| Rules of the Quest | |||||||||||||||||
| Objectives | Main Page | ||||||||||||||||
| 1. Starting Locations. Your character, body guard and retinue must start within the realms of their race. For example, Bretonnian Knights must begin within the realm of Bretonnia, and Chaos Dwarfs must begin in the astern Ash Land realm of Zhaar Naggrund. You must start in one of the cities (or equivelent) of that race. All characters, with the exception of chaos followers, must begin south of Kislev. From here your warband must march to your chosen destinations (see the quest maps.) |
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| 2. Forming Sides. Your warband may choose to ally with other warbands to form a team in the role play. Teams can be a maximum of 4 players. Good side races (such as Dwarfs and Empire) are not allowed to attack members of their own race. However they an attack other good side players of different races. Dark side players may attack anyone for among the dark side it is common custom to slay competitors of your own race. Darkside and good side players cannot team toether. For the purposes of the role play, mercenary dogs of ar hracters coun as neutral ancan side with anyon they want. During the role play, alliances an be ford and broken. To arrange these use 'PM' system on the forum and within the role play explain it in story terms. Teams may fight together against common enemies or guardians. Their combines retinues are added toether and count as one large unit for the purposes of battles, bubodyguards do not mix as they stay nar their lord. Any items gained can only be used by one character at a time so somehow you must agee or argue who gets it... this may end in drawing blood! |
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| 3. Dwarf Tavern Fights Dwarf players who have disagreements have special tavern fight rules instead of killing each other. These are one on one fight issued in the same way as challenges so the bodyguard and retinue watch on while theydrink ale and shout encouagmens to their lord! This is a non-lethal fight so your lord cannot be slain, but you can loose your retinue. Every Dwarf hold has dwarf taverns where dwarf characters may meet and have a tavern fight.Dwarf tavern fights use the basic stats of your lords in lord only combats with no weapons (Dwarfs use fists and head butts). Dwarfs who loose in a tavern fight are only stunned an do not loose any wounds, but loose D6 of their retinue from the shame o being beaten. these troops are added to the winning dwarfs retinue as he i a better fighter and so they choose to serve him instead! |
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| 4. Travel Distances. To make travel distances realistic in the quest, your entire warband may only march a certain distance each day (real time). The maximum distance is according to the warbands LOWEST movement rate from your lord, bodyguard and retinue combined. Therefore a band of Elves can a march further distance in a day than a warband of Dwarfs for example. (See the maps for the distance scales.) |
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| 5. Items and Guardians If you desire an item in the quest, you must defeat their guardians in the Guardian list for each of the four maps. Against guardians, unless otherwise stated, your entire warband an fight but some require single combat with your lord inwhich bodyguard and retiue may not take part. If the guardian is slain, all but one of your wouns are haled just like in normal battles. the item may replace one of your haracters items, OR you may sell it to hire either: 35 points bodyguard chosen from your army books special foot troops. or 50 points retinue chosen from your army books core foot troops. In this ay you may increase the size of your warband to stand a better chance of winning the quest. |
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| 6. Fighting in the quest As the role play organiser, I will role the battles in the role play. Before you attack, please state how you wish to attack, how your retinue/bodyguard will act, and which spells you wish to cast ect... In team battles, each character of each tam must face gainst a character of the other team. A maximum of 2 characters may fight one enemy character at once. So if one team includes 4 characters and the orher includes 2, the battle would 2 fights with 2:1 characters. In battles both retinues charge against each other. triking first depends on the movement of the roops with the highest movment counting as charging. If both movement rates are the ame, it falls to initiative, then a roll off if iniative is the same. A characters retinue (or a teams collective retinues) count as a single unit in warhammer. After the rounds of combat the combat resolution is calculated and panic tests are made. Fleeing retinues sufer D3 wounds from the stabbing blades of the victorious retinue as they turn to flee, but beaten retinues then return to their lord after the battle if he still lives. Characters which survive regain all but 1 of their lost wounds after each battle. Casualties: If your lord survivs the battle, all slain retinue or bodyguard will recover and coun simply as being stunned on a roll of 4+. on a roll of 1-3 they count as sain and are lost. Slain lord characters are replaced by a hero level captain sent by your race with 50 points magic items (75 poins runes in the cast of dwarfs), 18 points bodyguard and 25 points retinue from the same starting location as the original lord. Slain lords can be pillaged of their items which may either replace the victorious lords items or (in the case of collected quest items) sold to hire more troops (see rule 5). Missile troops: in the role play, missile weapon may only be used as a stand an shoot reaction to an enemy charge. Missile troops are assumed to stand in the front rank of the retinue and so take the charge fist befoe others. This makes them useful to thin down the numbers of an enemy retinue befoe your troops strike back. Casualties are removed and the attacking enemy then stikes first in hand to hand combat. Magic: characters with magical properties may stand at the back of the warband and cast spells. this may be cast at bodyguard or retinue, but to cast spells against characters the bodyguard of the enemy character must all be slain for they stand guard around him blocking him from harm. Obviously, if the chracter is in combat with the caster spells may target himwhether the bodyguard are alive or not. For the purposes of this role play ALL SPELLS may be cast in hand to hand combat. |
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| Click here to read about the quest objectives. | |||||||||||||||||