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Warhammer Quest: Warrior Priest

Expansion for Warhammer Quest

Warhammer Quest: Warrior Priest Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Rules for Warhammer Quest
    • Bigger Groups of Warriors
  • Starting as a Warrior Priest
    • Equipment
    • Blessings
    • Rolling a 1
    • Ring of Jade
      • Rolling a Double 1
    • Weapons
    • Armour
    • Warrior Priests and Treasure
      • Spellcasting Treasure
      • Swapping Treasure
  • Advanced Rules
    • Spellcasting Treasure (Advanced)
    • Choosing Treasure (Advanced)
    • Initial Blessings of Sigmar
    • Blessings of Sigmar
    • Armour (Advanced)
    • Ring of Command
    • Warrior Priests in Settlements
      • Temple of Sigmar
      • Donations to the Cult of Sigmar
      • Prayer Table (Roll 2D6)
    • Uneventful Days
      • Uneventful Days Table (Roll 1D6)
  • Roleplay Guidelines
    • Characteristic Tests
      • Action Modifiers

Introduction

This pack contains everything you need to introduce a new Warrior - the Warrior Priest - to your games of Warhammer Quest, including his Warrior card, Warrior counter, Equipment cards, a rulebook and a Citadel miniature to represent the Warrior himself.

This rulebook is split into three sections: a basic Warhammer Quest section, an Advanced Warhammer Quest section and a Roleplay section.

The Warhammer Quest rules contain all the rules for using this Warrior in your games. The Advanced rules cover the Priest's progression through the battle-levels, including any spells, skills or special rules, and the final section gives rules guides for using the new Warrior with the Roleplay game.

Rules for Warhammer Quest

If you wish, you may replace one of the Warriors from the Warhammer Quest game with the Warrior Priest. Simply swap one of the existing Warriors for the Warrior Priest.

The rules that follow explain how to use the Warrior Priest in your games. Remember to put the Warrior counter for the original Warrior back in the box, replacing it with that of the Warrior Priest!

Remember too, that if there is not a Barbarian in the party, then one of the other Warriors will have to carry the lantern and be the leader.

Bigger Groups of Warriors

If you want to, you can take more than four Warriors on an adventure, but you will have to make sure that there are enough Monsters to go round! The cards and tables for Warhammer Quest are based on there being four Warriors to fight, so if you have fifteen different Warriors in the party, then the game as it stands will present no challenge at all! As a general rule, stick to parties of four Warriors, but if you have a party of five or six, then increase the number of Monsters by an equal proportion.

For example, if you have six Warriors in the party, this is 50% more Warriors than the Event cards are set up to deal with. In this case, you should make sure that each time Monsters appear, there are 50% more of them. If the card says "1D6 Ores", roll the dice as usual and then multiply the result upwards to match the party size - so a dice roll of four Ores would become six Ores, and so on.

Starting as a Warrior Priest

The profile of a Warrior Priest is as follows:

CharacteristicValue
Wounds1D6 + 7
Move4
Weapon Skill2
Ballistic Skill5+
Strength3
Toughness2 (3)
Initiative2
Attacks1
Pinning Roll4+

Equipment

Before being sent out to minister to the world, every initiate of Sigmar is given the following items:

  • A Holy Book of Sigmar and a Ring of Jade.

Holy Book of Sigmar. Each Priest has a copy of the words of Sigmar and the teachings of his cult, as handed down first by word of mouth and then by scribe over the centuries. As part of his initial duties, each Priest has to hand scribe his own copy of this sacred work, to stand him in good stead once he is out amongst the heathens. The Holy Book contains many wise words, ancient prayers, blessings and texts. The power of Sigmar himself is said to reside in its hallowed pages, and each book is revered as a holy magic artefact in itself.

Priests of Sigmar do not use magic as such, they are not natural wizards. However, each Priest's Holy Book crackles with the powerful energy of Sigmar himself. In battle, a Warrior Priest radiates confident power. He knows no fear, Sigmar is with him, guiding his hand and calming his mind. As a Priest grows more powerful, his faith imbues confidence in those around him, rallying the weary and rousing the fainthearted. The litanies, blessings and prayers in his Holy Book work the effect of magic on the hearts of men, goading them on to achieve superhuman feats.

Blessings

The power of a blessing, as the Priest calls upon Sigmar for aid, is linked in some mystical fashion to the power of magic. This is represented in Warhammer Quest as follows:

The Priest may attempt one blessing per turn. For the blessing to be successful, the player must roll a dice, add the Power dice roll for the turn to his score, and get a total of 7+.

So, for example, if a 3 is rolled in the Power Phase, the Warrior Priest chooses his blessing and rolls a dice, scoring a 3. As 3 + 3 = 6, the blessing fails!

The Priest may choose to cast the blessing on himself, or on any Warrior who is on the same board section.

The Holy Book contains the following blessings:

Scourge of Chaos. As the Priest reads aloud the words from his leather-bound tome, the Warriors feel their swords strike their foes with unprecedented accuracy and precision.

On a Blessing dice roll of 7+, the chosen Warrior's Attacks for the turn are all at +1 to hit as his hand is guided by the power of Sigmar.

Call of the Brave. The Warriors' blows miraculously hit their targets despite the Monsters' best efforts to avoid them.

On a Blessing dice roll of 7+, the chosen Warrior may re-roll a single Attack which misses this turn.

Vanquish. The power of Sigmar surges through the Warriors, who redouble their attacks upon the enemy.

On a Blessing dice roll of 7+, the chosen Warrior gains an extra Attack this turn.

Attempting a blessing does not stop the Warrior Priest from carrying out any other actions, such as moving and fighting.

Rolling a 1

Whenever the Priest wants to make a blessing, he has to roll a dice, even if he has so many modifiers to the score that failure seems impossible. This is because if the Warrior Priest rolls a 1 for his Blessing dice roll, the blessing fails, no matter what other modifiers might apply at the time - a 1 is a 1 and always fails!

Ring of Jade

Each ring is reputed to contain a fragment of the Grand Theogonist's Jade Griffon, and to hold the power of healing within it. Whether this is true or not, the magic of the ring seems to work. At the end of each turn, if the Priest is not on zero Wounds or dead, then the ring has a chance of healing him, and any Warriors who are standing in adjacent squares.

The Priest should roll 3 dice. If he scores a double, he may heal a number of Wounds equal to the total of the double rolled. So for example, if he scores a double 4, then he may heal 8 Wounds. If he rolls three numbers the same, it still counts as a double.

The Wounds are shared out between the Warrior Priest and any Warriors in adjacent squares to him as the Priest sees fit, with the limitation that all the points of healing from a single dice must be spent on a single Warrior. The Priest should nominate who he is going to heal before he rolls the dice.

The Priest could take all the Wounds himself, give them all to another Warrior, or share them out between two Warriors, for instance.

The Priest gets 5 gold for every Wound he heals on another Warrior.

Rolling a Double 1

If the Priest rolls a double 1, then the ring is drained for that turn and works in reverse to revitalise itself. Each Warrior nominated for healing suffers 2 Wounds, with no deductions at all.

The Priest may use the Ring of Jade once per turn.

Weapons

The Warrior Priest starts off with a warhammer, which causes 1D6 Wounds plus his Strength (for a total of 1D6 + 3) every time he hits his foe. Additionally, if the Warrior Priest scores a 6 when he is rolling to hit his enemy, then he may roll an extra dice for Wounds (for a total of 2D6 + 3).

Armour

A Warrior Priest wears an ornate breastplate, which adds +1 to his Toughness, taking it up to Toughness 3.

Warrior Priests and Treasure

A Warrior Priest may use any item of treasure he finds, with the following restrictions:

  • A Warrior Priest may never wear any armour or use a shield, other than his breastplate.
  • He may never use any weapon other than a warhammer.
  • A Warrior Priest may collect and use treasure which is normally only associated with Wizards.

Spellcasting Treasure

Some items of treasure assist the Wizard by storing power, or adding to casting dice rolls. Because a Warrior Priest uses blessings rather than spells, these items of treasure work in a somewhat different fashion. Although there is not space here to explain how every item works with the Warrior Priest, the basic rule is that any items which add Power etc will add +1 to the Priest's Blessing dice roll.

For example, if a Warrior Priest finds a Deathstone, then once per adventure he may use any one blessing successfully on a dice roll of 3+, no matter what is rolled in the Power Phase. Likewise, each one of the points of Power stored in an Orb of Might can be used up to add +1 to a Blessing dice roll for a Warrior Priest.

Swapping Treasure

If the Priest has a Treasure card that he doesn't want and can't use, he may swap it for another player's Treasure card when it is turned over. If the Warrior Priest decides he would like to have the new card, the player rolls a dice and adds +3 to the score. If he scores 8 or more in total, then he may swap his unwanted card for the new card, forcing the other player to take his unwanted treasure.

The Priest may only swap cards in this way under certain circumstances. First, he must swap cards as soon as the new card is turned over. He cannot decide that he wants a certain card later on in the game when another player has already had it for a few turns.

Secondly, he must have an item to swap, and he may only swap an item he cannot use himself for one he can use. For example, he could not swap a "Bag of Gold" card for the "Dragon Shield" just because the shield was worth 300 gold! He could, however, swap the Dragon Shield card, if he had it, for the Talon of Death card, because a) the Priest cannot use the Dragon Shield, and b) he can use the Talon of Death.

Of course, this rule does not stop players exchanging treasure as normal if they wish. It also does not stop the Warrior Priest from hanging onto a valuable item of treasure which he cannot use, if he wants to trade it in at the end of the game to add to his gold total.

Advanced Rules

In the Advanced game, you can keep your Warrior Priest from game to game, building up his character as he progresses from adventure to adventure. This section of the rulebook gives you all the rules for taking your Warrior Priest right up to battle-level 10, including special rules for visiting Settlements, training, and a whole range of new blessings for him to acquire.

The Warrior Priest starts at battle-level 1 as an Initiate - you will find his Battle-level Table on the outside back cover of this booklet. All the rules for Warhammer Quest still apply in the Advanced game, unless specifically stated otherwise.

Spellcasting Treasure (Advanced)

As explained earlier, the Warrior Priest may use certain items of treasure normally only associated with the Wizard.

For example, if a Warrior Priest finds an Energy Jewel (Dungeon Room Treasure, Magical Items, number 12, page 69 of the Roleplay book) then he rolls for the points of Power as usual, and may use them up one by one to add +1 to his Blessing dice rolls.

Some magical items are tailor-made to augment the Power of human Wizards, and the Warrior Priest cannot use them at all. These items are:

  • The Wand of Diabolum
  • The Talisman of Jet
  • The Book of Arcane Knowledge
  • The Tablet of Adain
  • The Wand of Jade
  • The Brooch of Power

Choosing Treasure (Advanced)

The rules for forcing a swap of treasure still apply in the Advanced game. However, rather than just rolling a dice and adding +3 to the score, the Priest now rolls 1D6 and adds his current Willpower instead. In fact, the +3 in Warhammer Quest represents his Willpower!

Initial Blessings of Sigmar

Rather than automatically taking the three blessings listed for the Warhammer Quest game, you now have a choice. You may either stick with the original three blessings (Scourge of Chaos, Call of the Brave and Vanquish), or discard one and take another from the Blessings Table. You may still only have three blessings in your Holy Book as an Initiate, and if you discard one of the three already outlined, you must stick with the replacement you roll on the table.

The three blessings for the Warrior Priest in the basic Warhammer Quest game have been carefully selected, so consider what you are doing before you change one. Actually, the three initial blessings are amongst those listed on the Blessings Table, so it is possible to roll them anyway! The difference is that in the Advanced game the blessings get more powerful as the Warrior Priest advances through the battle-levels, so they have more detailed rules. If you do decide to re-select your blessings when generating a new Warrior Priest, and roll one that you already have, just roll again.

Blessings of Sigmar

In the Advanced game, a Warrior Priest can invoke a number of blessings per turn, governed by his battle-level. His Battle-level Table shows how many blessings he may attempt per turn. The actual blessings are listed later on in this book, and their effects change as the Warrior Priest becomes more powerful.

Armour (Advanced)

A Warrior Priest wears no armour other than his breastplate - +1 Toughness. He is not averse to buying furs, however, if the weather is inclement, and these offer some extra protection as well as warmth.

Ring of Command

In the Advanced rules, the Warrior Priest also has a sacred Ring of Command, which sometimes gives him a Strength bonus when he hits his foes in combat. The Priest only gets the Strength bonus if he rolls the same as or more than a given score to hit, as indicated by the following table. This bonus improves as the Priest advances through the battle-levels.

Battle-LevelScore to hitStrength Bonus
1--
26++1
35++1
46++2
56++2
65++2
75++2
86++3
96+

For example, if a level 6 Warrior Priest rolled a 5 to hit, he would get a +2 Strength bonus.

Warrior Priests in Settlements

When the Warriors arrive at a Settlement, the Warrior Priest may visit the Alchemist, the Alehouse (2D6-2), the Gambling House, the Temple, the Armourer, the Weaponsmith, the General Store and the Animal Trader. If any locations have to be found first, then he has to search for them as usual.

He may also visit a new Special Location - the Temple of Sigmar. All the rules for finding a special location in a Settlement apply to the Temple of Sigmar.

Temple of Sigmar

In the Temple of Sigmar, the Priest donates gold and treasure to the coffers of the church. This pays for his training when he is deemed ready to receive the next stage of his tutelage. He may do this in one of two ways: he may either visit a Temple of Sigmar (if there is one) whenever he visits a Settlement, paying in what gold he can afford, or wait until he has the full amount (as listed on his Battle-level Table). If he chooses the former route, then the player should keep a note of how much he needs to pay off before he is next trained. The training will take one week to complete. The benefits of training for the Warrior Priest are explained later.

Donations to the Cult of Sigmar

Also in the Temple of Sigmar, the Priest may make further donations as he dedicates his destroyed foes to Sigmar. This will take some time, as the Priest will pray for many hours, meditating on the perils he has been through and the dangers yet to come. Priests of Sigmar often spend days at a time on their knees before the altar to Sigmar in the inner sanctum of the temple, purging their spirit, cleansing their minds and preparing themselves for the next foray into the outside world.

Warrior Priests claim that Sigmar himself guides them through the most perilous of realms, and that they are but the physical manifestation of his great and powerful spirit. He lends power to them as they smite his foes, and rewards them for their determination and effort.

In exchange for time spent in meditation at the temple, a Warrior Priest sometimes gains inspiration or supernatural assistance from Sigmar himself in the next adventure that the Warriors embark upon.

This is resolved by the use of the following table. Basically, the Warrior Priest may make a donation according to how much 'spare' gold he has. He must roll 2D6, add the dice together and multiply the result by 50. This shows how much gold he must donate. Once he has done this, roll another 2 dice, add up the scores, and look up the result on the table below.

The Priest may try this once per Settlement.

The dice rolls on the following table may not be affected by Luck.

Prayer Table (Roll 2D6)

2D6Result
2Nothing
3-4The Priest's warhammer is magical for the next adventure, plus the Warrior Priest causes an extra D6 damage to any one single hit in the next adventure.
5The Priest gains +1 Wound permanently.
6The Priest's warhammer is magical for the next adventure. In addition, he may claim any Wounds he makes in a single attack as his own, stealing them from his foe to heal himself. He must declare as soon as he hits the foe that he is going to use this ability, but before he rolls to see how much damage he does.
7For the next adventure, the Priest may choose to roll an extra dice when using his Ring of Jade, sharing out the healing power if any of the dice come up with the same number (but beware double 1's!). However, if he does this, he may not use the ring for one turn afterwards, as it is temporarily drained.
8The Priest's warhammer is permanently magical, and for the next adventure it is inscribed with powerful runes that add +1 to his Toughness.
9The Priest's warhammer is magical permanently and for the next adventure it causes an extra D6+ his battle-level Wounds damage whenever he rolls a natural 6 to hit.
10The Priest may randomly select one blessing. This blessing may only be used once, after which it is gone. It is automatically successful when used.

Uneventful Days

Warrior Priests rarely spend a day in frivolous time wasting. If the Priest has a moment to spare, he will begin preaching to the heathen unbelievers of whatever Settlement he is in, extolling the virtues of Sigmar, and often attracting quite a crowd.

When in a Settlement, if the Priest rolls an 'Uneventful Day' result on the Settlement Events Table, then he must consult the following subtable to see if anything does actually happen.

Uneventful Days Table (Roll 1D6)

RollResult
1Denounced! A preacher from a local popular cult denounces the Warrior Priest as a heretic, and soon the mood of the crowd looks pretty ugly. Roll another dice: 1-3 The crowd grab the Warrior Priest and throw him out of town, where he must wait for the others, paying living expenses as usual. 4-6 Using wisdom and well chosen words, the Priest turns the preacher's words against him, and pretty soon the crowd are more convinced by Sigmar than any other cult. The Priest gains 1D6x100 gold as donations from the crowd.
2-4Ministering to the Faithless. Setting up on a street corner, the Priest opens his great book at a suitable page, and begins to speak to the people about the deeds of Sigmar. Roll a dice: 1-2 The crowd laugh and pelt the Priest with rotten fruit & eggs. 3-6 Pretty soon the crowd are more convinced by Sigmar than any other cult. The Priest gains 1D6x100 gold in donations from the crowd.
5-6It Really is an Uneventful Day!

Training

When he is trained to go up a battle-level, the Warrior Priest's profile changes, as shown on his Battle-level Table. To go up a level, he has to pay the amount of gold shown on the table, although as already explained, he can 'bank' gold towards the gold required as he goes along. As well as changes to his profile, the Warrior Priest sometimes gains an extra blessing, and may now be able to attempt more blessings per turn.

If the Battle-level Table indicates that the Warrior Priest has gained an extra blessing, then he should roll on the table below to see what blessing he gets, so he can add it to his Holy Book. If he gains the same blessing twice, he should roll again.

To make a Blessing dice roll, roll a D6 and add the Power dice roll for the turn. The total must come to the same as or more than the score given in the tables for the blessing to work. Attempting a blessing does not stop the Priest carrying out any other actions.

A Warrior Priest may not cast the same blessing more than once per turn.

Blessings of Sigmar (Roll 2D6)

2 Vanquish. The power of Sigmar surges through the Warriors, who redouble their attacks upon the enemy.

The Warrior Priest may nominate himself or any Warrior who is on the same board section. On a successful Blessing dice roll, each affected Warrior gains an extra Attack this turn.

Level of PriestBlessing dice rollNo. of Warriors affectedEffect
Initiate7+1+1 A
Champion6+2+1 A
Hero6+3+1 A
Lord5+4+1 A

Duration: 1 turn

3 Hearts of Steel. As the words of the blessing are spoken, a shimmering aura surrounds the Warriors.

This blessing creates a magical aura around the Warriors, steeling them against the effects of evil magic.

The protected Warriors gain magic resistance for one turn. Each Warrior who is blessed may try and resist the effects of any spell cast against him, rolling equal to or above the required resistance roll indicated. The Priest nominates which Warriors are affected.

Level of PriestBlessing dice rollNo. of Warriors affectedEffect
Initiate7+16+ MR
Champion6+15+ MR
Hero6+25+ MR
Lord5+24+ MR

Duration: 1 turn

4 Power of Sigmar. Laying on hands, the Warrior Priest calls upon his power to heal the wounded, knitting torn flesh and staunching the flow of blood through the power of his faith alone.

The Warriors affected by this blessing are healed by the power of Sigmar. The Priest decides who is healed, and each Warrior affected gains a number of Wounds as indicated, up to a maximum of the Warrior's Starting Wounds score.

Lvl of PriestBlessing dice rollNo. of Warriors affectedEffect
Initiate7+11D3 W
Champion6+21D3 W
Hero6+21D6 W
Lord5+41D6 W

Duration: Immediate

5 Banish Fear. The Priest proclaims that Sigmar is with them as they fight, and the Warriors should know no fear!

Whilst this blessing is in force, the Warriors affected gain a bonus to Terror and Fear tests. The Warrior Priest decides who is affected, although the blessing can only affect Warriors in squares adjacent to the Priest, and of course the Priest himself.

The table below shows how many Warriors are affected, according to the Priest's battle-level, and what bonuses to the Fear/Terror test that Warrior gains. Note that the blessing only lasts for one test; the Warrior does not gain that bonus for the rest of the adventure.

Level of PriestBlessing dice rollNo. of Warriors affectedEffect
Initiate7+1+1F
Champion7+1+1F, +1T
Hero7+2+2F, +2T
Lord7+4+2F/+2T

Duration: 1 turn

6 Standfast. The power of Sigmar is called upon to guard the Warriors from the blows of the enemies who beset them on all sides.

The Warrior affected by this blessing gains a Toughness bonus. This blessing affects one Warrior only, regardless of the Priest's battle-level.

Level of PriestBlessing dice rollEffect
Initiate7++1 T/battle-lvl of Priest
Champion7++1 T/battle-lvl of Priest
Hero7++1 T/battle-lvl of Priest
Lord7++1 T/battle-lvl of Priest

Duration: 1 turn

7 Scourge of Chaos. As the Priest reads aloud the words from his leather-bound tome, the Warriors feel their swords guided as if by hands unseen, striking at their foes with unprecedented accuracy and precision.

The Warrior Priest may nominate himself or any one Warrior who is on the same board section. On a successful Blessing dice roll, that Warrior's attacks for the turn are all at a bonus to hit, as indicated by the table below.

Level of PriestBlessing dice rollNo. of Warriors affectedEffect
Initiate7+1+1 to hit
Champion6+1+1 to hit
Hero5+1+1 to hit
Lord4+1+2 to hit

Duration: 1 turn

8 Damnation. The Priest calls down the curse of Sigmar upon the evil creatures that beset the Warriors. The Monsters see the anger in the Priest's eyes, and begin to know the meaning of fear. The Warrior Priest uses this fear to cause the Monsters to hesitate and fumble, giving the Warriors precious time to attack.

If this blessing is successful, then the Warrior Priest causes the Monsters to lose a number of Attacks. He can split the number of Attacks lost between Monsters as he sees fit.

Level of PriestBlessing dice rollNumber of attacks lost
Initiate7+1
Champion7+2
Hero7+3
Lord7+4

Duration: 1 turn

9 Call of the Brave. Miraculously, blows which seem sure to miss hit their target, despite the Monsters' best efforts to avoid the attacks.

The Warrior Priest may nominate a number of Warriors (including himself) who are on the same board section. On a successful Blessing dice roll, these Warriors may each re-roll a single Attack that missed this turn. The Priest only has to make one Blessing roll, not one per Warrior, and he decides who is affected.

The number of Warriors affected depends on the battle-level of the Warrior Priest.

Level of PriestBlessing dice rollNo. of Warriors affectedEffect
Initiate7+1rr 1A
Champion6+1rr 1A
Hero5+2rr 1A
Lord4+4rr 1A

Duration: Re-roll 1 attack which misses that turn.

10 Hammer of Sigmar. Incensing the Warriors with righteous fury, the Warrior Priest calls upon Sigmar to lend power to their blows as they strike down the Monsters in his name.

This blessing can be used on the Warrior Priest himself and any Warriors who are on the same board section. The higher the Priest's battle-level, the more Warriors can be affected. The blessed Warriors gain a Strength bonus when they strike their foe, as indicated on the table below. The Priest decides who is affected by the blessing.

Lvl of PriestBlessing dice rollNo. of Warriors affectedEffect
Initiate7+1+1 Str
Champion7+2+2 Str
Hero7+3+3 Str
Lord7+4+3 Str

Duration: 1 turn

11 Deliverance. "Even in times of darkest despair," proclaims the Priest, "Sigmar will be there to guide the faithful."

If the Warrior Priest is successful in his Blessing roll, then any Warriors who decide to escape from the dungeon may add the bonus indicated to their dice rolls on the Escaping Table, as they try to escape from their doom. This blessing affects up to four Warriors.

Lvl of PriestBlessing dice rollEffect
Initiate7++1 bonus
Champion7++2 bonus
Hero7++3 bonus
Lord7++4 bonus

Duration: 1 Escape dice roll per Warrior.

12 Intervention. Such is the faith of the Warrior Priest that the fabric of time slows to a halt, slowing the Monsters to sluggish hulking beasts that the Warriors can strike at with ease.

The Warriors affected gain an extra Warriors' Phase this turn. This works just as if they each had a Time Freeze Ring, except that the effect is localised to the number of Warriors indicated on the table below, rather than automatically giving all the Warriors an extra Warriors' Phase.

Lvl of PriestBlessing dice rollNo. of Warriors affectedEffect
Initiate7+1xtra WP
Champion7+2xtra WP
Hero7+3xtra WP
Lord7+4xtra WP

Duration: 1 turn

Battle-Level Table

Battle-LevelGoldTitleMoveWSBSStrDam. DiceTWoundsIALuckWPPinBlessings/Turn*
10Initiate425+3121D6 + 721034+

*Notes: The Blessings/Turn column shows two things. The first entry indicates how many blessings the Priest has at that level. The second entry tells you how many blessings the Priest may attempt per turn.

Roleplay Guidelines

Warrior Priests are not easily daunted by the mind-churning horrors that await the Warriors in the dungeons below the Warhammer World. They are proud and defiant, stern and calm when all about is chaos. Warrior Priests are not renowned for their sense of humour, but a taciturn grin or sardonic joke is not unheard of...

Warrior Priests are devoted worshippers of Sigmar, and will not tolerate his name being taken in vain. A Priest's most prized possessions are his Holy Book, the Ring of Jade, the Ring of Command and his warhammer; each is a token of the holy symbols of Sigmar. To lose any of these items would cause a Warrior Priest great shame and distress.

Their faith in Sigmar gives Warrior Priests near magical power, and they spend much time deep in thought and devotion. To them, the dungeons of the world are not just an exciting and mysterious challenge, and they are not overly concerned with slaughtering Monsters just for the sake of it. To them the evil inhabitants of the under-realm must be driven out by force in the name of Sigmar, and they will not tolerate any who shirk from this task.

Characteristic Tests

A Warrior Priest is difficult to quantify in the Roleplaying game. In some respects he is closer to the Wizard and the Dwarf than he is to the Barbarian or the Elf. He will be fairly good at reacting against magic or arcane traps etc, while not being very good at reacting to physical dangers such as traps and ambushes.

With regard to the example Warriors' actions on page 166 of the Warhammer Quest Roleplay Book, perhaps the best way to get a good idea of the sort of things a Warrior Priest is good at is to list his suggested modifiers. If you compare these modifiers to the Warriors in the Warhammer Quest, you will see that the Priest is a fairly good all-rounder.

Action Modifiers

ActionModifier
Barge Aside-1
Bluffing Enemies0
Climb on Shoulders0
Climb Wall0
Construction+1
Crawl0
Disarm Enemy-2
Disarm Trap+1
Distract Enemy0
Duck0
Fight Defensively0
Hide+1

The short narrative vignette on pages 14-15 of the source (the Vidas Vaal episode) is flavour fiction and is not transcribed.

  • Training
    • Blessings of Sigmar (Roll 2D6)
  • Battle-Level Table
  • +3
    105++3
    11The power of Sigmar courses through the Priest's veins. For the duration of the next adventure, he may choose to gain either +1 WS, +1 Strength or +1 Toughness.
    12The power of Sigmar courses through the Priest's veins. For the duration of the next adventure, he may add +1 to any one of his characteristics.
    3/1
    22,000Champion435+3122D6 + 731134+4/1
    34,000Champion435+3132D6 + 732134+5/1
    48,000Champion445+3133D6 + 732244+5/1
    512,000Hero445+3233D6 + 742243+5/2
    618,000Hero445+4234D6 + 743343+6/2
    724,000Hero445+4245D6 + 743353+7/2
    832,000Hero455+4245D6 + 753353+7/3
    945,000Lord455+4346D6 + 753363+8/3
    1050,000Lord454+4346D6 + 753363+9/3
    Hold Door Open/Closed0
    Identify+1
    Improvise Weapon0
    Interrogate0
    Jump0
    Kick Over0
    Leap0
    Lift Trapdoor-1
    Listen at Door0
    Loosen/Tie Bonds0
    Make Bandages0
    Difficult Shot-2
    Make Rope-1
    Moving Heavy Objects0
    Pick Lock-1
    Play Dead0
    Read+1
    Search Object+1
    Searching Rooms+1
    Starting Fires0
    Stunning Enemies0
    Swing on Rope0
    Taking Cover0
    Understand Speech+1
    Wait/Interrupt0
    Wedge Door0