Pit Fighter Book
Pit Fighter Book
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MINIATURES
PIT FIGHTER
• PIT FIGHTER •
cross the Old World there
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' : 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!
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
■ 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.
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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
Knuckle-dusters 4 25 10
Adds +2 damage when to hit roll is a 6.
8
PIT FIGHTER
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
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
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
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4 8,000 Pugilist 4 6+ 9
5 12,000 Prize Fighter 4 6+ 10
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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.









