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Pit Fighter Book

The document provides background and introduction for playing as an escaped pit fighter in games of Warhammer Quest. Key details: 1) Pit fighters leave the arena circuit for various reasons, such as escaping an abusive master, being framed for murder, or seeking more worthy opponents. 2) As an escaped fighter, the character is a hunted man wary of recognition. He seeks to settle debts with his former master or business partners using treasure from adventures. 3) The character can replace any existing Warhammer Quest warrior. Special rules cover the pit fighter's progression, skills, and roleplaying background. 4) Large parties require adjusting monster numbers to maintain challenge. For a 6-player party, roll monster

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100% found this document useful (2 votes)
2K views12 pages

Pit Fighter Book

The document provides background and introduction for playing as an escaped pit fighter in games of Warhammer Quest. Key details: 1) Pit fighters leave the arena circuit for various reasons, such as escaping an abusive master, being framed for murder, or seeking more worthy opponents. 2) As an escaped fighter, the character is a hunted man wary of recognition. He seeks to settle debts with his former master or business partners using treasure from adventures. 3) The character can replace any existing Warhammer Quest warrior. Special rules cover the pit fighter's progression, skills, and roleplaying background. 4) Large parties require adjusting monster numbers to maintain challenge. For a 6-player party, roll monster

Uploaded by

ciharit708
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction to Pit Fighter
  • Rules for Warhammer Quest
  • Advanced Rules
  • Uneventful Days
  • Pit Fighters in Combat
  • Pit Fighters in Settlements
  • Pit Fighters at the Armoury
  • Roleplay Guidelines
  • Narrative Example
  • Pit Fighter Battle-Level Table

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MINIATURES
PIT FIGHTER

• PIT FIGHTER •
cross the Old World there

A are many pastimes


| sports and one of the most
popular events is
and

the
D6 Roll

1
Result

Escape! Your master was particularly cruel


gladiatorial pit fight. Many local and greedy, making you fight until you
laws ban pit fighting, but the dropped. One day you had enough and leapt
culture remains a haven for ex- from the pit after winning a fight. Before
mercenaries, escaped convicts and anybody could stop you, you were out in the
itinerant conmen. big wide world and free.
When a pit fight takes place it can
2 It Wasn't Me! Your master was found dead
range from a highly organised gala
one morning, and it was no secret that you
in a large arena to a small fistfight
wished to leave his school. The watchmen
in an old barn. The combatants are
dragged you to prison but you managed to
usually slaves who work the
‘circuit’, earning their freedom by escape before the trial. Roll a D6: on a roll of
paying off their managers with a 1-3 you did actually commit the murder, on a
4-6 you are innocent.
large cut of the winnings. By the
time most Pit Fighters are free men 3 Vendetta. Before fleeing from your master,
they are so physically and mentally you kill a rival Pit Fighter in a match that had a
scarred that they don’t wish to large sum of money riding on it. Unfortunately,
leave the sport, as they can find no it was your master’s money; he had been
position in normal society. betting for you to lose!
There are many reasons why a
4 Ho Hum! To put it bluntly, you were bored.
Pit Fighter may exchange his
There were no other fighters worthy of your
current career for the life of an
prowess while the adoring fans and the
adventurer. The culture of the
crowds of appreciative maidens became
fighting pit means that there are
tiresome. A few weeks ago you simply
many alleged (and real) scandals,
strutted out of your fighting school, leaving
arrests and much notoriety.
your master fuming with indignity.
You can think up your own
reasons for leaving the pit fighting 5 & Well, You Know What They Say... There was a
circuit, or you may like the other huge scandal, and various rumours cast a
players to write down suggestions cloud over your parentage, eating habits, night
for you and then take one at time activities and a variety of other
random. If you can’t think of a personality traits. Of course none of them
suitable motive for setting off on a were strictly true, but where there’s smoke,
career of adventuring roll a D6 on there’s fire. You decided it was better to leave
the following table. You may decide before anybody got too curious.
you want your past kept secret, so
6 Of Course I Was! Your character has spent his
don’t tell anybody you cannot
entire lifetime in and around the Fighting Pits.
trust!
Unfortunately, it wasn’t as a combatant. You
As an escaped Pit Fighter you are a were the clean-up man after the contests, but
hunted man, constantly wary of you have watched many great fighters train
places where you might one day be and rise to stardom. You were ridiculed and
recognised. You wish to settle your kicked out, and in an act of petty vengeance
debt with your ex-master or his you stole some of the equipment and fled. You
business partners, using the are now determined to prove you can be as
treasure you acquire during your successful as the fighters who mocked you.
exploits.

2
' : ippFlQHTER

• INTRODUCTION ■
This pack contains everything you need to Remember too, that if there is not a
introduce a new Warrior to your games of Barbarian in the party, then one of the other
Warhammer Quest, including his Warrior Warriors will have to carry the lantern and be
card, Warrior counter. Equipment cards, a the leader.
rulebook and a Citadel miniature to
represent the Warrior himself.
BIGGER GROUPS OF WARRIORS
This rulebook is split into three sections: a If you want to, you can take more than four
basic Warhammer Quest section, an Warriors into an adventure, but you will have
Advanced section and a Roleplay section. to make sure that there are enough Monsters
The Warhammer Quest rules contain all the to go round! The cards and tables from the
rules for using this Warrior in your games. Warhammer Quest game are based on there
The Advanced rulebook covers all the rules being four Warriors, so if you have fifteen
for the progression of the Warrior through different Warriors in the party, then the game
the battle-levels, including any spells, skills or as it stands will present no challenge at all! As
special rules, and the final section gives rules a general rule, stick to parties of four
guides for using the new Warrior with the Warriors, but if you have a party of five or six,
Roleplay rules. then increase the number of Monsters by an
equal proportion.

RULES FOR WARHAMMER QUEST For example, if you have six Warriors in the
party, that is 50% more Warriors than the
If you wish, you may replace one of the
Event cards are set up to deal with. In this
Warriors from the Warhammer Quest game
case, you should make sure that each time
with the Pit Fighter. Simply swap the Pit
Monsters appear, there are 50% more of
Fighter for one of the existing Warriors. The
them. If the card says "1D6 Ores", roll the
rules which follow explain how to use the Pit
dice as usual and then multiply the result
Fighter in your games. Remember to put the
upwards to match the party size - so a dice
Warrior counter for the original Warrior back
roll of four Ores becomes six Ores, and so on.
in the box, replacing it with that of the Pit
Fighter!

• STARTING AS A PIT FIGHTER •


Any player may start the game as a Pit EQUIPMENT
Fighter rather than one of the Warriors in the
The Pit Fighter starts the game with Heal-ltt
Warhammer Quest box. All of the rules for
Potion Equipment card and the Pit Flail
creating a new Warrior apply, unless stated
Equipment card.
elsewhere in this character pack.

Wounds 1D6 + 8
Move 4
Weapon Skill 3
Ballistic Skill 6+ N
Strength 3
Toughness 3(4)
Initiative 3
Attacks 1
Pinning Roll 5+
Pit f ig h t e r

WEAPONS SPECIAL RULES


The Pit Fighter starts the game armed with a The Pit Fighter’s training allows him to react
Fist Spike and a Pit Flail. quickly to certain situations. Whenever you
When he uses the Fist Spike, the Pit Fighter meet Monsters because of an Unexpected
gets an extra 2 Attacks but cannot make Event, roll a D6 just after the Monsters have
death-blows. However, if the Pit Fighter kills a been placed.
Monster with his Fist Spike he may step into
1 The Pit Fighter gets confused and may
the square it occupied and continue his
not perform any actions in the next
attacks from there. The rules for pinning do
Warriors’ Phase.
not apply to this special move.
2-4 Nothing occurs to the Pit Fighter. Fight
When he uses the Pit Flail, the Pit Fighter
the Monsters as normal.
gets +2 Strength, for 1D6 + 5 damage. If he
rolls a 1 to hit, his blow goes wild, and he hits 5-6 The Pit Fighter remembers a special
himself instead! Work out damage as normal. move and may immediately move and
attack, exactly as if it were the
The Pit Fighter must declare which weapon
Warriors’ Phase. All the usual rules,
he is going to use at the beginning of
such as pinning, apply, and this does
Warriors’ Phase. He may not use both
not affect the Pit Fighter’s ability to
weapons in the same turn!
fight in subsequent Warriors’ Phases.
A Pit Fighter may use weapons other than
his Fist Spike and the Pit Flail. If the Pit Fighter is standing in the Fighting Pit
he will only fail to react on a roll of a 1, in
ARMOUR which case he is ‘confused’, as above.

The Pit Fighter wears Pit Armour, which gives


him +1 Toughness. He may wear no other
form of armour.

■ ADVANCED RULES ■
PIT FIGHTERS AND EVENTS You may buy extra pieces of Pit Armour
from the Fighting School armoury (see page
As a professional fighter, a Pit Fighter finds it
8). If you do so, you should make a note of
hard to turn down a challenge. If your
which part of the Pit Fighter’s body the
character rolls an Event that leads to physical
armour covers.
conflict (such as The Duel) then he must
accept, he may not try to pay his way out or Monster’s
walk away. To Hit Roll Location
■ ^ ■ i ■ ■ ■ ■ ■ ■ —

2 Head
PIT ARMOUR
3 Left Arm
Pit Armour covers only a portion of the Pit
Fighter’s body. There are five locations to 4 Right Arm
cover: Head, Legs, Body, Left Arm and Right 5 Legs
Arm.
6 Body
The armour you start with covers your
For example, Grund Headcrusher has Pit
Body. Whenever a Monster hits you, look up
Armour on his body and his right arm. A
its to hit roll on the table below. If you have
Monster hits him with to hit rolls of 4, 5 and
Pit Armour on the location indicated you may
6. His Pit Armour counts against the 4 and
add its armour value to your Toughness. If
the 6 (right arm and body) but not against
that location is not armoured you receive no
the roll of 5 (his legs).
extra protection.
PtTfIGHTER

DEBT You may pay off your debt in part or in whole


whenever you visit the Fighting School.
When you fled from your home you still had a
Simply deduct the amount from your gold
large sum of money to pay to your ex-master.
total and cross it off the amount you still
Since he has invested a considerable amount
owe. Once you have paid off your entire debt
of time and money in your career he is
you are safe from any reprisal your ex-master
anxious to%get it back. To work out how much
may attempt, but must still roll on the table
money you owe, roll a D6 and consult the
to see if an admiring fan spots you.
following table. Note this down on your
Adventure Record sheet.
UNEVENTFUL DAYS
Roll Amount owed
Whenever you arrive at a Settlement there is
1-2 6,000 gold a chance that somebody recognises you.
Whenever you have an Uneventful Day in a
3-4 5,000 gold
Settlement, roll a D6 and look up the result
5-6 4,000 gold on the chart below.

UNEVENTFUL DAYS TABLE (Roll a D6)


1 You spot an employee of your ex- 4 An uneventful day... Until someone
master, who also notices you. If you recognises you from across the street.
have any debt outstanding, he will Shouting out your name, he rushes
fetch his master. Roll a D6 and add over to you and a large crowd
your Initiative. If you manage to score appears. You spend the rest of the
an 8 or more you avoid them, though day scrawling your autograph on
you may do nothing for the next day, proffered pieces of parchment,
while you are hiding out. If you fail exposed flesh and farm animals.
then apply result 13 from the Fighting
5 A wiry old man accosts you in the
School Table (see over the page).
street but you manage to shake him
2 An inquisitive shopkeeper recognises off. You may do nothing for the next
you, and threatens to contact your ex- day, but he will find you again and
master unless you pay him D6x20 tells you that you helped him make a
gold. If you don’t pay him you must fortune many years ago. So grateful is
spend the next 2D6 days in hiding. he that you won the fight he had bet
While hiding you may do nothing else his life savings on, he offers you
but must roll for Settlement Events as 2D6x20 gold.
normal.
6 You are cornered in an alley by
3 You meet an admiring fan, who insists servants of your ex-master. After
on making a big scene in the street. beating two of them senseless they
The next shop you enter has heard manage to get you on the floor and
that you are a rich Pit Fighter and will five of them sit on you. Roll a D6.
charge you twice the normal cost for On a roll of a 6 one of them explains
any items you may buy. The cost of to you in very short, slow sentences
living for your character is doubled that your master has forgiven you,
while you remain in this Settlement. having been turned to religion by a
wandering missionary. The master’s
gesture of forgiveness is represented
by a reduction of 1 D6x100 gold from
your debt total.
On a roll of 1 -5 they steal one piece of
treasure from you, determine which
randomly.
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PIT FIGHTERS IN COMBAT Pit Fighters are experts on weaponry and


can root out a good bargain. When checking
Pit Fighters are particularly good in combats
for the availability of a weapon or armour the
that take place in enclosed spaces. When your
Pit Fighter may add +1 to the roll. This ability
Pit Fighter is in combat with Monsters in such
cannot be used in the Fighting School
a situation, you may try to use some of the
Armoury (see below).
experience you gained during your earlier
career. Once per Settlement, your Pit Fighter may
visit the Fighting School special location. ’J
At the start of any combat, just after
Monsters are placed, roll a D6.
FIGHTING SCHOOL
D6
A Pit Fighter, Barbarian, Trollslayer, Chaos
Roll Result
Warrior or Dwarf may visit the Fighting School
1 The Pit Fighter remembers a once per Settlement. The Fighting School is a *
spectacular move from the past. Special Location, but you can find one on a roll
Unfortunately, he’s so carried away of 6 + , rather than a roll of 7+ (see the
with nostalgia that he forgets about Warhammer Quest Roleplay Book page 19).
the battle around him. The Pit Fighter If you find a Fighting School, roll 2D6 and
may do nothing during the next consult the following table. A Pit Fighter must
Warriors’ Phase, while he daydreams add +1 to this roll.
of the past.
2-4 The Pit Fighter can’t remember any Roll Result
tricks that he can use in this situation.
w The gladiators and trainers laugh at your
5-6 The Pit Fighter remembers a special Warrior, and then subject him to an
combat trick which would be ideal for embarrassing beating. Your Warrior
this situation. This knowledge allows flees in shame and must leave the
him to take an extra attack. He may Settlement immediately. Do not roll on
move and fight immediately, just as if it the Settlement Events Table today.
were the Warriors’ Phase. During this
time your Pit Fighter is subject to all of 3 The fighters challenge your Warrior to a
the normal rules, such as pinning. This wrestling competition. Big Brutus steps
extra move does not affect his ability into the room and the two of you
to move or fight in any subsequent grapple and throw each other around
Warriors’ Phase. for a few minutes. Roll a D6 and add
your Strength. If you manage to score 7
or more you defeat Big Brutus and earn
PIT FIGHTERS,
yourself D6x10 gold on a side bet. If you
TREASURE AND EQUIPMENT fail you have lost and must spend the
Treat the Pit Fighter exactly like a Barbarian. next D6 days clearing out the toilets of
If the Barbarian can use a particular piece of the school, as a forfeit for losing. There
treasure or other equipment, so can the Pit is no need to roll for Settlement events
Fighter. Remember his armour restrictions, during this time. *
though.
4 One of the fighters takes a shine to a
randomly determined weapon of yours
(including magic weapons). Unless you
- PIT FIGHTERS can scare him off by rolling 7 or more on
IN SETTLEMENTS ■ 1D6+ your battle-level, he will steal the
item. Discard the item immediately.
*

The Pit Fighter may visit the Armoury, General


||r An old and grizzled veteran teaches you
Store, Weaponsmith, Gambling Den (perhaps
a sneaky trick to escape an opponent’s
to bet on an old friend), Alchemist, Temple
grasp. You may add the ‘Duck and
and Animal Trader. When a Pit Fighter visits
Dodge’ skill to your Warrior’s repertoire
an Alehouse he does not have any modifiers
of moves. This skill allows your Warrior
on his roll.
to break from pinning automatically, and
can be used once per adventure.

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PM FIGHTER

6P You are given special combat gauntlets Mpl You are offered a short course of
that you can use once per adventure. intensive instruction. If you pay D6x100
For a single turn you can punch and gold and spend the next D6 days in the
elbow your opponents, putting them off Fighting School, you gain an extra D6
guard, gaining you +1 to hit with any training points to spend when you next
hand-to-hand attacks. go up a battle-level. Any other type of
Warrior gains +1 to his Weapon Skill,
§|pl*- The extra training that you gain Ballistic Skill, Attacks or Initiative,
improves your fighting prowess and whichever you decide. This increase is
increases your endurance. You may add permanent.
+1 to your Wounds total, permanently.
13 As you walk into a courtyard a bottle
8|i You pick up a few neat tricks and skills, smashes over the back of your head and
which will be useful in the future. You you collapse to the floor. When you
gain an extra training point to spend wake up your ex-master stands over
when you next go up a level. A Warrior you, with four thugs standing around
who isn’t a Pit Fighter gains +1 to a him. If you have any debt outstanding
characteristic of his choice for the next you are trussed up and tossed into the
adventure. back of a cart. It will take you 2D6 days
to escape during which time the other
j§P The other fighters at the school invite party members must either wait for
you to fight in the pits and you feel you, or go on the next adventure
obliged to agree and step into the world without you.
of pit fighting. You must roll 1D6 and
Roll 1D6 on the following table. If you
add either your Weapon Skill, or
have paid less than (your battle-level)
Strength, whichever you prefer. If you
x500 gold towards your debt, deduct -1
score 7 or more you have won the bout
from your roll.
and take D6x50 gold in winnings. If you
lose then you must pay D6x50 gold and 1 You ex-manager strips you of all
spend the next day getting patched up - your gold and belongings and
you may not visit any locations leaves you chained in a back
tomorrow if you lose. alley. Calculate the value of the
things taken and halve this
10 You are taught a special manoeuvre that amount. Knock this much off
sends your weapons whirling in a lethal your debt total.
pattern. You may use this attack once 2 Your ex-manager demands some
per adventure, instead of using any payment and will take half of the
other attacks. You can roll to hit once gold you earn during the next
against every Monster in an adjacent adventure and you must sell any
square to your Warrior. Any hits are treasure found and give him half
worked out as normal, but there are no of the proceeds. Deduct this
death-blows. 1 amount from your debt total
after the next adventure.
1 ‘1 An old friend of yours is visiting the
Fighting School, and he has been 3 The man takes half of your
fortunate in some recent fights and has present gold and deducts it from
paid for his freedom. In a gesture of your debt total.
generosity he offers to pay some money 4+ Roll 1D6 for each piece of
to your ex-master. He will remove treasure and equipment your
2D6x20 gold from your debt total (see Warrior has. On a roll of 1 or 2
Debt). A non- Pit Fighter adds this your ex-manager takes it and
amount to his gold total and flees before knocks 1 D6x50 gold off your
the ‘old friend’ realises he is mistaken. debt total.

7
PIT FIGHTER

THE ARMOURY When you go up a level you may spend your


Only the Pit Fighter may buy and use Training points to increase your
equipment from the Fighting School. The Pit characteristics. The cost of different
Fighter skill ‘Intimidate’ does not work in the characteristics varies, as some are harder to
Armoury, as the trader is a grizzled veteran of improve than others, or are less likely to be
developed by a Pit Fighter. Training is easy,
the fighting pits and is not scared by you.
you simply spend the allotted number of
These are specialised pieces of equipment, points on the characteristics you wish to
and so differ from other types of weapons improve.
and armour available to other Warriors.

Equipment Stock Cost Cost


(buy) (sell)

Knuckle-dusters 4 25 10
Adds +2 damage when to hit roll is a 6.

You must spend all of your Training points,


Knee Spikes 8 160 20
you cannot save them up. You may only
+1 Strength 2 attack. Up to 1 per knee.
increase a characteristic by a maximum of 1
Toe-Blades 7 50 - each time you go up a level.
Can be used by Warriors with Kick Skill. The number of Training points you gain
when you go up a level is listed on the Pit
1 D6 Heal-ltt potions 8 50 each Fighter's Battle-level Table, on the back page.
See Equipment card for special rules.
A Pit Fighter starts with the profile below,
Pit Armour 8 400 75 and the cost for increasing your Pit Fighter’s
+1 Toughness. You must note down which characteristics are on the following table:
part of your body is covered (See Pit Armour,
Starting Cost to increase
above).
Characteristic score by 1 point
1D6 Paralysis Potion 9 150 each Movement 4
This potion can be applied to a single weapon.
Weapon Skill 5 2
The first Monster hit by this weapon is at -1 to
Ballistic Skill 6+ *
hit for the rest of the combat.
Strength 3 4
1D6 Enhancers 9 150 each
Damage Dice 1 6
A dose of Enhancers will increase one
characteristic for the duration of a whole turn. Toughness 3 4
Like a potion, each dose can only be used Wounds 1 D6 + 8 3* * **
once.
Intelligence 3 2
Attacks 1 4

• PIT FIGHTERS AND Luck 1 5


Willpower 4
TRAINING • 3
Skills 0 4
Pit Fighters train at a Fighting Schools. If Pinning 5+ 4
there isn’t one in the Settlement you may not
go up a battle-level during this visit. When a * These characteristics cannot be increased
Pit Fighter goes up a level he pays the gold as by Training points.
normal and receives a number of Training ** You gain an extra 1D6 Wounds, and may
points, rather than standard increases to his re-roll a roll of 1. If the second roll is also a 1
profile. This is because Pit Fighters all have then you are stuck with this result. This
their own style and training methods and follows the normal rules for gaining Wounds.
develop their skills in different aspects of You may buy a single Wound if you have a
fighting. single point left over after other Training.

8
PIT FIGHTER

• PIT FIGHTER’S SKILLS •


If you spend your Pit Fighter’s Training points 6 CONCEALED BLADE. You have a small
on a skill, roll 2D6 and consult the following blade concealed in your clothing, either
table, re-rolling any duplicate results: on a loop of cord down your back, or in
a wristband. If your Warrior starts a
Roll Skill Warriors' Phase next to a Monster, you
may use your concealed blade to make
2 DIRTY BLOW. Your Warrior has learned
a single additional Attack against one
various cunning and low-down tricks
such Monster. Roll to hit normally. The
with which he can disable an opponent.
attack is so fast Monsters with the
Whenever you roll a 6 to hit you have
Dodge ability may not try to avoid the
struck a Dirty Blow.
blow. However, the blade is quite small
A Dirty Blow ignores up to 2 points of and so will cause 1 damage dice less
armour. In addition, Monsters with than a normal attack, so roll one less D6
Ignore Pain and Ignore Blow may not for the damage roll.
use these abilities against a Dirty Blow.
7 NO PAIN! Your Warrior is toughened by
3 KICK. If your Warrior is armed with his exceptional constitution and can
some Toe-Blades he may make a special take damage that would fell lesser folk.
Kick attack. This attack is in addition to Whenever he is reduced to 0 Wounds,
all your normal attacks, and takes place roll a D6. On a roll of 5 or 6 he has
in the Warriors’ Phase as usual. This managed to overcome the pain, and
attack is worked out like any other, should be stood back up, with 1 Wound.
except it does not have the damage
inflicted reduced by any armour the 8 BRUTE STRENGTH. Flexing every
target Monster may be wearing. muscle you possess you slam into your
opponent, pushing him backwards. This
4 SURE-HANDED. Your character can skill allows your Warrior to attempt to
wield two weapons at the same time. shove a Monster out of his way.
This allows you to add + 1 to your
Roll 1D6 and add your Warrior’s
Attacks. In addition, this also means you
Strength. If the total is less than or
can use two different weapons in the
equal to the Monster's Strength it is too
same turn, such as a normal sword in
big to move and your Warrior fails. If the
one hand, and a Frost Blade in the other.
total is greater than the Monster’s
You must declare how many Attacks
Strength it is pushed back into any one
you will make with each weapon before
of the squares that is unoccupied (your
rolling to hit. Follow the normal combat
choice). Having pushed his foe back,
procedure for any hits and damage.
your Warrior moves into the square that
5 INTIMIDATE. Whenever your Warrior was occupied by the Monster and may
enters a shop he glares angrily and tries make his normal attacks.
to look as menacing as possible. Roll a
9 CRACK SKULLS. Your Pit Fighter grabs
D6 and add your Strength. If you score a
the heads of two opponents and slams
7 or more you have intimidated the shop
them together, or against a nearby wall.
keeper, who will let you have the first
item you buy for half price. During the Warriors' Phase you may
forgo your normal attacks and make a
special Head Crack attack. You can
Head Crack two adjacent opponents,
roll to hit against each one as normal. If
both hits are successful, each Monster
to
takes double the normal damage from
your attack (remember that you cannot
use this skill in combination with any
type of weapon).

9
PIT FIGHTER

Alternatively, you may Head Crack a You can use this skill on yourself or
Monster that is adjacent to a wall, in another Warrior, as long as you do
which case it will take extra damage nothing else for the turn and there are
equal to your battle-level. There are no no Monsters on the board. If you
armour or Toughness deductions for perform it on yourself it will always
victims of a Head Crack, but Dodge. succeed, but other Warriors may not be
Ignore Blow and similar abilities apply as able to stand the pain of the process.
usual. If you attempt to Head Crack two If you heal another Warrior with this skill
Monsters and miss one of them your they must roll 1D6 and add their
attacks for the turn are wasted. Toughness to the roll. If the total is 7 or
10 GRAPPLE. Dropping your weapon to one more they are healed as normal. If they
side you lunge at your opponent and fail they are not healed and pass out for
throw your arms around his chest in a the next D6 turns, during which time
bear-hug, squeezing his lungs and they count as being prone. Monsters will
choking him. This skill allows your not attack Warriors who have passed
Warrior to grapple his opponent rather out unless there are no other targets, in
than attack him with a normal weapon. which case they will hit automatically.
A Warrior healed by this method
This attack replaces all of your Warrior’s
immediately gains 1D6 + (the Pit
normal attacks. Roll to hit as normal. If
Fighter’s battle-level) Wounds.
you succeed your Warrior has grabbed
the Monster and inflicts (1D6x his 1 2 MIGHTY BLOW. This skill allows the Pit
battle-level) Wounds with no modifier Fighter to increase the strength of his
for armour. A grapple cannot be dodged. blows by trading in Attacks. For each
Attack your Warrior gives up, he may
11 QUICK MEDICATION. Your Warrior has
roll an extra 1D6 Wounds on one of his
learnt a few basic healing techniques, remaining Attacks.
using strenuous ‘massage’ and a few
other, more painful, techniques, such as You must declare that your Warrior is
using thick twine to stitch wounds and using this skill before rolling any to hit
the Lantern’s flame for cauterizing. dice. This skill may be used once per
turn.

• ROLEPLAY GUIDELINES •
Pit Fighters are brusque and straight certain directions, but they have few insights
forward, preferring to tackle problems and into abstract concepts and have no aptitude
enemies head on. Their strength can be for problems that require a logical
considerable, especially if they train hard in examination.
this direction. Pit Fighters are used to fighting alone, and
Because of their particular method of although some pit fights do use teams, a Pit
training rt is hard to generalise what actions a Fighter is a loner at heart. They are stubborn
Pit Fighter will be good at. Some Pit Fighters to the point of bloody-mindedness, and once
rely on speed and skill, while others bull their they get an idea into their heads it is hard to
way through an adventure using their convince a Pit Fighter otherwise. Pit Fighters
immense strength and iron constitution to form a strong bond of friendship with those
survive. Whatever inclination a Pit Fighter has they accompany, the trials and ordeals of the
to his martial prowess, they all excel in fighting pits means you have to make good
physical tasks and feel threatened by friends. Some other Warriors may find this
problems of a more intellectual nature. Like common familiarity uncomfortable, especially
Barbarians, their instincts are well honed in Warriors of another race.

10
PIT FIGHTER

oris the Unstoppable punched the was a thin man, and his eyes seemed to

B Goblin down the stairs and swung


on the Ore behind him. With a
sickening crunch he brought his knee up
into its face, as the green skin stooped
be made of molten gold as he stared at
them. Boris recalled a fight in Nuln, when
his opponent had just stood in the fighting
pit, waiting for Boris to start his onslaught.
over to retrieve its sword. To his left the He had been younger and rash then and
elegant Elf Knight, in his blue and gold almost lost, but his endurance had proved
armour, hacked frenziedly through the worthy to the task. He was snatched back
mass of Black Ores that had surrounded from his nostalgia by the crash of swords,
him. and he barely blocked a frenzied attack by
Taking a breather the ex-P/t Fighter the Beastman confronting him.
stopped to admire the Revenant Knight's Boris the Unstoppable stamped his heel
technique. What it lacked in finesse it more hard on the marbled floor and a long blade
than made up for in unadulterated fury. As slid from a sheath in the sole of his metal-
the last of the ambushing goblinoids were fronted boots. With a swift kick he
despatched by a blow from the High Elf's disembowelled the Beastman and took in
huge sword. Kordrak stepped out of the the battle. The Chaos Sorcerer had a grip
shadows. Boris didn't like the strange, on the nameless Revenant Knight, and
heavily armoured warrior, and he always sparks of electricity coruscated off the
thought that the man was surrounded by enamelled armour of the High Elf.
a strange scent of corruption or decay. The Sorcerer wielded a gleaming blade
Whatever his reasons for joining the that flickered with glittering blue power.
adventurers. Kordrak was an accomplished Without turning, the Sorcerer slid the blade
warrior, and sometimes he fought so fast into the stomach of Kordrak, sending him
it seemed he had sprouted an extra arm. toppling to the ground. Dropping the still
As the group carried on down the steps form of the Elf Knight, the Chaos Sorcerer
they caught up with the Elf Ranger. started an incantation. Behind the
Tothallion. He was busy examining the Sorcerer the air swirled and indistinct

runes cast onto a small stone casket. daemonic shadows writhed within the
Boris stamped up beside him and brought magically tortured room.
his huge mail-clad fist down onto the As Tothallion started casting a counter-
chest, shattering it. In the swirling dust lay spell the Sorcerer's attention was fixed on
a huge gem. the size of a human heart. the Elf Ranger trying to thwart his
Before anybody could stop him, Kordrak summoning. Boris quickly stepped up the
stepped forward and snatched the jewel the evil magic user and brought his arm
up. quickly depositing it in some recess of back. His fist spike glinted menacingly in
his highly ornate armour. the magic saturated hall and as he brought
Just then a bell rang out. not too far the weapon crashing down into the
away. The Warriors were instantly alert, Sorcerer's face he gave his famous war
their eyes intently scanning their cry:
immediate surroundings for any sign of an "Stitch this Laddie!"
attack. From a huge archway to their left
came a chilling screech, and a pallid green
glow began to emanate from the room
beyond. The assembled adventurers
glanced around once more and then
cautiously entered the high domed «
chamber that was the source of the glow.
&
Seated in the centre of the vaulted hall
• PIT FIGHTER BATTLE-LEVEL TABLE •
Battle-- sp'fflllC-figlli":! Dam. Training
Pm FIGHTER

Level Gold ■ i i l l j i i ; p w s BS Str Dice T Wounds 1 A Luck WP Skills Pin Points

1 0 Bruiser 4 3 6+ 3 1 3 1D6+8 3 1 1 4 0 5+ 0
2 2,000 Pugilist 4 •s* . .% 6+ ’ ■ •• • »V ‘.'.v * •.■//.■■//. //
8
3 4,000 Pugilist 4 6+ 9
S.’.'S >•-. . • • V ‘.V.v.'.v/ /XV ' * *•
S A<*^ • C
>•/' v- ••<*•«. >A< *

• •
4 8,000 Pugilist 4 6+ 9
5 12,000 Prize Fighter 4 6+ 10
■ / • * '*./*% " 1v ' S

6 18,000 Prize Fighter 4 6+ ’ y/ • . . • ;


. • . • <V/.V . A / AVVAS /AV// '/
10
7 24,000 Prize Fighter 4 6+ 11
r.r <:;x;
8 32,000 Prize Fighter 4 6+ 11
9 45,000 Master 4 6+ 12
/ • »• v1/ * y • ■ • • * |
10 50,000 Master 4 6+ •• 12

NOTES: Whenever the Pit Fighter goes up a level, he gets a number of Training points to spend on characteristic increases and skills. See
page 8 for a list of how many Training points it costs to increase characteristics. Movement and Ballistic Skill cannot be increased.

PRODUCED BY GAMES WORKSHOP


Citadel. Games Workshop. White Dwarf and Warhammer are *
t A 6)
mm? |H*fllstered tradema-ks <i^ames Workshop Ltd. Warhamm^l
I Quest Is a trademark of Games Workshop Ltd. ;
PRODUCT
AH artwork in all Games Workshop products and aB the images
contained therein have been produced either in-house or as work
PIT FIGHTER • for hire. The exclusive copyright on die artwork and the images ft : Games Workshop. Chewton Street. Hilltop. Eastwood. Notts
^;:depk^|| the copyright of Games Workshop Ltd. ||| NG16 3HY. United Kingdom.
BY GAVIN THORPE
© Copyright Games Workshop Ltd.. 1995. Games Workshop, 3431-C Benson Avenue. BaItimor a^lrfary land
|P|j||p!|| | llflrfll All rights reservei^feMiy^^^^y^g •••:|p227-1072. USA. (Illillii*!
COMPONENT ART: Richard Wright & Dave Gallagher I Games Design Consultant: Bryan Ansel: A||| Games Workshop. Unit 7/7-9 Kent Road. (Cnr Church). Mascot
isiiflpNSW 2o2°« ^*#traHa i ti i; i p i
I RULEBOOK AJ«1 OK K' //i
i:*||:li»dhn Blanche & Wayne England 1 Igll ' Product Code: 0008 / " I Part No.: 102623 : : ’’

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MINIATURES
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CITADEL
PIT FIGHTER
• PIT FIGHTER •
A
cross 
the 
Old 
World 
there 
are 
many 
pastimes 
and 
| sports and one of the most 
popular
• INTRODUCTION ■
' 
: ippFlQHTER
This 
pack 
contains 
everything 
you 
need 
to 
introduce 
a 
new 
Warrior 
to 
your 
games
Pit  f ig h t er
WEAPONS
The Pit Fighter starts the game armed with a 
Fist Spike and a Pit Flail.
When he uses the Fist Spik
PtTfIGHTER
DEBT
When you fled from your home you still had a 
large sum of money to pay to your ex-master. 
Since he has inve
w .
;
•
.
.
.
.
:
 
hi>
'
 
s-
'
'
•
 -^SWRiSSKS*? 'tk*■ 
; >$ • •&$$$■%$$%
' &>' 
".^■- 
.'A : ■ 
j: \/•%'<.,:. 
'W* 
': **-
PM FIGHTER
6P You are given special combat gauntlets 
that you can use once per adventure.
For a single turn you can punch an
PIT FIGHTER
THE ARMOURY
Only 
the 
Pit 
Fighter 
may 
buy 
and 
use 
equipment from the Fighting School. The Pit 
Fighter ski
PIT FIGHTER
• PIT FIGHTER’S SKILLS •
If you spend your Pit Fighter’s Training points 
on a skill, roll 2D6 and consult the fo
PIT FIGHTER
Alternatively, you may Head Crack a 
Monster that is adjacent to a wall, in 
which case it will take extra damage

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