get started

The Warriors are the main protagonists of the game. The game is designed for 4 warriors, but is easily played with more. Simply add 25% extra monsters for each extra player. If there are just two warrior players, each player should have 2 warriors each so there are 4 warriors in total, minimum. The warriors will be given an assignment – a quest to fulfill. They will need to act as a cooperative strike team in order to successfully complete their mission. If they cannot agree to cooperate (or they are unlucky), the heroes will fail. What You NeedRULEBOOKS:

MODELS:

BOARD:

DICE:

To play the game you will also need a firm, level surface such as a tabletop or area of floor. The kitchen table will do just fine. A grey or black blanket or heavy cloth draped over the table or spread across the floor makes an ideal surface to play on, as it makes the board sections really stand out. Finally, you will need some pens or pencils and paper to make notes as the game progresses. Print out the Warrior Sheets to easily keep track of your warrior’s progress, wounds, money, status, levels, equipment, skills and notes.

the warriors and the GM

The original Warhammer Quest came with a barbarian, a wood elf, a dwarf and a wizard. One player had the lantern and was thus the leader. This game comes with more characters, and one player is designated the "Officer in Charge", and he'll get a few more powers than in the basic game. The role of the "lantern" of WHQ is played by another piece of equipment: the "auspex scanner". Additionally, the Officer in Charge gain access to three Orders. Check the "Officer In Charge"-card for details.


Before the players can start hacking and shooting up xeno-aliens, each should each choose a Warrior. If you include a Game Master, they'll act as the game referee and calls the missions and challenges for the warriors. They should familiarize himself with the rules more than the other players. Each other player should take a Warrior with some appeal to him. If you prefer heavy armor and leadership, choose the Interrogator – if you like big guns then maybe the gunman is your thing. But do take into consideration that if you all play Gunmen, you will most likely be able to stave off the enemy with heavy fire for a while, but if you meet something that is fast or tough enough to get close, you’ll be in for a rough time. Every well balanced group will have some close combat hitting power; some long range fire power; some healing capability and someone able to take a little more punishment than the rest.


 You can choose between 


Well, on GM... technically there is as such no direct need for a game master in this game. As such, monster placing, monster actions and monster attacks are all fully automated in the rules. The game is basically about four players entering a Complex and defeating its denizens. This book assumes that you do not play the game with a Game Master. If you, however, wish to take the game to the next level, you could include a Game Master. A GM manages the game and acts as a referee for the warriors. He is there to tell a story, aid the warriors with hints create special missions and create big Complexes. If that is the case the role of the Game Master is extremely important in this game and thus, an entire book is devoted to being one. If you are used to Games Workshops’ other games, such as WHFB and WH40K they have no such thing, and it’s just two opposing players. The Game Master is a fifth player whose role is to administer and create the game. He should not simply seek to kill the players, but act as the game referee and the creator of all the fun. On Game Mastering and on creating the missions, and on the secret GM event tables, see “BOOK 5, GAME MASTER”. That book also holds the secrets of Treasures and Events that happen in the game.Warr