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Warhammer Quest: Imperial Noble

Expansion for Warhammer Quest

Warhammer Quest: Imperial Noble Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Rules for Warhammer Quest
    • Bigger Groups of Warriors
  • Starting as an Imperial Noble
    • Equipment
      • Ancient Heirloom
      • Duelling Pistol
    • Weapon
      • Rapier
      • Skill: Duellist
    • Armour
    • Imperial Nobles and Treasure
  • Advanced Rules
    • Ancient Heirloom (Advanced)
    • Armour (Advanced)
    • Rapier (Advanced)
    • Duellist (Advanced)
  • Settlements
    • Special Location: Luigi & Salvatore
      • Paying for the Goods
      • Luigi & Salvatore Goods
    • Special Settlement Event: Uneventful Day
      • Uneventful Day Table (Roll a D6)
      • Duel Table (Roll a D6)
      • Title Tables
  • Training
    • Sword Skills
      • Sword Skill Table (Roll a D6)
  • Skills Table
    • Skills Table (Roll 2D6)
  • Battle-Level Table
  • Warrior Card
    • Warrior Card: Back (Special Rules)
  • Equipment Cards
    • Ancient Heirloom Card
    • Duelling Pistol Card

Introduction

This pack contains everything you need to introduce a new Warrior - the Imperial Noble - 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 Noble'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 Imperial Noble. Simply swap one of the existing Warriors for the Noble.

Remember to put the Warrior counter for the original Warrior back in the box, replacing it with that of the Noble!

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, 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 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 "M1D6 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 an Imperial Noble

The profile of the Imperial Noble is as follows:

CharacteristicValue
Wounds1D6 + 7
Move4
Weapon Skill4
Ballistic Skill4+
Strength3
Toughness3
Initiative5
Attacks1
Pinning Roll5+

Equipment

The Imperial Noble starts with his Ancient Heirloom and the Duelling Pistol.

Ancient Heirloom

Before leaving for a life of adventure the Nobleman's father presses a jewel-encrusted Talisman into his son's hand, telling him "This has been in our family for centuries. Do not lose it, for one day it may save your life".

The Heirloom has an ancient history and was worn by one of the family's ancestors in a long forgotten war. During the campaign the Talisman came to represent the Empire's determination to destroy the evil forces assailing its borders. Soon the mere sight of the Talisman glittering in the sunlight struck fear into the heart of the foul beasts. They will never forget the symbol that is a token of doom and dread to their kind.

Roll a D6 to determine which race fears the Noble who wields the Ancient Heirloom.

D6Result
1Snotlings and Giant Spiders
2Goblins and Giant Bats
3Ores
4Skaven and Giant Rats
5Ores and Goblins
6Minotaurs

Any Monsters who fear the Nobleman suffer a -1 to hit penalty when attacking him in hand-to-hand combat.

Duelling Pistol

The Duelling Pistol causes 1D6 + 6 Wounds if it hits. Count the number of squares between the Noble and his target. To hit his target the Imperial Noble must score over this number on a D6. Once fired, the pistol takes a turn to reload. The Noble cannot reload the pistol if he is pinned by a Monster, or if he moved that turn.

Weapon

The Imperial Noble starts the game with a Rapier.

Rapier

The Rapier is a dangerous weapon that can only be wielded effectively by a trained fencer. Unlike normal swords, when rolling for damage you don't roll a D6 and add your Strength. The Rapier is a weapon of skill and the strength of the user has very little bearing on the amount of damage it does. A Rapier does D6+1 damage to any Monsters it hits. While using the Rapier, the Imperial Noble does not cause death-blows.

Skill: Duellist

The Imperial Noble is a highly skilled swordsman. After years of training with the best instructors, he has developed a lightning style of fighting, testing his opponent with feints to the left and right and then pressing home attacks at very vulnerable spots.

Even if his attack does no actual damage, if the Noble hits with his Rapier, then he may attack again. Roll to hit and damage again and so on until the Noble misses. The Noble may choose to attack different Monsters or concentrate all his attacks on one Monster. This means while using his Rapier he does not have a fixed number of Attacks like the other Warriors.

Armour

The Imperial Noble does not have any armour and therefore has an overall Toughness of 3.

Imperial Nobles and Treasure

An Imperial Noble may only use items of treasure that the Barbarian can use.

Advanced Rules

In the Advanced game, you can keep your Imperial Noble 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 Imperial Noble right up to battle-level 10, including special rules for visiting Settlements, training, and more.

The Imperial Noble starts at battle-level 1 as a Novice - 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.

For example, a battle-level 3 Imperial Noble is attacking a Skeleton. He hits twice causing 3 and 4 Wounds, then he misses. However, as the Imperial Noble has 2 Attacks his combat isn't over and he may attack again. This time he hits the Skeleton five times, causing 6 Wounds in total. His sixth attack misses however and this ends his combat for that turn.

Ancient Heirloom (Advanced)

As the Noble ventures down more dungeons, performing heroic deeds and living up to the reputation bestowed upon him by his Ancient Heirloom, rumours spread among the dungeon denizens of the underworld. Soon many Monsters come to know and fear the Warrior who bears the Heirloom.

When the Imperial Noble advances a battle-level roll on the Monster table of his previous battle-level to determine which Monsters fear him. These Monsters are added to the previous Monsters that already fear him, which means a high level Imperial Noble will be feared by many different Monsters.

Armour (Advanced)

The Imperial Noble may wear any armour. However, he will never wear more than 3 points of armour because this would impede his fighting skills, not to mention his finesse and style.

Rapier (Advanced)

As the Imperial Noble progresses up the levels the number of damage dice that each of his hits inflicts will increase. This means that when the Imperial Noble becomes a Hero his Rapier will cause 2D6+1 damage, and a Lord causes 3D6 + 1 damage.

Duellist (Advanced)

As the Imperial Noble progresses up the levels he will gain more Attacks, which will increase his prowess with his Rapier. When the Imperial Noble has 2 or more Attacks, instead of his combat round finishing when he misses, he may attack again. This continues until the Imperial Noble runs out of Attacks and misses.

Settlements

When in Settlements the Imperial Noble acts in a different way from other Warriors. The Imperial Noble has his standards and will not settle for less. He will always stay in the best inns and hostels and likes to splash his money around. Regardless of whether he is staying in a village, town or city an Imperial Noble must pay 10 gold per day for living expenses.

If the Imperial Noble visits a town or city, then he will always go and visit Luigi & Salvatore, makers of fine arms and goods to the aristocracy. All towns and cities have at least one store and the Imperial Noble will make it his first priority to go and visit them.

The Imperial Noble may visit the Armourer, the Fletcher, the Weaponsmith, the General Store, the Gunsmith and the Animal Trader and buy anything allowed to the Wizard or the Barbarian. He may visit the Temple, the Alchemist, the Alehouse (2D6) and the Gambling Den and must always visit L&S if in a town or city and buy something.

Special Location: Luigi & Salvatore

Makers of fine arms and quality goods for the aristocracy. Est. 2034.

Luigi & Salvatore have stores in all towns and cities. They are renowned for their high standards and certainly don't want any old ruffians roving around the Empire tarnishing their centuries' old reputation. As such, L&S operate to a strict code of standards and anyone that doesn't meet them will be ejected from the store.

Before the Imperial Noble enters L&S he must get rid of any gear that he has purchased from anywhere else. He may not sell it or give it to the other Warriors, he simply throws it away. This includes riding animals!

There is no need to roll for availability at L&S - they always have full stocks of everything. However, L&S do not deal in second-hand goods and you may not sell purchases back to them at a later date.

Paying for the Goods

Although there are prices for all the merchandise in Luigi & Salvatore, none of the goods actually have prices on them. The sort of customers who shop there do not need to know the price. If they see something they like, they tell the sales assistant to wrap it up. Sale complete, no haggling and definitely no bargains.

This means that L&S can be completely arbitrary about their prices, charging 4,000 gold for a pistol worth 2,000, purely because they know a Duke can afford it, whilst a Baron may only be charged 2,000, and a petty noble from out of town charged more than he could ever afford, because L&S don't think the upstart should have such a fine weapon.

When buying something from L&S you should roll 2D6 on the following table to determine the actual price.

2D6Result
2-3L&S decide you are not worthy of the item and put the price higher than you can afford. You leave the shop immediately in disgust.
4-10L&S decide to charge you its actual price.
11L&S whack on another D6x50 gold.
12L&S double the price!

If an Imperial Noble finds out he doesn't have enough money then he will be thrown out of the shop and will be so embarrassed that he leaves town immediately.

Luigi & Salvatore Goods

Fine Robes - 100 gold. Fashions change all the time and most Imperial Nobles wouldn't be seen wearing anything but the best and latest attire. The Imperial Noble must roll a D6 and add his Initiative. If he rolls less than 7 he has to buy these before he buys anything else.

Repeater Pistol - 3,000 gold. This multi-barrelled pistol allows several shots to be fired at once. Strength 6. 6 square range. Roll to hit - if successful, you may shoot again. You may continue until you fail to hit. Once the pistol has missed it must be reloaded. A repeater pistol takes D3 turns to reload.

Blunderbuss - 2,500 gold. +1 to hit. Range 6 squares. All models in a 2x2 area take a S4 hit with no deduction for armour. If the Imperial Noble rolls a 1 to hit then the blunderbuss MISFIRES and causes a S4 hit on the Noble and every model adjacent to him, with no deductions for armour. Once fired the blunderbuss must be reloaded, which takes D3 turns.

Rapier - 400 gold. See Warrior card.

Sabre - 400 gold. As normal sword. All Monsters attacking the wielder suffer a -1 to hit penalty. May only be used if the Imperial Noble has the Sabre skill (see the Training section).

Duelling Pistol - 1,500 gold. See Warrior card.

Hunting Rifle - 10,000 gold. +1 to hit. Strength 8 hit, with no deductions for armour, or Ignore Pain. The rifle takes a turn to reload.

Ornate Breastplate - 500 gold. Made from the finest metals and with the Noble's family crest in relief. An Ornate Breastplate adds +1 to the Noble's Toughness.

Necklet of Purest Silver - 250 gold. Once per adventure the Noble may ignore one blow. Roll a dice - on a roll of 1 the necklet is broken. Counts as armour.

Gem-Encrusted Bracelets - 250 gold. Roll a dice when the Imperial Noble is hit. On a roll of a 6 the blow is deflected by the bracelets. Counts as armour.

D6 Fine Linen Bandages - 75 gold each. Each bandage heals 3 Wounds.

Bretonnian Sausage - 200 gold. D6 thick slices of delicious cured sausage. Eating a slice heals 2 Wounds.

Fine Vintage Wines - 100 gold. For every draught of liquor the Imperial Noble gets -1 to hit, +1S and +2 to Fear rolls. At the end of the turn roll a dice, add the Noble's Initiative and take away the number of draughts he has drunk. If the roll is less than 7 then the Noble collapses drunk, may do nothing for two turns, and counts as having WS1. There is enough liquor to last a dungeon.

Superior Gunpowder - 100 gold. +1S on all powder weapons. 6 shots or 1 blunderbuss shot.

Gunpowder & Shot - 150 gold. Enough gunpowder and shot for pistol or musket to last all adventure, or 6 blunderbuss shots.

Superior Shot - 100 gold. Ignores 1 point of armour. 6 shots or 1 blunderbuss shot.

Silver Shot - 100 gold. As superior shot, counts as magical, every Wound scored (after all deductions) against Undead or ethereal Monsters causes D3 Wounds. 1 shot.

Thoroughbred Horse - 2,500 gold. The blazing eyes, prancing hooves and flaring nostrils of this beast really impress the plebeians. Reduces travelling time by 2 weeks. Increases living expenses by 5 gold/day.

Riding Whip - 50 gold. Allows you to keep the lower classes in order.

Riding Boots - 100 gold. These natty high leather boots allow the Noble to swagger around town in style.

Special Settlement Event: Uneventful Day

If when rolling on the Settlement Events Table, the result indicates that the Noble has had an uneventful day, roll a D6 on the table below.

Uneventful Day Table (Roll a D6)

D6Result
1One of your kin catches up with you. He corners you and accuses you of being a scoundrel, bringing shame to the family and wasting all their money. Outraged, you challenge him to a duel. Duels between Nobles are unlike any other - both combatants battle to uphold their honour and will not quit until the other is dead. Roll a D6 on this special Duel Table.
2You are summoned in front of the town's Burgomeister who, together with several local barons, accuses you of stirring up revolt in the lower classes. You must bribe the Burgomeister with D6x100 gold and one piece of treasure or have the words 'Peasant Lover' tattooed across your forehead. (You can have the tattoo removed for 1 D6x 100 gold at another Settlement.)
3You meet an old friend and spend the rest of the day chatting about old times. The next morning you remember very little about the night before, but find your purse D6x50 gold lighter than it was yesterday.
4The local population hails you as a hero for slaying many mighty beasts and doing your duty to protect the Empire. You spend the rest of the day at a banquet held in your honour, while the weapon of your choice (magical or non-magical) is inscribed with a rune of power by a local Dwarf smith. The rune gives your weapon extra magical powers. If you roll a 6 to hit the weapon causes an extra D6 + the Imperial Noble's battle-level Wounds with normal deductions. The Dwarf smith will not inscribe a rune on any weapon that already has runes on it.
5Having heard of your great deeds, the city's baron awards you a title. Roll on the following table to determine what it is.
6It really is an uneventful day!

Duel Table (Roll a D6)

D6Result
1You are bested by the opponent and are killed. If you have any points of Luck, use them now!
2The opponent has caught you a glancing blow across your chest. You will be at -1 Toughness for the next dungeon. Roll again on this table.
3-5You weaken your opponent by delivering a deep cut to his sword arm. Roll again on this table with a +1 bonus.
6You best your opponent and kill him. Justice is served and your honour is upheld.

Title Tables

Prefix (Roll a D6)

D6Prefix
1Hero of...
2Defender of...
3Saviour of...
4Knight of...
5Guardian of...
6Champion of...

Suffix (Roll a D6)

D6Suffix
1the Empire
2Sigmar's Holy Temple
3the Emperor
4the Village of Barlow
5the Emperor's Daughter
6Good, Vanquisher of all Evil

Training

Imperial Nobles train in exactly the same way as normal Warriors by saving up gold to pay for training. When a Noble has enough gold he may visit a training ground and spend a week training to go up a level.

Sword Skills

When the Noble trains, first and foremost on his list will be increasing his prowess with a sword. He will seek out an expert Swordmaster, who will teach him a new technique or style of fencing or even how to use a new blade.

When the Noble trains to go up a level roll on the Sword Skill Table to see what skill he gains. If the Imperial Noble rolls a skill which he already has then he does not gain any benefit from his training and doesn't receive a new skill this time.

Sword Skill Table (Roll a D6)

D6Result
1Oops! The Imperial Noble accidentally kills his instructor and doesn't gain any skill this time.
2Parry. This skill allows the Imperial Noble to parry an incoming blow. When he is attacked roll 1D6. On a score of 1-5 he must take the blow as normal. On a score of 6 he turns the blow and it causes no damage.
3Disarm. The Imperial Noble is trained to disarm his opponents. If the Imperial Noble rolls a 6 to hit then he may choose to forgo causing any damage in order to disarm his opponent of his weapon. The weapon flies through the air landing out of reach of the Monster. The Monster loses any magic abilities gained from the weapon, but causes damage as normal.
4Dagger. The Imperial Noble is trained to use a dagger, for when the fighting gets really close. The Imperial Noble rarely goes anywhere without at least a couple concealed about his person. The dagger causes D6 + 1 damage. If any result indicates that the Warriors are completely disarmed at any point, then the Noble will always have his dagger. The Noble may use his dagger at the same time as another weapon, and the dagger gives him +1 Attack. He must use this extra Attack to attack with his dagger.
5Sabre. The Imperial Noble is trained in the use of a sabre. The sabre is a long curved, slashing weapon best employed from the back of a horse, but equally useful for a trained fencer on foot. The sabre acts exactly like a normal sword, doing D6 + the Imperial Noble's Strength damage. However, the style in which the blade is used makes the Imperial Noble very difficult to hit. When using the sabre all Monsters attacking the Imperial Noble are at -1 to hit. The instructor gives the Noble a sabre as a gift for passing his training. If he loses it he may always purchase another at Luigi & Salvatori (printed thus on this page; the store is Luigi & Salvatore everywhere else in the booklet).

Skills Table

Skills Table (Roll 2D6)

2 Quick Load. The Imperial Noble has refined the art of reloading his pistol, even while surrounded by Monsters. If, at the beginning of a turn, the Imperial Noble has an unloaded pistol, roll a D6. On a score equal to or greater than the value listed below, the Imperial Noble has managed to reload his pistol and it is ready to fire this turn.

TitleRoll
Novice6+
Champion5+
Hero4+
Lord3+

3 Retorts. The Imperial Noble has developed a quick and sometimes foul tongue. As he attacks the Monsters he reels off a barrage of insults, and sometimes this is enough to catch them off guard. At the beginning of the Warriors' Phase the Imperial Noble may choose one Monster which is pinned to him and attempt to distract it with insults. Roll a D6. On a score equal to or greater than the value listed below, the Imperial Noble has distracted the Monster and it may not attack this turn.

TitleRoll
Novice6+
Champion6+
Hero5+
Lord5+

4 Quick Draw. The Imperial Noble has lightning reactions. If the Noble has a loaded pistol, whenever Monsters are placed, he may attempt a quick draw. The Imperial Noble must roll a dice and add his Initiative to the roll. If he scores 7 or more he may fire the pistol at any one Monster that has just been placed.

5 Feint. The Imperial Noble lunges to one side, then ducks back and goes for a killing blow. Before the Noble rolls any attacks he should roll to see if he makes any feint attacks. Roll a D6, and on a score equal to or greater than the value listed below, the Imperial Noble may re-roll all his misses that turn once.

TitleRoll
Novice6+
Champion5+
Hero4+
Lord3+

6 Charismatic. The Imperial Noble really knows how to turn on the charm, and can talk his way out of most sticky situations. The Imperial Noble gets his Luck restored when he enters a dungeon and a Settlement.

7 Death-Lunge. The Imperial Noble instinctively knows when he has hit the mark, lunging with all his weight to finish the Monster off. The Noble may add his Strength to his Rapier damage.

8 Duellist. The Imperial Noble is an expert with his duelling pistol, and can be accurate at longer range. He may roll 2D6 when rolling to hit.

9 Crack Shot. The Noble is brilliant at identifying gaps in his opponent's armour with his pistol. Any shots with his duelling pistol may ignore armour.

10 Marksman. Years spent hunting in his father's lands have paid off. The Imperial Noble is a master with all gunpowder weapons, and gains +1 to hit when using them.

11 Smash with Sword Hilt. When the fighting gets close the Noble is not averse to using low cunning and sneaky tricks, like smashing Monsters with the hilt of his sword, or kneeing them in the vitals. The Noble gains an additional Attack if he directs all his Attacks that turn against a single Monster.

12 Find Weakness. The Noble is such an expert swordsman that he can time his strike to perfection and make a killing blow. He may choose to give up all his Attacks to make one special attack. Roll to hit but instead of rolling for damage, roll a dice on the table below.

D6Result
1-2Oops! Your sword plunges into the Monster's side, doing normal damage, but you let go of your weapon. You may only retrieve it when the Monster is dead.
3-5Your sword plunges deep into the Monster's body. The Monster's Wound total is halved.
6Your sword pierces the Monster's heart, killing it instantly.

This skill may be used once per adventure.

Battle-Level Table

Imperial Noble Battle-Level Table, as printed on the booklet's back page.

Battle-LevelGoldTitleMoveWSBSStrDamage DiceTWoundsIALuckWPSkillsPin
10Novice444+3131D6+751-3-

Warrior Card

Front of the Imperial Noble Warrior card.

CharacteristicValue
Wounds1D6 + 7
Move4
Weapon Skill4
Ballistic Skill4+
Strength3
Toughness3
Initiative5
Attacks1

Equipment: Ancient Heirloom.

Weapon: Rapier (1D6+1 Wounds/may not cause death-blows) and Duelling Pistol (1D6+6 Wounds). See over for more details.

Armour: None.

Pinning: The Imperial Noble escapes from pinning on a roll of 5+.

Special Rules: The Imperial Noble is an accomplished duellist. See the back of this card for his special rules.

Enemy's WS / To Hit Foe

Enemy's WS12345678910
To Hit Foe2334444455

Warrior Card: Back (Special Rules)

Weapons. The Imperial Noble's Rapier causes 1D6 + 1 Wounds, but it cannot make death-blows.

The Duelling Pistol causes 1D6+6 Wounds. Count the number of squares between the Noble and his target. To hit his target, the Noble must roll over this number on a D6. Once fired, the pistol takes one turn to reload. The Noble cannot reload the Pistol if he is pinned by a Monster, or he moves that turn.

Duellist. The Imperial Noble is a highly skilled swordsman. After years of training with the best instructors and countless duels to uphold his honour, he has developed a lightning style of fighting. Testing his opponent with feints to the left and right and then pressing home attacks at very vulnerable spots.

Even if his Attack does no actual damage, if the Noble hits with his Rapier, then he may attack again. Roll to hit and damage again and so on until the Noble misses. The Noble may choose to attack different Monsters or concentrate all his Attacks on one Monster. This means that while the Imperial Noble is using his Rapier he does not have a fixed number of Attacks like the other Warriors.

The Imperial Noble may not make death-blows while using his Rapier.

Equipment Cards

Ancient Heirloom Card

Ancient Heirloom. The Heirloom has a long history and was worn by one of the Imperial Noble's ancestors in an ancient war. During the campaign the talisman came to represent the Empire's determination to utterly destroy the evil forces assailing its borders. Soon the mere sight of the talisman glittering in the sunlight struck fear into the heart of the evil beasts that were attacking the Empire. The Heirloom is a token of doom and dread to their kind.

Reverse. Roll a D6 to determine which race fears the Warrior who wields the ancient Heirloom:

D6Result
1Snotlings and Giant Spiders
2Goblins and Giant Bats
3Ores
4Skaven and Giant Rats
5Ores and Goblins
6Minotaurs

Any Monsters who fear the Heirloom suffer a -1 to hit penalty when attacking the Imperial Noble in hand-to-hand combat.

Duelling Pistol Card

The Duelling Pistol causes 1D6+6 Wounds. Count the number of squares between the Noble and his target. To hit his target, the Noble must roll over this number on a D6. Once fired, the pistol takes one turn to reload. The Noble cannot reload the Pistol if he is pinned by a Monster, or he moves that turn.

6Swordmaster. The Imperial Noble has become a most accomplished fencer and gains +1 to hit when using his rapier or sabre.
5+
22,000Champion444+3132D6+7521315+
34,000Champion454+3132D6+7521324+
48,000Champion454+3133D6+7522424+
512,000Hero454+4243D6+7532424+
618,000Hero464+4244D6+7532434+
724,000Hero464+4245D6+7533444+
832,000Hero464+4245D6+7543453+
945,000Lord464+4346D6+7643453+
1050,000Lord474+4346D6+7754463+