Warhammer Quest Campaign
Witch Hunter example character
Quests Completed: 0
Battle Level: 1
Wounds (W): 2d6
Move (M): 4
Weapon Skill (WS): 3
Ballistic Skill (BS): 4+
Strength (S): 3
Toughness (T): 3 (4)
Initiative (I): 3
Equipment: Magical Amulets
Weapon: Sabre (1d6 + 3 Wounds / 6 to hit adds + 1 Wound) and Pistol (6-Square Range / 1d6 + 5 Wounds)
Armor: Metal Gorget (+ 1 Toughness)
Pinning: Breaks from Pinning on a roll of 5+
The Witch Hunter starts each adventure with 1d6 Magical Amulets. Each amulet may be used once per adventure. Roll a dice to see how many you get, and then roll again to see what sort each one is (re-roll if you get any duplicate amulets.)
1 Amulet of Purity
When this amulet is used, roll a dice for all adjacent
Monsters. on a score of 4+ the Monster suffers that
many Wounds. with no deductions at all.
2 Amulet of Healing
This amulet can be used at any rime to heal D6
Wounds on any one Warrior.
3 Amulet of Holy Fire
The Amulet of Holy Fire shoots a bolt Of magical
energy towards the Witch Hunter’s foe. The attack
has a range of 8 squares and hits automatically The
magic bolt counts as a Strength 5 Attack. with
4 Amulet of Strength
While in use, this amulet gives the Witch Hunter +1
Strength for the duration of a whole turn
5 Amulet of Fury
This amulet gives the Witch Hunter 1 extra Attack
when a is used
6 Amulet of Alcadizzar
This amulet is used against a Monster of the Witch
Hunter’s choosing Select any Monster on the board
and roll a dice to see what effect the amulet has:
1-3 The Monster loses 1 Attack this turn
4-6 The Monster loses 1 Attack this turn. and
suffers 1D6 Wounds (no deductions)
The Witch Hunter starts an adventure with 1D6 Faith counters, which he uses up during the game. When you create a new Witch Hunter, roll a dice to see how many Faith counters he starts the game with, re-rolling if you get a 1 as usual. This is his ‘Starting Faith’, and should be noted on his adventure Record sheet. Take this many Faith counters and put them in the Faith box on his Warrior card.
The Witch Hunter can use one Faith counter to add +1 to any dice roll he makes. Each time he does this, he must discard one faith counter When he has no Faith counters left. he can no longer adjust his dice rolls in this way! The Witch Hunter can use as much Faith at one time as he likes, and the modifiers are accumulative. Using 4 Faith counters, for example, will give him +4 to hit for a single attack.
If the Witch Hunter rolls a 6 to hit with his sabre, he causes 1 extra Wound.
To hit with the pistol, roll over the Witch Hunter’s Ballistic Skill on a D6. The pistol has a range of 6 squares, and is a Strength 5 weapon (1D6+5 Wounds). Once it has been fired, the pistol must be reloaded before it can be fired again. It takes one whole turn to reload the pistol, during which time the Witch Hunter can do nothing else. The pistol may not be reloaded while there are Monsters on the same board section. In a single turn, the Witch Hunter may use his sabre or his pistol, but not both. Note that the Witch Hunter may not use his pistol if he is pinned in hand to hand combat.
Weapons, Armor, and Equipment
The only hand-to-hand weapons a Witch Hunter may use are any form of sword or dagger, including magical items. He may not wear armour, other than his gorget. nor a
helmet. but he may carry a shield and wear furs. He may not use missile weapons, other than his pistol. The Witch Hunter may use any other magical items that he may find, such as a Time Freeze Ring, but he may not use any treasure which is specifically designed for Wizards.