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* BowAndSwordInAccord: For the Elf Ranger, one skill he might get is to use a bow and melee weapon together in close combat.
* ChainsawGood: What's a Creator/GamesWorkshop game without something that has a spinning blade with serrated teeth. In this case, one of the magic items you can find is the Rending Sword which is a magical chainsword that does extra damage and has some armor-piercing ability because of its rending teeth.



* DropTheHammer: One of the magic items you may be lucky enough to find, is the Hammer of Sigmar. Yup the imperial dwarven artifact that gave the Warhammer franchise its very name.
* DualWielding: The Troll Slayer and the Wardancer can fight with a specific weapon in each hand.



* FantasyGunControl: Unlike ''TabletopGame/HeroQuest'', guns exist in this setting and the Imperial Noble especially gets a larger variety to buy from.



* StrongEnemyWeakReward: Players hate ghosts. While they're nothing for a high level party, these monsters are pretty dangerous for weaker parties as they have a number of special abilities. But the real reason, players hate encountering them is that ghosts uniquely have no gold! So you never get anything for fighting a ghost.

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* StrongEnemyWeakReward: StrongEnemiesLowRewards: Players hate ghosts. While they're nothing for a high level party, these monsters are pretty dangerous for weaker parties as they have a number of special abilities. But the real reason, players hate encountering them is that ghosts uniquely have no gold! So you never get anything for fighting a ghost.


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* UnusableEnemyEquipment: Your enemies can have their own racially-based magic items, regardless the adventurers can never use them as all enemy magic items are tainted and cursed.
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* AlwaysChaoticEvil: Averted with the Chaos Warrior party member, his description mentions how the numbers of Chaos Warriors are legion and each are individuals with their own motivations and differing degrees of fealty to the Dark Gods. So your Chaos Warrior might actually be a nice guy.


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* BigRedDevil: The nastiest but most valuable monster to fight is the Bloodthirster, a gigantic horned red daemon with a magic axe and whip.


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* ExperiencePoints: Experience points don't actually exist in ''Warhammer Quest'', instead gold functions like souls in ''VideoGame/DarkSouls''. Gold can be used to pay for services and goods, but it can also be used to raise a character's level. What happens is the regular characters search for a mercenary camp or whatnot to get tutelage from a trainer there (specially bought characters like the Wardancer have their own special places of training) that lets the character tap into their incredible innate talent.


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* ShotgunWedding: A medieval version of this can happen as a random city event. Angry brothers of a farm maid mistaken your character as the guy who knocked her up and hold you at knife point for a wedding to their disgraced sister.


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* StrongEnemyWeakReward: Players hate ghosts. While they're nothing for a high level party, these monsters are pretty dangerous for weaker parties as they have a number of special abilities. But the real reason, players hate encountering them is that ghosts uniquely have no gold! So you never get anything for fighting a ghost.


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* TalentedButTrained: All the adventurers are this, they're all possessed of incredible innate talent which is why they're pretty good even at Level 1 but they each strive to reach the maximum of their ability by paying for training.


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* WhatTheFuAreYouDoing: Pit Fighter players hate the Pit Flail, it's only a little stronger than a regular flail but it's a very clumsy weapon that has a chance of the Pit Fighter hitting himself.
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** The questing Bretonnian knight can be charged with rescuing a DamselInDistress as part of the RPG element.
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* ArmorPiercingAttack: Monsters with the Assassinate special rule are able to launch attacks with such precision that they totally ignore the bonuses granted by their target's armour, as they slip their weapons between the plates.
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* {{Counterspell}}: Magic using Warriors are able to learn the Dispel Magic spell that, when cast, gives them a 50% chance of stopping any enemy spell cast upon them.

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* BarbarianHero: The Barbarian is the leader of the game’s default party, and the strongest close combat skill of the original Warrior characters. The model itself is sculpted to represent a typical barbarian hero with big muscles, [[BarbarianLongHair long hair]], wears nothing but a fur loincloth and a bear-skin cloak, and wields a large broadsword as a starting weapon.

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* AcidAttack: The spell Acid Blast allows the caster to unleash streams of acid from their fingertips, causing damage to one or more models in its path as it burns through each victim in turn.
* BarbarianHero: The Barbarian is the leader of the game’s game's default party, and the strongest close combat skill of the original Warrior characters. The model itself is sculpted to represent a typical barbarian hero with big muscles, [[BarbarianLongHair long hair]], wears nothing but a fur loincloth and a bear-skin cloak, and wields a large broadsword as a starting weapon.
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* HealingPotion: The Elf Warrior starts with a healing potion that allows the as part of his basic equipment and, if purchase of find the right {{healing herb}}s, they can create more between quests.
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* {{Berserker}}: The Enraged skill, available to Dwarf Warriors, allows the character to enter a berserk state once per turn as they give themselves over to their fury. While in this state, the Dwarf has a chance to unleash extra attacks, at the cost of a penalty on his hit rolls, but also has a chance of going so out of control that he cannot hit anything.
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* RobeAndWizardHat: The model for the Wizard Warrior wears the flowing robes and wide brimmed conical hat of an archetypical fictional wizard, and the traditional outfit of the Grey Order of wizardry[[note]]although they have access to a wider variety of spells than is traditional for Grey Wizards[[/note]].
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Reworked a trope


* BarbarianHero: The Barbarian character is the strongest of the player characters in close combat and his model is sculpted to represent a typical barbarian hero with big muscles, [[BarbarianLongHair long hair]], wears nothing but a fur loincloth, and wields a large [[HeroesPreferSwords broadsword]].

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* BarbarianHero: The Barbarian character is the leader of the game’s default party, and the strongest of the player characters in close combat and his skill of the original Warrior characters. The model itself is sculpted to represent a typical barbarian hero with big muscles, [[BarbarianLongHair long hair]], wears nothing but a fur loincloth, loincloth and a bear-skin cloak, and wields a large [[HeroesPreferSwords broadsword]].broadsword as a starting weapon.
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%%* KnightInShiningArmor: The Bretonnian Knight can be added as an additional character.

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%%* * KnightInShiningArmor: The Bretonnian Knight can be added as an additional character. He is a questing Knight who has sworn an oath to always fight in a fair and just manner. He can RPG on various quests such as; slaying a monster, retrieving a relic, or rescuing a DamselInDistress.
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''[=Warhammer Quest=]'' is the SpiritualSuccessor to ''TabletopGame/{{Heroquest}}''. A DungeonCrawling {{Adventure Board Game|s}} set in a version of the ''TabletopGame/{{Warhammer}}'' universe. Using modular dungeon tiles to create a series of endless dungeons, modified slightly each time to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard (Although there were other characters who could be added) -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The game can be a simple DungeonCrawling game, or it can be expanded to include a role-playing element.

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''[=Warhammer Quest=]'' ''Warhammer Quest'' is the SpiritualSuccessor to ''TabletopGame/{{Heroquest}}''. A DungeonCrawling {{Adventure Board Game|s}} set in a version of the ''TabletopGame/{{Warhammer}}'' universe. Using modular dungeon tiles to create a series of endless dungeons, modified slightly each time to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard (Although there were other characters who could be added) -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The game can be a simple DungeonCrawling game, or it can be expanded to include a role-playing element. \n




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!!This work provides examples of:



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* BlowYouAway: The spell Windblast allows a Wizard to unleash a gale of wind that smashes Monsters to the floor doing multiple Wounds in the process while leaving the caster's allies untouched.

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* KnightInShiningArmor: The Bretonnian Knight can be added as an additional character.

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* %%* KnightInShiningArmor: The Bretonnian Knight can be added as an additional character. character.
* PinnedToTheWall: The Pinion Elf Skill allows the Elf warrior to pin an enemy to a wall with their arrows. While the Elf can only make one attack while using this skill successful, the attack stops the enemy from moving in addition to doing the normal damage.
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* KnightInShiningArmor: The Bretonnian Knight can be added as an additional character.

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* HealingHands: The Wizard Warrior has access to a variety of healing spells that they can use during a game, with each casting level between 1 and 10 having at least one Healing Spell that they can learn. These spells range in power form healing a single wound with Cure Small Wounds, to Heartbeat that can heal a random number of wounds for each of the Wizard’s Battle Levels.

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* GhostlyChill: Spectral undead, such as Ghosts and Wraiths, have the Chill special rule, allowing them to automatically cause wounds against the Warriors as their deathly cold touch drains their life.
* HealingHands: The Wizard Warrior has access to a variety of healing spells that they can use during a game, with each casting level between 1 and 10 having at least one Healing Spell that they can learn. These spells range in power form healing a single wound with Cure Small Wounds, to Heartbeat that can heal a random number of wounds for each of the Wizard’s Wizard's Battle Levels.
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Added a spell trope

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* HealingHands: The Wizard Warrior has access to a variety of healing spells that they can use during a game, with each casting level between 1 and 10 having at least one Healing Spell that they can learn. These spells range in power form healing a single wound with Cure Small Wounds, to Heartbeat that can heal a random number of wounds for each of the Wizard’s Battle Levels.
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* RescueArc: The Sacrifice quest for the Idol Chamber Objective Room sees an important relative of one of the Warriors kidnaped by Orcs, and the party has to save them before they are [[HumanSacrifice sacrificed]]. Upon reaching the Objective Room, the captive's relative will go [[RoaringRampageOfRescue mad with rage]] and attack the enemy monsters with abandon whether they are alive or not.
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* SprintShoes:
** The Fleet of Foot spell enchants the caster's shows so that they can move slightly quicker for a short period.
** The Speed spell enable a magic user to increase an ally's metabolism, enhancing their movement characteristic by a large amount.
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* TakenForGranite: The Stone of Transmutation is a one use magic item that the Warriors can find that allows its user to transform any single creature into a stone statue, [[OneHitKill killing it instantly]].
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* RopeBridge: The only way to cross the magma-filled chasm in the Firechasm Objective Room is across a dangerous rope bridge. When crossing this bridge, Warriors must test to see if they slip, and if they do, they must roll on the Firechasm Hazard Table to see what happens. Results on the Hazard Table range from automatic death to dropping treasure or swinging across the chasm completely.
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* ThePowerOfHate: The Hate special rule gives models affected by it bonus attacks when fighting a specific race as they redouble their efforts to destroy their hated foe. On the downside, however, the frenzied attacks suffer a penalty to hit as the model attacks with abandon.
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* BladeBelowTheShoulder: The starting equipment for Pit Fighter Warriors includes a Fist Spike, a long blade attached to an armoured gauntlet. A relatively light weapon, a Pit Fighter can attack quickly with a Fist Spike, gaining additional attacks whenever it is used.
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Used the correct trope name


* MagicResistance: Some Monsters that inhabit the dungeons of the Old World have the ability to resist arcane energies. These Monsters have the Magic Resistance ability, which gives them a chance to ignore the effects of spells cast on them.

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* MagicResistance: ResistantToMagic: Some Monsters that inhabit the dungeons of the Old World have the ability to resist arcane energies. These Monsters have the Magic Resistance ability, which gives them a chance to ignore the effects of spells cast on them.
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* MagicResistance: Some Monsters that inhabit the dungeons of the Old World have the ability to resist arcane energies. These Monsters have the Magic Resistance ability, which gives them a chance to ignore the effects of spells cast on them.
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Added a magic weapon trope


** The magical blade known as Heartseeker is able to rewind time if it misses its target, giving its bearer a re-roll to missed Attacks.

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** The magical blade known as Heartseeker is able to rewind time if it misses its target, giving its bearer a re-roll to missed Attacks.Attacks.
* WeaponOfXSlaying: The magic weapon Undead Bane was forged to destroy the living dead minions of the Great Necromancer Nagash and does extra Wounds against any undead Monster.

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* SquishyWizard: While that Wizard character gets plenty of spells to cast, he is very fragile and is a poor fighter who can be taken out with a single hit by the stronger monsters if they get close.

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* SquishyWizard: While that Wizard character gets plenty of spells to cast, he is very fragile and is a poor fighter who can be taken out with a single hit by the stronger monsters if they get close.close.
* TimeMaster:
** The [[CoolCrown War Crown of Tiranoc]] allows the Elf Ranger that wears it to briefly stop time so that they can chose to take their turn ahead of another Warrior once per game.
** The magical blade known as Heartseeker is able to rewind time if it misses its target, giving its bearer a re-roll to missed Attacks.
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''[=WarhammerQuest=]'' is the SpiritualSuccessor to ''TabletopGame/{{Heroquest}}''. A DungeonCrawling {{Adventure Board Game|s}} set in a version of the ''TabletopGame/{{Warhammer}}'' universe. Using modular dungeon tiles to create a series of endless dungeons, modified slightly each time to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard (Although there were other characters who could be added) -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The game can be a simple DungeonCrawling game, or it can be expanded to include a role-playing element.

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''[=WarhammerQuest=]'' ''[=Warhammer Quest=]'' is the SpiritualSuccessor to ''TabletopGame/{{Heroquest}}''. A DungeonCrawling {{Adventure Board Game|s}} set in a version of the ''TabletopGame/{{Warhammer}}'' universe. Using modular dungeon tiles to create a series of endless dungeons, modified slightly each time to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard (Although there were other characters who could be added) -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The game can be a simple DungeonCrawling game, or it can be expanded to include a role-playing element.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/1532854888667_4.jpg]]
[[caption-width-right:350:Dungeon adventures in the Warhammer world!]]
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Added DiffLines:

''[=WarhammerQuest=]'' is the SpiritualSuccessor to ''TabletopGame/{{Heroquest}}''. A DungeonCrawling {{Adventure Board Game|s}} set in a version of the ''TabletopGame/{{Warhammer}}'' universe. Using modular dungeon tiles to create a series of endless dungeons, modified slightly each time to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard (Although there were other characters who could be added) -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The game can be a simple DungeonCrawling game, or it can be expanded to include a role-playing element.

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* BarbarianHero: The Barbarian character is the strongest of the player characters in close combat and his model is sculpted to represent a typical barbarian hero with big muscles, [[BarbarianLongHair long hair]], wears nothing but a fur loincloth, and wields a large [[HeroesPreferSwords broadsword]].
* BossFight: Various campaigns end a battle with a ferocious monster.
* SquishyWizard: While that Wizard character gets plenty of spells to cast, he is very fragile and is a poor fighter who can be taken out with a single hit by the stronger monsters if they get close.

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