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HOLY BOOK OF SIGMAR Attempting a blessing does not stop the Warrior
Each Priest has a copy of the words of Sigmar and Priest from carrying out any other actions, such as
the teachings of his cult, a handed down first by moving and fighting.
word of mouth and then by scribe over the
centuries. AS part of his initial duties, each Priest The Holy Book contains the following blessings:
has to hand scribe his own copy of this sacred
work, to stand him in good stead once he is out SCOURGE OF CHAOS
amongst the heathens. The Holy Book contains As the Priest reads aloud the words from his
many wise words, ancient prayers, blessings and leather-bound tome, the Warriors feel their swords
texts. The power of Sigmar himself is said to reside strike their foes with unprecedented accuracy and
in its hallowed pages, and each book is revered as a precision.
holy magic artefact in itself.
On a Blessing dice roll of 7+, the chosen Warrior's
Priests of Sigmar do not use magic as such, they Attacks for the turn are all at +1 to hit as his hand
is guided by the power of Sigmar. Priest and any Warriors in adjacent squares to him
as the Priest sees fit, with the limitation that all the
CALL OF THE BRAVE points of healing from a single dice must be spent
The Warriors' blows miraculously hit their targets on a single Warrior. The Priest should nominate
despite the Monsters' best efforts to avoid them. who he Is going to heal before he rolls the dice.
On a Blessing dice roll of 7+, the chosen Warrior The Priest could take all the Wounds himself, give
may re roll a single Attack which misses this turn. them all to another Warrior, or share them out
between two Warriors, for instance.
VANQUISH
The power of Sigmar surges through the Warriors. The Priest gets 5 gold for every Wound he heals on
who redouble their attacks upon the enemy. another Warrior.
Choosing Treasure
Although a Warrior Priest is fairly restricted in
which treasure he can use, he does have a special
ability which gives him more chance of gaining an
item he really wants. If the Priest has a Treasure
card that he doesn't want and can't use. he may
swap it for another player's Treasure card when it is
turned over.
This is resolved by the use of the following table. 8 The Priest's warhammer is permanently
Basically, the Warrior Priest may make a donation magical, and for the next adventure it is inscribed
according to how much 'spare' gold he has. He with powerful runes that add +1 to his Toughness.
must roll 2D6, add the dice together and multiply
the result by 50. This shows how much gold he 9 The Priest's warhammer is magical
must donate. Once he has done this, roll another 2 permanently and for the next adventure it causes an
dice. add up the scores, and look up the result on extra D6+ his battle-level Wounds damage whenever
the table below. he rolls a natural 6 to hit.
The Priest may try this once per Settlement. 10 The Priest may randomly select one
blessing. This blessing may only be used once, after
The dice rolls on the following table may not be which it is gone. It is automatically successful when
affected by Luck. used.
Duration: 1 turn
4 Power of Sigmar 5 Banish Fear
Laying on hands, the Warrior Priest calls upon his The Priest proclaims that Sigmar is with them as
power to heal the wounded, knitting torn flesh and they fight, and the Warriors should know no fear.
staunching the flow of blood through the power of
his faith alone. Whilst this blessing is in force, the Warriors
affected gain a bonus to Terror and Fear tests. The
The Warriors affected by this blessing a healed by Warrior Priest decides who is affected. although the
the power of Sigmar. The Priest decides who is blessing can only affect Warriors in squares adjacent
healed, and each Warrior affected gains a number of to the Priest, and of course the Priest himself.
Wounds a indicated, up to a maximum of the
Warrior's Starting Wounds score. The table below shows how many Warriors effected.
according to the Priest's battlelevel. and what
Level Roll No affected Effect bonuses to the Fear/Terror test that Warrior gains.
Note that the blessing only lasts for one test; the
Initiate 7+ 1 1D3 W Warrior does not gain that bonus for the rest of the
Champion 6+ 2 1D3 W adventure.
Hero 6+ 2 1D6 W
Lord 5+ 4 1D6 W Level Roll No affected Effect
Initiate 7+ 1 +1F
Duration: Immediate
Champion 7+ 1 +1F, +1T
Hero 7+ 2 +2F, +2T
Lord 7+ 4 +2F, +2T
Duration: 1 turn
9 Call of the Brave 10 Hammer of Sigmar
Miraculously. blows which seem sure to miss hit Incensing the Warriors with righteous fury, the
their target, despite the Monsters' best efforts to Warrior Priest calls upon Sigmar to lend power to
avoid the attacks. their blows as they strike down the Monsters in his
name.
The Warrior Priest may nominate a number of
Warriors (including himself) who are on the same This blessing can be used on the Warrior Priest
board section. On a successful Blessing dice roll, himself and any Warriors who are on the same
these Warriors may each re-roll a single that missed board section. The higher the Priest's battle-level,
this turn. The Priest only has to make one Blessing the more Warriors can be affected. The blessed
roll, not one per Warrior, and he decides who is Warriors gain a Strength bonus when they strike
affected. The number of Warriors affected depends their foe, as indicated on the table below. The Priest
on the battle-level of the Warrior Priest. decides who is affected by the blessing.
Initiate 7+ +1 bonus
Level Roll No affected Effect
Champion 7+ +2 bonus
Initiate 7+ 1 Extra WP
Hero 7+ +3 bonus
Champion 7+ 2 Extra WP
Lord 7+ +4 bonus
Hero 7+ 3 Extra WP
Duration: :1 turn
·ROLEPLAY GUIDELINES· see that the Priest is a fairly good all-rounder.
Warrior Priests are not easily daunted by the mind- WARRIOR PRIEST ACTION MODIFIERS
churning horrors that await the Warriors in the Barge Aside -1
dungeons below the Warhammer World. They are Bluffing Enemies 0
proud and defiant, stern and calm when all about is Climb on Shoulders 0
chaos. Warrior Priests are not renowned for their Climb Wall 0
sense of humour, but a taciturn grin or sardonic Construction +1
joke is not unheard of... Crawl 0
Disarm Enemy -2
Warrior Priests are devoted worshippers of Sigmar, Disarm Trap -1
and will not tolerate his name being taken a . A Distract Enemy 0
Priest's most prized possessions are his Holy Book. Duck 0
the Ring of Jade, the Ring of Command and his Fight Defensively 0
warhammer; each is a token of the holy symbols of Hide +1
Sigmar. To lose any of these items would cause a Hold Door Open/Closed 0
Warrior Priest great shame and distress. Identify +1
Improvise Weapon 0
Their faith in Sigmar gives Warrior Priests ear Interrogate 0
magical power, and they spend much time deep in Jump 0
thought and devotion. To them, the dungeons of the Kick Over 0
world are not just an exciting and mysterious Leap 0
challenge, and they are not overly concerned with Lift Trapdoor -1
slaughtering Monsters just for the sake of it. To Listen at Door 0
them the evil inhabitants of the under-realm must be Loosen/Tie Bonds 0
driven out by force in the name of Sigmar, and they Make Bandages 0
will not tolerate any who shirk from this task. Difficult Shot -2
Make Rope -1
CHARACTERISTIC TESTS Moving Heavy Objects 0
A Warrior Priest is difficult to quantify in the Pick Lock -1
Roleplaying game. In Some respects he is closer to Play Dead 0
the Wizard and the Dwarf than he is to the Read +1
Barbarian or the Elf. He will be fairly good at Search Object +1
reacting against magic o traps etc, while not being Searching Rooms 1
very good at reacting to physical dangers Such as Starting Fires 0
traps and ambushes. Stunning Enemies 0
Swing on Rope 0
With regard to the example Warriors' actions on Taking Cover 0
page 166 of the Warhammer Quest Roleplay Book. Understand Speech +1
perhaps the best way to get a good idea of the sort Wait/interrupt 0
of things a Warrior Priest is good at is to list his Wedge Door 0
suggested modifiers. If you compare these modifiers
to the Warriors in the Warhammer Quest, you will