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Warhammer Quest: The Cleric of Sigmar

by Colen McAlister

Here is another 'priestly' character for Warhammer Quest, much like the Warrior Priest official character pack, but with several differences.

The Cleric of Sigmar wanders the world, trying to stall the forces of chaos by preaching to anyone who will listen. They are nomadic, never staying in the same place for more than a few months, but can be relied upon to oversee the harvest with blessings from Sigmar or to help root out a Chaos cult that has taken hold in a city.

Clerics are not as suited for battle as their Warrior Priest counterparts, sometimes employig their aid as they wander the world. Occasionally, one will express a desire to confront the Forces of Evil face to face, and will be sent into the world to help the Great Struggle. The Clerics were established after the last Great War against Chaos, created by priests sickened by the slaughter of good and evil alike. They employ their powers for the greater good, helping root out the hidden evils that arise from time to time as well as presiding over trials of heretics and witches foun in the city.

Clerics that decide to go hand-to-hand with the Forces of Evil receive the highest blessing and training to help prepare them for their unenviable task- many a monster goes bloodily to their grave, to their puzzlement hearing the words "Bless you, my son" before darkness descends on them.

Name M WS BS S T I A Damage Dice Wounds
Cleric of Sigmar 4 3 5+ 3 3 (4) 3 1 1 1D6+7

Equipment: Holy Staff.

Weapon: Ritual Dagger, causing 1D6+3 Wounds.

Armour: Leather Armour (+1 Toughness).

Pinning: Breaks from pinning on a roll of 5+.

Special Rules: The Cleric can cast spells and Turn Undead, manifestations of his unerring belief in Sigmar (see below).

Enemies WS 1 2 3 4 5 6 7 8 9 10
To Hit Roll 2 3 4 4 4 4 5 5 5 6

Advanced Rules

Battle-Level Title Willpower WS BS S T I A Pinning Damage Dice Wounds
1 Acolyte 4 3 5+ 3 3 3 1 5+ 1 1D6+7
2 Adept 4 3 5+ 3 3 3 1 5+ 1 2D6+7
3 Priest 4 3 4+ 4 3 3 1 5+ 1 2D6+7
4 Priest 5 4 4+ 4 4 4 2 5+ 1 3D6+7
5 Curate 5 4 4+ 4 4 4 2 5+ 2 3D6+7
6 Curate 5 4 3+ 4 4 4 2 4+ 2 4D6+7
7 Patriarch 6 5 3+ 4 4 4 2 4+ 2 4D6+7
8 Patriarch 6 5 3+ 4 4 5 3 4+ 2 5D6+7
9 High Priest 6 5 2+ 4 4 5 3 4+ 3 5D6+7
10 High Priest 7 6 2+ 4 4 5 3 3+ 3 6D6+7
Enemies WS Battle-Level 1 2 3 4 5 6 7 8 9 10
To Hit Roll 1 2 3 4 4 4 4 5 5 5 6
2 2 3 4 4 4 4 5 5 5 6
3 2 3 4 4 4 4 5 5 5 6
4 2 3 3 4 4 4 4 4 5 5
5 2 3 3 4 4 4 4 4 5 5
6 2 3 3 4 4 4 4 4 5 5
7 2 3 3 3 4 4 4 4 4 4
8 2 3 3 3 4 4 4 4 4 4
9 2 3 3 3 4 4 4 4 4 4
10 2 3 3 3 3 4 4 4 4 4

Like any other warrior, the Cleric can gain Specialist Actions with every level, but his chance is a 3+ rather than 4+ on a dice.

Clerics cannot visit the Alehouse or Gambling House.

Because of the respect given to him by the general population, Clerics can ignore 1D6 settlement events in every town.

The Cleric has the same chance for roleplaying actions (e.g. interrogate, identify etc.) as the Wizard.


Clerical Powers

Holy Staff

The Cleric's Holy Staff can be used as a weapon instead of his ritual dagger. It gives him +1T and +1S when used, but makes attacks at a -1 to hit. If used by any other Warrior it loses these bonuses but keeps the -1 to hit modifier.

Clerical Magic

Clerical magic is basically the same as Wizardly magic, but with one important difference- the magic draws its power from the clerics belief in Sigmar. It obeys the same rules for wizardly magic, but with the following differences:

  • All Attack spells count as having a power of two higher than normal.
  • All Defence and Healing spells count as having a power of one lower than normal.
  • Special spells have normal power.
  • By praying to Sigmar, the Cleric can change a number of spells equal to his battle-level at the end of every adventure. They can be exchanged for spells of equal power or less.

The Cleric rolls 1D6+Battle-level for his power, but rolling of a 1 does not cause unexpected events unless he is the only magic-user in the party; it still only give him 1 point for the turn, however.

The Shrine

The Shrine is an extension of the Temple. A settlement with a Temple automatically has a shrine, and vice versa. The Cleric may visit both in one day. While at the shrine he may do the following things:

  • Convert Gold to experience points- it cannot be spent but cannot be lost to hazards, either.
  • Donate Magical Items to his cause- he gets the experience points for such a gift.
  • Change as many spells as he wants to spells of equal or lower power. Any points left over (e.g. changing two power four spells to two power three spells) may be spent on new spells (continuing the previous example, an extra two power spell).
  • Buy Amulets of Faith. D6 amulets cost D6*50 Gold (so you may get 1 amulet for 300 Gold to 6 amulets for 50 Gold) and allows automatic suce on any roll, whether made by the cleric or otherwise. However, the amulets do not work on 'Evil' creatures (such as the Chaos Warrior from the official pack).

Turning Undead

Clerics support and further the natural order of things, and are therefore shocked and horrified at the Undead. Instead of attacking and casting spells in a turn, a Cleric may attempt to Turn one group of Undead on the board. Roll on the following table to see whether the Cleric Turns the monsters and what effect he has:

Battle-Level Roll needed to turn Effect Damage
1-2 5+ Undead become subject to break rules (or automatically fail Break tests if they are already subject to these rules). 1D6
3-5 5+ Undead are paralysed for D6 turns. 2D6
6-8 4+ Undead are paralysed for 2D6 turns. 4D6
9+ 4+ Undead are paralysed for 2D6 turns. 5D6

Damage done is without any modfiers for Toughness, Armour, Ignore Pain, Ignore Blow, etc.

The Turning is not magical, so cannot be dispelled or drained.

Moderated Games

The Cleric can only cast his spells when he has faith in his God- a 'doubting Thomas' cleric may not be able to conjure sufficient faith to believe in his spells, meaning they may fail. Clerics who do not display enough faith in their God should be penalised accordingly, perhaps needing to seek out a higher-level priest to atone. Higher-level clerics may occasionally miss adventures (GM's discretion) as they are called by the duties of the Priesthood.

Disclaimer

Warhammer Quest is a trademark of Games Workshop, and its use here does not constitute a legal challenge to that status. This article may be considered copyrighted by nobody, so anyone can use and / or alter it.



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