Warhammer Quest Campaign
Quests Completed: 0
Battle Level: 1
Wounds (W): 1d6 + 8
Move (M): 4
Weapon Skill (WS): 3
Ballistic Skill (BS): 6+
Strength (S): 3
Toughness (T): 3 (4)
Initiative (I): 3
Attacks (A): 1
Equipment: Heal It Potion
Weapon: Fist Spike (+ 2 Attacks / 1d6 + 3 Wounds / May not make Death Blows) and Pit Flail (+ 2 Strength / 1d6 + 5 Wounds / Rolls to hit of 1 hit the Pit Fighter)
Armor: Pit Armor (+ 1 Toughness)
Pinning: Breaks from Pinning on a roll of 5+
The Pit Fighter starts the game armed with a Fist Spike and a Pit Flail. When he uses the Fist Spike, the Pit Fighter gets an extra 2 Attacks but cannot make death-blows. However, if the Pit Fighter kills a Monster with his Fist Spike he may step into the square it occupied
and continue his attacks from there. The rules for pinning do not apply to this special move.
When he uses the Pit Flail. the Pit Fighter gets 2 Strength for 1D65 damage. If he rolls a 1 to hit, his blow goes wild, and he hits himself instead! Work out damage as normal. The Pit Fighter must declare which weapon he is going to use at the beginning of Warriors’ Phase He may not use both weapons in the same turn! A Pit Fighter may use weapons other than his Fist Spike and the Pit
Pit Fighters are particularly good in combats that take place in enclosed spaces. When your Pit Fighter is in combat with Monsters in such a situation, you may try to use some of the experience you gained during your earlier career.
At the start of any combat, just after Monsters are placed. roll a D6.
1 The Pit Fighter remembers a spectacular move from the past. Unfortunately, he’s so carried away with nostalgia that he forgets about the battle around him. The Pit Fighter may do nothing during the next Warriors’ Phase, while he daydreams of the past.
2-4 The Pit Fighter can’t remember any tricks that he can use in this situation.
5-6 The Pit Fighter remembers a special combat trick which would be ideal for this situation. This knowledge allows him to take an extra attack. He may move and fight immediately, just as If it were the Warriors’ Phase During this time your Pit
Fighter is subject to all of the normal rules, such as pinning. This extra move does not affect his ability to move or fight in any subsequent Warriors’ Phase.
The Pit Fighter’s training allows him to act quickly to certain situations. Whenever you meet Monsters because of an Unexpected Event, roll a d6 after the Monsters have been placed.
1 – The Pit Fighter gets confused and may not perform any actions in the next Hero phase.
2-4 – Fight the Monsters as normal.
5-6 – The Pit Fighter may immediately move and attack exactly as if it were the Hero’s phase. This does not effect the Pit Fighter’s ability to fight in subsequent Hero phases.
Heal It Potion
The heal It potion restores 1d6 wounds. It is discarded after use.
Weapons, Armor, and Equipment
Treat the Pit Fighter exactly like a Barbarian. If the Barbarian can use a particular piece of treasure or other equipment, so can the Pit Fighter.