter, a powerful artifact recovered from a powerful foe. There, they discover a plot among the retinue of a mad fomorian king, as more alliances to the githyanki ON THE COVER Illustration by John Stanko invaders reveal themselves. An adventure for 15th-level PCs. 3 EDITORIAL 69 RULING SKILL 50 STORM TOWER CHALLENGES By Christopher Perkins By Mike Mearls Featured in the popular Penny Arcade Mike continues to educate on the podcasts, this adventure takes the player nature of skill challenges, with unique applications and examples. characters to Fallcrest. There, they are hired to retake a ruined tower being rebuilt to 73 SAVE MY GAME help defend the town, which has recently By Stephen Radney-MacFarland come under attack once more. An adventure A DM’s best friend? Stephen for 3rd-level PCs. Radney-MacFarland, back with more advice and letters from the mailbag. 77 DUNGEONCRAFT By James Wyatt James discusses the latest changes to his fledgling campaign. Dungeons & Dragons, D&D, DUNGEON , DRAGON , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast prod- uct names, and their respective logos are trademarks of Wizards of the Coast, LLC, in the U.S.A. and other countries. TM This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.
    [Show full text]
  • 2018 Unparalleled Crossbow Gear
    2018 Unparalleled Crossbow Gear. Shoot the Best. Be the Best. We believe in performance and maximizing every shot through meticulous Like you, we do not fear hard work and we are unafraid to dream of something attention to detail and blending handmade craftsmanship with modern better. It’s that drive that compels us to produce the materials. We believe in people who continuously look for an edge — people absolute finest crossbow strings, using the right blend of modern materials, who know that every shot counts. machinery and time-honored techniques. We believe that making innovative crossbow accessories that provide Work ethic, dedication to craftsmanship, and the relentless pursuit of the unparalleled gains in performance are the best way to enhance the perfect shot — we are BlackHeart and we craft crossbow strings. experience, shot after shot. modern craftsmanship crossbow case* Protect your crossbow with the meanest looking case on the market. It features tear / abrasion resistant material and tactical styling. Built to be highly functional and rugged, the Chamber truly beats the competition. 35" Overall, 23" Cam-to-Cam Containment 9.5" Scope Accommodation Height Durable Duraflex ® Components 840D Polyester #81332 New for 2018! ™ *Preproduction rendering. Final product may vary. CHAMBER Visit BlackHeartArchery.com for updates. crossbow protection cocking device Our ByPass™ Cocking Device is the future of crossbow cocking. Experience unmatched ease-of-use thanks to the 3:1 pulley system which makes loading your crossbow a breeze and allows your focus to shift to what 200lbs of required force matters — the perfect shot. 3:1 Pulley System Reduces Effort By Up to 67% Easiest Cocking Solution Available Patent Pending Technology #81368 New for 2018! 100 lbs of load 100lbs of load 66.6 lbs 66.6 lbs 33.33 lbs effort 33.33 lbs effort 66.6 lbs 66.6 lbs ™ 66.6 lbs 66.6 lbs BYPASS shooting accessories Anchor Anchor DuraWeave™ String Construction BlackHeart strings and cables are produced using our exclusive DuraWeave process.
    [Show full text]
  • Frequently Asked Questions
    last updated 11/23/09 ® KED S S A TION S TM UE UENTLY Q Q RE F FRE Q UENTLY AS KED QUE S TION S The stance meter is a tool that provides the player characters with ORE ET UE S TION S additional context and risk management for their actions, and can C S Q give heroes an idea of how to approach the situation while provid- ing a visual and tactile element to their decision making. The party sheets help provide additional flavour for the party, and act as a Q: IS WARHAMMER FANTA S Y handy tool for party cohesion and a centre of focus. ROLEPLAY REALLY A ROLEPLAYING GAME , OR I S IT A BOARDGAME ? Q: WHAT C OME S IN THE C ORE S ET ? The new edition is very much a roleplaying game. The Game The large boxed core set includes the following: Master (or “GM”) and the players representing the adventurers work together to develop the stories that their player characters (or 4 Rulebooks, 36 custom dice, 152 action cards (which include “PCs”) will be moving through. The classic elements that make up spells and blessings, as well as special combat and social actions), a traditional roleplaying experience are still present, though they 70 wound cards, 45 talent cards, 30 condition cards, 30 insanity may now have an exciting new twist. cards, 30 career ability cards, 19 miscast cards, 12 location cards, 1 item card, 30 career sheets, 5 party sheets, 1 pad of character Q: SO HO W DO THE S E C OMPONENT S & sheets, 3 character keeper boxes, 48 tracking tokens, 6 stance rings, 6 activation tokens, 2 large standups, 47 medium standups, 12 C ARD S F IT INTO A ROLEPLAYING GAME ? plastic bases, 39 fatigue & stress tokens, 40 puzzle-fit stance pieces, These components were designed to help players immerse them- and 5 puzzle-fit centre pieces selves in their adventures, to allow them to focus on the story and their characters, and to add an exciting new dimension to the Q: HO W MU C H I S THE C ORE S ET ? roleplaying experience.
    [Show full text]
  • Sandstorm, All Other Wizards of the Coast Product Names, and Their Respective Logos Are Trademarks of Wizards of the Coast, Inc., in the U.S.A
    6620_17739_Chp1.indd20_17739_Chp1.indd 1 11/7/05/7/05 11:18:39:18:39 PPMM CREDITS DESIGNERS ART DIRECTOR D&D BRUCE R. CORDELL, DAWN MURIN JENNIFER CLARKE WILKES, JD WIKER COVER ARTIST DEVELOPMENT TEAM BEN THOMPSON MICHAEL DONAIS, ANDREW J. FINCH, DAVID NOONAN INTERIOR ARTISTS EDITORS STEVEN BELLEDIN, MATT CAVOTTA, CHRIS THOMASSON, CINDI RICE, CHRIS SIMS MITCH COTIE, ED COX, WAYNE ENGLAND, DAVID HUDNUT, DANA KNUTSON, DOUG MANAGING EDITOR KOVACS, TODD LOCKWOOD, CHUCK LUKACS, KIM MOHAN JIM NELSON, WILLIAM O’CONNOR, MICHAEL PHILLIPPI, STEVE PRESCOTT, WAYNE REYNOLDS, DESIGN MANAGER RON SPENCER, STEPHEN TAPPIN CHRISTOPHER PERKINS GRAPHIC DESIGNER DEVELOPMENT MANAGER DEE BARNETT, TRISH YOCHUM JESSE DECKER SENIOR ART DIRECTOR RPG CARTOGRAPHER STACY LONGSTREET DENNIS KAUTH DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK ERIN DORRIES PRODUCTION MANAGERS IMAGE TECHNICIAN JOSHUA C.J. FISCHER, RANDALL CREWS SVEN BOLEN Resources: Pharaoh by Tracy and Laura Hickman; Oasis of the White Palm by Philip Meyers and Tracy Hickman; Lost Tomb of Martek by Tracy Hickman; American Geological Institute: Glossary of Geology, 1972; Physical Geology by Robert J. Foster, Charles E. Merrill Publishing Co., Columbus, Ohio, 1971; Geology by Richard M. Pearl, Barnes & Noble, Inc., New York, 1969; “The New Martian Nomenclature of the International Astronomical Union” by G. DeVaucouleurs, et al., Icarus 26, 85, 98, 1975; AL-QADIM by Jeff Grubb and Andrea Hayday; MAZTICA by Douglas Niles; Wizards.com: “The Far Corners of the World—Sand and Sun: Spells of the Desert” by James Jacobs. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
    [Show full text]
  • The Lost Dataslate
    TM TM THE LOST DATASLATE The Lost Dataslate The Lost CreditsCREDITS LLead Developer Executive Game Designer Tim Huckelbery E Corey Konieczka WWriting and Development Executive Game Producer Matthew Eustace and Craig Gallant E Michael Hurley Editing and Proofreading Publisher E Andrew Kenrick and Matthew Harkrader ChristianP T. Petersen Dark Heresy Design Special Thanks OwenD Barnes, Kate Flack, and Mike Mason Playtest CoordinatorS Ronald DeValk; “The Librarians” Pim Mauve with Gerlof Woudstra, Keesjan Kleef, Jan-Cees Voogd, Joris Voogd; “No Guts No Glory!” Sean Connor with Stephen Pitson, Adam Lloyd, Graphic Design Ben Newman; “Veterans of a Psychic War” Benn Williams with GShaun Boyke Chris Lancaster, Aric Wieder, Rebecca Williams, and Eric Young; Trevor Stamper with Brian Gilkison, John Olszewski, Caitlin Stamper, Cover Art Steve Harmon, Jake Harmon, Dave Boruch; Ryan Powell. CWayne England GAMES WORKSHOP Interior Art G W John Blanche and Jan Doležálek I Licensing Managers JohnL French, Andy Hall, & Owen Rees MManaging Art Director Andrew Navaro Head of Licensing H Jon Gillard Art Direction AMike Linnemann Head of Licensing, Legal, Hand Strategic Projects Production Management Andy Jones P Eric Knight Head of Intellectual Property Licensing & Development Coordinator H Alan Merrett L Deb Beck Fantasy Flight Games FANTASY 1975 West County Road B2 FLIGHT Roseville, MN 55113 GAMES USA Copyright © Games Workshop Limited 2012. All rights reserved. Games Workshop, Warhammer 40,000, the Warhammer 40,000 logo, Warhammer 40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Dark Heresy, The Lathe Worlds, Calixis Sector, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Dark Heresy game setting are either ®, TM and/or © Games Workshop Ltd 2000–2012, variably registered in the UK and other countries around the world.
    [Show full text]
  • White Dwarf Editor
    ISSUE 29 16th August 2014 Editor: Jes Bickham [email protected] Assistant Editor: Matt Keefe [email protected] Senior Staff Writer: Adam Troke [email protected] Staff Writer: Daniel Harden [email protected] Production Lead: Rebecca Ferguson [email protected] Digital Editor: Melissa Roberts [email protected] Lead Designer: Matthew Hutson [email protected] Designer: Kristian Shield [email protected] Designer: Ben Humber [email protected] Photo Editor: Glenn More [email protected] Photographer: Erik Niemz [email protected] Photographer: Martyn Lyon [email protected] Distribution Lead: Andy Keddie [email protected] Publisher: Paul Lyons [email protected] With the advent of the new Warhammer 40,000, the threat of Chaos Daemons is greater than ever. The Dark Powers press against the walls of reality without cease, and who will stand against their eternal predations? There are none so strong in this fight as the Grey Knights, the Imperium’s first and final line of defence against the terrors of the Warp. They stand ever-vigilant and ready to exterminate all the horrors that tempt humanity, and they return to tabletops everywhere this week with a brand-new Codex and the psychic might to smite all creatures spawned from the immaterium. Adam tests their mettle against his own Daemonic force in this issue’s Battle Report, with Andy Keddie fighting for the Emperor. It’s an epic affair and no mistake. The concluding chapter of Sanctus Reach also appears this week, in Hour of the Wolf.
    [Show full text]
  • Fiche Barbare
    · COPYRIGHTS · Le présent fichier est une copie des fiches de guerriers de Warhammer Quest réalisée par Kurt Helborg. Cette version numérique n'est en aucun cas officielle et n'est aucunement approuvée par Games Workshop Limited. Ce fichier sera supprimé ou modifié sur la simple demande de Games Workshop. es pages suivantes sont la copie des fiches de guerriers de Warhammer Quest. Ce fichier a été fait · COPYRIGHTS ET MARQUES DEPOSEES · de telle sorte qu’il soit le plus proche possible de L l’original aussi bien dans son contenu que dans la forme. Mais il y a quelques différences dues principalement à Les illustrations et les logos de ce fichier et les images qu'il des problèmes techniques. Si vous possédez l’original et que contient ont été réalisés de manière interne par Games vous constatez une erreur de reproduction au niveau du Workshop ou sont des travaux exécutés sur commande. Les contenu, merci de me le faire savoir par courrier électronique à droits sur toutes ces illustrations ou photographies sont la l’adresse suivante : [email protected]. propriété exclusive de Games Workshop Limited. © Copyright Games Workshop Limited 2001. Tous droits réservés. Utilisées sans autorisation. Utilisées sans volonté de préjudice ou comme opposition à leur copyright. · CONDITIONS D’UTILISATION · MARQUES DEPOSEES Les termes suivants sont des marques déposées de Games UTILISATION Workshop Ltd. Utilisées sans autorisation. Utilisées sans Vous pouvez utiliser ce fichier à titre strictement personnel, il volonté de préjudice ou comme opposition à leur copyright. ne doit en aucun cas être vendu de duplicata aussi bien dans Armageddon, Blood Bowl, Citadel, le logo Citadel, Dark la forme numérique qu’imprimée.
    [Show full text]
  • Planetfall Rules
    PLANETFALL ‘99 Tournament Rules and General Information General Information At this stage it looks as though the Tournament will be held in August 1999. The date is as yet unannounced, but more information will be coming soon. There will be a fee to enter the tournament, which will go towards things like venue hire and prizes. At this stage it looks as though this will be about $15-20. It shouldn’t go higher than $20. There will be more information on this, and how to pay at a later stage. The tournament is currently very much in the planning stage, and so most of the ideas here are just that - ideas. If you've got any hints or tips, or just something that you think would make the tournament better, email me at - '[email protected]'. In the meantime here is what I've come up with. At any time up to July 24th, a 1500 point 3rd Edition army list from either the rulebook or a codex if it has been released should be mailed or emailed to me. My email address is above, and the tournament has a P.O. Box. If you click join and join the mailing list below you will recieve regular (I hope) updates on the state of the tournament. I have both PCs and Macs, so lists can be sent to me on either system. I also have Army Builder (hail the demo) and Roll Call. If you have either of these systems then you should e-mail the saved army file directly to me.
    [Show full text]
  • Vampires in Brooklyn Part 1 6
    MARVEL.COM $3.99 RATED 0 0 6 1 1 US 6 T+ 7 59606 08783 9 VAMPIRES INBROOKLYN BARNES •CABROLROSENBERG PART 1 Sam Wilson stepped away from the mantle of Captain America to build a legacy of his own--as the high-flying FALCON! Along with his new protégé, Rayshaun Lucas, A.K.A. the PATRIOT, he’s embarking on a mission to decide what kind of hero he wants to be. After the Hydra takeover, Falcon went to Chicago to find himself--and to broker a truce between two warring gangs. He ran afoul of Blackheart, son of Mephisto, who cast Falcon’s soul into hell. With help from his friends, he was able to return to his body and defeat Blackheart, but his victory made him some powerful enemies… VAMPIRES IN BROOKLYN Writer • RODNEY BARNES Editor • ALANNA SMITH Artist • SEBASTIÁN CABROL Executive Editor • TOM BREVOORT Editor in Chief • C.B. CEBULSKI Color Artist • RACHELLE ROSENBERG Chief Creative Officer • JOE QUESADA Letterer • VC’s JOE CARAMAGNA President • DAN BUCKLEY Cover Art • JAY ANACLETO & ROMULO FAJARDO JR. Executive Producer • ALAN FINE FALCON No. 6, May 2018. Published Monthly by MARVEL WORLDWIDE, INC., a subsidiary of MARVEL ENTERTAINMENT, LLC. OFFICE OF PUBLICATION: 135 West 50th Street, New York, NY 10020. BULK MAIL POSTAGE PAID AT NEW YORK, NY AND AT ADDITIONAL MAILING OFFICES. © 2018 MARVEL No similarity between any of the names, characters, persons, and/or institutions in this magazine with those of any living or dead person or institution is intended, and any such similarity which may exist is purely coincidental.
    [Show full text]
  • Set Name Card Description Sketch Auto
    Set Name Card Description Sketch Auto Mem #'d Odds Point Base Set 1 Angela 4 Per Pack 24 Base Set 2 Anti-Venom 4 Per Pack 24 Base Set 3 Doc Samson 4 Per Pack 24 Base Set 4 Attuma 4 Per Pack 24 Base Set 5 Bedlam 4 Per Pack 24 Base Set 6 Black Knight 4 Per Pack 24 Base Set 7 Black Panther 4 Per Pack 24 Base Set 8 Black Swan 4 Per Pack 24 Base Set 9 Blade 4 Per Pack 24 Base Set 10 Blink 4 Per Pack 24 Base Set 11 Callisto 4 Per Pack 24 Base Set 12 Cannonball 4 Per Pack 24 Base Set 13 Captain Universe 4 Per Pack 24 Base Set 14 Challenger 4 Per Pack 24 Base Set 15 Punisher 4 Per Pack 24 Base Set 16 Dark Beast 4 Per Pack 24 Base Set 17 Darkhawk 4 Per Pack 24 Base Set 18 Collector 4 Per Pack 24 Base Set 19 Devil Dinosaur 4 Per Pack 24 Base Set 20 Ares 4 Per Pack 24 Base Set 21 Ego The Living Planet 4 Per Pack 24 Base Set 22 Elsa Bloodstone 4 Per Pack 24 Base Set 23 Eros 4 Per Pack 24 Base Set 24 Fantomex 4 Per Pack 24 Base Set 25 Firestar 4 Per Pack 24 Base Set 26 Ghost 4 Per Pack 24 Base Set 27 Ghost Rider 4 Per Pack 24 Base Set 28 Gladiator 4 Per Pack 24 Base Set 29 Goblin Knight 4 Per Pack 24 Base Set 30 Grandmaster 4 Per Pack 24 Base Set 31 Hazmat 4 Per Pack 24 Base Set 32 Hercules 4 Per Pack 24 Base Set 33 Hulk 4 Per Pack 24 Base Set 34 Hyperion 4 Per Pack 24 Base Set 35 Ikari 4 Per Pack 24 Base Set 36 Ikaris 4 Per Pack 24 Base Set 37 In-Betweener 4 Per Pack 24 Base Set 38 Khonshu 4 Per Pack 24 Base Set 39 Korvus 4 Per Pack 24 Base Set 40 Lady Bullseye 4 Per Pack 24 Base Set 41 Lash 4 Per Pack 24 Base Set 42 Legion 4 Per Pack 24 Base Set 43 Living Lightning 4 Per Pack 24 Base Set 44 Maestro 4 Per Pack 24 Base Set 45 Magus 4 Per Pack 24 Base Set 46 Malekith 4 Per Pack 24 Base Set 47 Manifold 4 Per Pack 24 Base Set 48 Master Mold 4 Per Pack 24 Base Set 49 Metalhead 4 Per Pack 24 Base Set 50 M.O.D.O.K.
    [Show full text]
  • Free Ebooks Warhammer 40,000: the Emperor's Will Pdf Download Art Book Designed, Written and Drawn by GW Legend John Blanche
    Free Ebooks Warhammer 40,000: The Emperor's Will Pdf Download Art book designed, written and drawn by GW legend John Blanche. Focusing on the servants of the Imperium.Games Workshop's legendary art director John Blanche shares the first of a series of conceptual sketches and art for the world of Warhammer 40,000. Most of them never seen before Series: Warhammer 40,000 Hardcover: 144 pages Publisher: Games Workshop (November 22, 2011) Language: English ISBN-10: 1849701148 ISBN-13: 978-1849701143 Product Dimensions: 8 x 0.7 x 12 inches Shipping Weight: 2 pounds Average Customer Review: 4.3 out of 5 stars  See all reviews (7 customer reviews) Best Sellers Rank: #1,674,561 in Books (See Top 100 in Books) #86 in Books > Science Fiction & Fantasy > Gaming > Warhammer #549 in Books > Arts & Photography > Other Media > Conceptual #789 in Books > Arts & Photography > Individual Artists > Artists' Books The Emperor's Will is a sampling of art from across the 25 years of the game Warhammer 40,000 AD and its various RPG and card game spin offs. The book focuses on the Emperor's human servants such as Inquisitors, Arbites and tech priests rather than the daemons and Space Marines seen in other art books.Most of it has been seen before, but there are a few previously unpublished pieces by Games Workshop's Art Director John Blanche. Blanche's work makes up about a quarter of the images with the rest from Jes Goodwin, David Gallagher and other artists. I'd name them but one frustration is the lack of proper credits for each image.Another frustration is the complete lack of design notes, explanations or even much organization.
    [Show full text]