,' WARHAMMER QUEST \ ' \ ' ~ ----- - -- ' v ~ I '
- ' - - 1\ /\
BLA\ cKsT 0 ~ t
,<
· F ' '0A R T R T -·-5------ -;
~
j'- .
' \ / ' \,_ f\
A)</ \
\ I
/ '
I \ I \ \ \ I
THE Kl F DEATH
The interior of the Blackstone Fortress is vast and unfathomable, a terrifying place where
the denizens of Chaos lurk around every corner. But what if something enters the fortress
that makes even the Dark Gods' followers cower in fear?
.-----. here are few beings in the galaxy as THE SOULLESS ONE
T feared as the Solitaire. To the craftworld BIGGER FOES! Over the next few pages, you'll find rules for using
Hostile players may
Aeldari and their dark kin, the Solitaire find the Solitaire a Solitaire in your games of Blackstone Fortress.
____. represents their greatest fear: the Chaos quite a tough As the Solitaire's name suggests, they fight
prospect, especially
God Slaanesh, who hungers after Aeldari souls. To when it can slice
entirely alone , which means a Solitaire will be the
the lesser races, the Solitaire is the subject of through Traitor only explorer on the board , facing off against a
countless battlefield horror stories, a warrior so Guardsmen as horde of hostiles. A pretty dau nting prospect For
though they were
destructive that those who survive the encounter really soft
the hostiles that is!
are left mentally scarred by the experience. There unarmoured butter.
are tales of Solitaires slaughtering entire platoons Maybe a tougher The Solitaire is a terrifying foe to face . Firstly,
hostile is required
of Astra Militarum troopers, their lithe forms - the Chaos Ogryn
they can make multiple Move actions with a
sliding between Guardsmen with inhuman grace, from the Traitor single activation dice thanks to the Blur of Motion
lifeless bodies tumbling to the ground as they Command set, special rule. That means- if your dice rolls are
perhaps?
pass. Personal force fields and suits of high-tech high enough - they can launch across an
armour offer little protection from them, either; expedition map in a single turn . Secondly, they're
commanders, warlords, and warbosses are all easy monstrous in combat - the Harlequin's kiss
prey for the Harlequin's deadly kiss. To encounter inflicts double damage with every strike, while
a Solitaire on a battlefield is terrifying enough; if the Harlequin's Caress can potentially slay a
one were to be let loose in a Blackstone Fortress, target outright Good luck, hostiles- you're going
they would be a nightmare incarnate. to need it against the Solitaire!
118 WHITE DWARF NOVEMBER 2019
AN ARMY OF ONE
Blackstone Fortress is a game that can be played as both HARDLY ACHALLENGE:
a single player and multiplayer experience. Whether one When making event rolls, use the following table instead of the
explorer takes control over an entire group and leads them to one in the Combat booklet.
victory, or a group of friends decide to tackle the challenge
of the fortress as a team, there are pitfalls and challenges SOLD PLAY EVENT TABLE
aplenty for all. '
; "
~ ,,
1
"~~"
'·
1 ;~ '
.
· ·.. :. . ........
:f;,
. ,,'·:c.,~.~:;:t~--
't
',•,:~·~:""~"•
'':.0~,.~· '"1~);;\1,
Bring It Down!: Make one attack with every hostile
But what if a single hero took to the field of battle who was
that has line of sight to an explorer. If a hostile does
powerful enough to handle the threats of the Blackstone 1 not have line of sight to an explorer, they make one
Fortress alone? A warrior so mighty that not even a Chaos Move action towards the nearest explorer.
Space Marine or an entire group ofNegavolt Cultists was Unfulfilled Destiny: Do not make a destiny roll at the
enough to give them pause? 2·3 start of the next turn.
Wave after Wave: If possible, every hostile that has
Well here it is: a 'what if' scenario in which we present a potent been slain during the combat encounter is returned to
warrior who is quite capable of completing an expedition by 4·6 the battlefield as reinforcements (pg 13 of the Combat
themselves, and with activation dice to spare. To set up an booklet).
expedition using this fell-handed explorer, use the rules for Dangerous Conditions: Draw two encounter cards.
setting up a one-off expedition, with the following changes. Any twists on those cards apply for the rest of the
7-10 combat. If neither encounter card has a twist, repeat
this process until at least one encounter card that has
Stage 2: When setting up a one-off expedition, during stage a twist on it has been drawn.
2, you can pick the Solitaire as an explorer. If you do, no other
Deadly Escape: The leader replaces the portal furthest
explorers can be picked. This means that only one player can be from the explorer with a maglev transport escape
an explorer in this expedition, and one other player can be the chamber. If more than one portal is equally far from
hostile player. 11-14 the explorer, the leader can pick which one to replace.
If this event has already been rolled, or if an explorer
has made a Summon (4+) action, treat this result as a
Stage 3: Note that some exploration cards require more than
'Bring it Down!' result instead.
one explorer. If one of these is drawn during the expedition,
draw a different challenge from the remaining challenge 15-17 Inspiration: The explorer receives 1 inspiration point.
exploration cards instead. No Limits to My Slaughter: The explorer can make
18-19 one Move action and then one weapon action.
Stage 4: Pick an unused explorer initiative card to represent Lucky Find: The explorer can draw one discovery
the Solitaire.
20 card.
Stage 5: Do not set up any spacecraft.
Stage 12: The leader reads the following:
'The denizens of the Blackstone Fortress shift uncomfortably
in their lairs. Feral Ur-Ghuls pause suddenly to sniff the air
as they travel through the shadows, their predator's instinct
recognising an apex threat. Even the deranged minions of
Mallex whisper amongst themselves of a fresh terror that
hunts them, one that will not rest until they have all been
eliminated. Even as such rumours are brutally put down, in
the distance, panicked screams and terrified howls begin to
echo down the corridors ...'
, WARHAMMER QUEST , , \ , \ v
• - -·-;--- -- ~ / \ . I '_
Bl/\C«STQI\!E__ . \ -1\- / / \\ /\
.
' F 0 R T R --t ;..
,:!; - 5--- - --'
- . '\\ .. . '
I
SOLITAIRES
Solitaires are incredible warriors, able to move faster than the The first the foe knows of the Solitaire's onset is a shimmering
naked eye can follow. None, even amongst the Harlequins, blur of light and colour streaking through their ranks. Then
know the true limits of their abilities. Tales exist of Solitaires the killing begins. Soldiers fall, eyes widening as heads are
running up sheer fortress walls, spilling from the shadows severed, throats opened, and hearts pierced. Blood falls like
inside locked bunkers, and even slowing time itself. Their monsoon rain in the wake of a killer too fast to be seen. Only
impossible acrobatics are such that no blade can strike them, when the Solitaire pauses for a second amidst the slaughter do
nor bolt or blast find its mark upon their flesh. In battle they the enemy get a glimpse of their executioner - a domino field
are utterly lethal, their scything kicks and hammer-blow swirling around a lithe form, a grotesquely masked head tilted
punches coming so fast that most foes are dead before they at a curious angle as the monster regards those it hunts. As
even realise the fight has begun. Each individual Solitaire is the the Solitaire flows into motion again, the deaths of those who
equal of a host oflesser warriors. remain are but moments away.
Solitaires are the strangest of all Harlequins. They conceal
themselves amongst craftworld or Commorrite society, hiding
their true nature as they wander from place to place.
Only occasionally will these dread figures reveal
the monster that lurks beneath the facade, joining
a Harlequin masque for a performance or battle
before drifting on once more. At such times they
speak and are spoken to only in ritual form, and they
are feared by most Aeldari as an ill omen.
"£'A$ lUAo 7A/n;!t; t;{ttf~> CAt' {orfr&>> /WW. Icoufef
ttfn..o>t {ihel it ih n..y>&f/to t;whn>.ohtf{y for it> vidb,_t;:'
- ~t,{ ~ayelt'h
Move: 5 Defence: e e Agility: e e Vitality: A
DODD WEAPON ACTIONS
Range
DODD
~:__,'-:_";~:~~~ff~ WEAPON-~Affiois.~-~-:o £,- _,
Range
~ '\, -~~
Weapon Weapon
1 2·3 4+ . 1 2·3 4+
Harlequin's Kiss (1 + )' 00 N/A N/A Harlequin's Kiss (1 + ) 1
06 N/A N/A
Harlequin's Caress (2+) 2
6 N/A N/A Harlequin's Caress (2 + ) 2
60 N/A N/A
1
1
Monofilament Liquifier: If an attack with a Harlequin's Kiss inflicts a wound or grievous wound Monofilament Liquifier: If an attack with a Harlequ in's Kiss inflicts a wound or grievous wound
on a target, double the damage caused by that wound or grievous wound. on a target, double the damage caused by that wound or grievous wound.
2
Heart Thief: If this attack was a critical success, the target hostile is slain. 2
Heart Thief: If this attack was a critical success, the target hostile is slain.
SPECIAL RULES SPECIAL RULES
A Blur of Motion: When an activation dice would be spent for this explorer to take a Move
action, reduce its value by 2 instead. If an activation dice would be reduced below l, it is spent. A Blur of Motion: When an activation dice would be spent for this explorer to take a Move action,
In addition, in each turn of combat, the Solitaire can perform a gambit without an activation reduce its value by l instead. If an activation dice would be reduced to 0, it is spent. In addition, in
dice being spent. each turn of combat, the Solitaire can perform a gambit without an activation dice being spent.
Impossible Agility: When a Move action is made by the Solitaire, it does not have to halt the Impossible Agility: When a Move action is made by the Solitaire, it does not have to halt the J1\0V
move when it enters a hex adjacent to a hostile that is visible to it. In addition, it can move when it enters a hex adjacent to a hostile that is visible to it. In addition, it can move through hd'\".
through hexes occupied by hostiles, but cannot end a Move ac tion in the same hex as a hostile.
occupied by hostiles, but cannot end a Move action in the same hex as a hostile. "(
A Dance of Death: When an activation roll is made for the Solitaire, those dice can be re-rolled.
A Dance of Death: When an activation roll is made for the Solitaire, those dice can be re-rolled.
Holo-fields: If a Move action was taken with the Solitaire this turn, hostiles cannot treat it as
visible unless they are withi n 3 hexes when they attack. Holo-fields: If a Move action was taken with the Solitaire this turn, hostiles cannot treat it as
visible unless they are within 3 hexes when they attack.
SECRET AGENDA
Make four Move actions and slay one hostile after each Move action in the same activation phase.