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THE WIGHT

By Gareth Williams

Undead are cold and evil creatures that strike fear into the hearts of all in the Old World, vile creations of diabolical necromancers, ancient horrors from the original conquests of Nagash, or sleepless beasts animated by stagnant zones of dark magic.

But not all those who return from death are consumed by evil. Sometimes a warrior will be so strong willed that he will refuse to surrender to any foe, even death. If such a warrior is struck down and interred in a place were dark magic is strong, he may rise once more as a Wight, a decrepit armoured casing around a form of dust, bone and determination.

Most Wights, no matter their beliefs in life, become twisted evil things, unable to overcome the evil nature of what it is that animates them, or dominated by the powerful spells of a necromancer. But sometimes a Wight will retain its independence, get up from where it lies and free itself from the magic that binds it into its barrow. The Wight will then step out into the light of the sun, a vision it may not have seen for many centuries.

A newly awoken Wight will often discover that the task it set itself before dying is impossible, those it wished to defend are long dead, an evil it wished to prevent long ago prevailed. Trapped in the now husk-like form of its once powerful body, the Wight roams the land searching for its place in the land.

Wandering Wights will sometimes find a group of warriors to travel with, a group with enough will to match the Wight's insatiable desire to fight evil, yet accepting enough to tolerate an undead monster. A Wight's allies become very important to it, it relies on their strength and determination to focus its will into the difficult task of retaining control of its decayed form. When its companions suffer, a Wight can become distracted and suffer physical damage. Such is the nature of the Wight's constant struggle to maintain control of its form.

Regardless of its morals, a Wight is a creature of terrifying aspect, and the more powerful it grows the more horrifying the supernatural aura that surrounds it. No matter how great its deeds, a Wight could never gain the acceptance of the average person in the Old World, they are too familiar with the evil that most undead bring. The vast majority of Wights being servants of evil necromancers, held together by binding spells rather than strength of will. Cold and malicious, their personalities match the nightmare of their appearance.
 

BASIC GAME

In order to play a Wight in Warhammer Quest, the following characteristics apply.
 
Wounds 2D6+8
Move 4
Weapon Skill 3
Ballistic Skill -
Toughness 4(5)
Strength 3
Initiative 3
Attacks 1
Pinning 6+
Equipment

A Wight begins with the following equipment:

Wight blade - This magic weapon deals +1 damage, for D6+4 damage each hit.

Gravemail - This ancient armour provide the Wight with +1 Toughness.

Barrow relic - The Wight will begin with one item rolled from the chart below.

Basic Game Barrow Relic Chart.
 
D6
Item
1
Crypt Charm
The Wight may re-roll any one die roll. Use this ability only once.
2
Bracelet of Prowess
The Wight gains +1 Weapon Skill.
3
Slender Gold Ring
The Wight may choose any monster on the board, that monster is at -1 Attacks this turn. Roll a D6, on a 1 or a 2 this device becomes useless.
4
Sapphire Amulet
Any monster making a ranged attack at the Wight suffers a -1 to hit penalty.
5
Glowing Pendant
The Wight deals +4 damage if its roll to hit equals the power roll for the turn.
6
Torc of the Traveler
The Wight may teleport to any square on the board. Use this ability only once.
 

Special Rules

A potion only affects a Wight on a 4 or more on D6. No other affect can heal a Wight.

 

ADVANCED GAME

Beginning as a Wight

A novice Wight begins with a Wight Blade, Gravemail, and 1 barrow relic.

Gravemail provides +1 Toughness.

A Wight Blade counts as magical and deals additional damage depending on the rank of the Wight.
 
Novice +1 Damage
Champion +2 Damage
Hero +3 Damage
Lord +4 Damage
 

Healing

A Wight may only be healed by a variant of any of the normal healing spells, but may never be resurrected. Healing spells may only effect the living or the undead, never both. Any healing cast on an undead character costs 1 power more for each level of the Wight being healed. If some of the power for this healing is not provided through the expenditure of stored power, then the spell caster loses 1 wound for each wound healed and an additional wound for each level of the Wight, these wounds may not be reduced or ignored in any way.

A Wight may never be healed by any magical device except a barrow relic or potion. Trance stones are of no benefit to Wights.

Equipment and Treasure

Potions affect Wights only if a 4+ is rolled on D6.

A Wight may carry any magic item, but may not use ranged weapons of any kind. Wights are unable even to throw objects of any sort. A Wight is able to use all armour and hand to hand weapons available to warriors, including magic devices, unless those devices are specific to a race (Like humans or elves) or rely on the abilities of a type of warrior (Barbarian's berserk items, Wizard's spell casting devices).

Note - D only, E only and BW only items are race specific.

Wights gain no benefit from provisions, bandages, beer or any similar consumables. Wights will never purchase such things.

A Wight may not make use of any livestock, but may ride in a cart if at least one other warrior is present.

At the end of each adventure, roll a D6 for each object that a Wight has used, even for a short period of time. On a roll of a 1 the item has become corrupted by the dark magic that animates the Wight and crumbles to dust. Wight Blades, Gravemail, Grave Shields and Barrow Relics are immune to this effect.

Skills

A Wight may never learn any skills or skill-like abilities, Wights maintain their existence through strength of will and rigidly holding onto their pasts. Thus they get better at things they know already, but refuse to embrace new ideas. This includes skills and abilities taught to warriors as a result of an event of some sort. Wights can however learn Tomb Secrets as detailed below.

Special Rules

Wights are immune to fear, terror, hypnosis, poison and plague.

A Wight can Lose Its Grip across the course of its travels. Certain events cause a Wight to lose Willpower, when a Wight's Willpower is reduced to 0, it has Lost Its Grip and either crumbles to dust or becomes an evil servant of a powerful necromancer. Either way the Wight is removed from the game.

Whenever a warrior dies, the Wight loses 1D6 wounds with no deductions for each level of the slain warrior. A Wight loses 1 wound with no deductions each time that a warrior fails a fear or terror test. If any warrior is slain and not somehow revived before the beginning of the next adventure, the Wight loses 1 point of Willpower permanently.

A Wight may expend a point of Willpower to return itself to its Starting Wounds score. Any Willpower lost in this way is gone forever.

Fear

Wights have a fear value of 1 for each tomb secret that they learn. Every time a Wight tries to enter a settlement roll D6 for each point of fear they have, if any dice come up as 1's the Wight may not enter, the guardsmen are too afraid to allow him to pass. All living monsters with a gold value of 50 times the Wight's fear value or less are so scared that they receive a -1 to hit penalty when attacking the Wight.

 

SETTLEMENTS

A Wight may visit the weaponsmith, the armourer, the general store, the alchemist, the gambling house and the graveyard. Though he may visit the alehouse, he may not roll on the chart within. The Wight will not go to any other location.

The Wight has no living expenses. No amount of money will make him live again.

The Graveyard

All Settlements, no matter how small, have a graveyard, and it is here that a Wight will spend most of its time. A Wight may attempt to find a barrow in any graveyard it visits, roll as if searching for any other special location. A barrow is necessary for the Wight to train to go up levels. Training takes 1 week as normal.

Wights never roll Settlement Events but instead roll on the Graveyard Events table, as this is invariably where the Wight will spend most of its time. Catastrophic Events do not effect Wights.

Graveyard Events Chart (D66)

11 Discovered

The Wight is seen by a local gravedigger, who quickly calls together a group of peasants bearing torches to chase the Wight away. The Wight must flee town immediately to escape the mob.

12 Ghouls

A band of ghouls who are feasting on the corpses of the recently dead cross paths with the Wight. It can either let them be or chase them away. If the Wight lets them be it suffers from guilt for the whole next adventure and refuses any magical treasure it should have on a 1 or 2 on D6. This treasure is given to another player but counts against the Wight's total so far. If the Wight chases the ghouls away roll D6. On a 1 or 2 they inflict serious injuries before retreating and the Wight must start the next adventure with 2D6 wounds less than normal.

13 Evil Rumours

Word that some fell creature lurks within the graveyard spreads throughout the town, as a result of this increase the Stock numbers by 1 of any items the Wight tries to buy for the rest of its stay in the settlement.

14-15 Uneventful Day

Apart from arousing the attention of a curious raven, the Wight escapes all notice today.

16 Lonely Funeral

The Wight comes across the funeral for an old widow that is attended by none beyond the gravedigger who must bury the cheap coffin. In a gesture of piety, the Wight leaves an offering of one magic item to whichever god the old woman prayed to. That deity rewards the Wight, once during the next adventure, the Wight may regain D6 times its battle level in wounds.

21 Necromancer

An evil necromancer, searching the graveyard to further his own dark ambitions, comes across the Wight and attempts to bind it with dark magic. Roll on the following chart to see what happens:
D6
Effect
1
Only with an enormous effort is the Wight able to fight off the necromancer's vile urgings. The Wight loses 1 point of Will Power permanently.
2
The Wight flees in order to escape an eternity of servitude. The Wight must leave the settlement immediately.
3-5
The Wight is able to overcome the feeble efforts of any necromancer that is forced to rummage through graveyards and chases the fool away.
6
Rushing forward the Wight impales the man upon its Wight blade. Searching the body a single item of Dungeon Room Treasure is discovered.
22 Alms for the Poor

A blind and misguided beggar accosts the Wight while it wanders the edge of the graveyard. The Wight is forced to give the man D6*10 gold in order to avoid attracting attention.

23 Adventurous Children

A group of children timidly exploring the graveyard come across the Wight as it relaxes and quickly spread wild stories about the monster that they have seen. For the rest of its visit roll a D6 each time the Wight attempts to visit a trader. On the roll of a 1 the trader recognizes the Wight from the children's' story and refuses to serve it.

24-25 Uneventful Day

Standing amongst the headstones and grave markers, none see the Wight, and little occurs of importance.

26 Elderly Priest

An old priest discovers the Wight, and is intrigued that he can sense the aura of undeath without the aura of evil that normally accompanies it. The priest leads the Wight to the Temple, where the Wight may roll as normal. The Wight donates 100 gold to support the old man in thanks for his kindness and insight.

31 Grave Robbed!

While meditating in a crypt, the Wight is mistaken as one of the permanent occupants by a grave robber, who steals a random item of Dungeon Room Treasure from the Wight and escapes.

32-35 Uneventful Day

The Wight watches sombrely as a funeral procession goes by; but nothing untoward occurs.

36 Grave Robbers

The Wight confronts a pair of grave robbers looting wealth from the dead. Terrified of the ghastly creature that confronts them, they flee, leaving the D6*15 gold they had collected already to the Wight.

41 Damaged Grave

A broken headstone arouses sad memories from long ago. In order to honour those memories the Wight anonymously spends D6*20 gold to have the grave marker repaired.

42-45 Uneventful Day

The graveyard is entirely deserted except for the Wight today.

46 Friendly Spirit

A spirit that lurks within the graveyard comes across the Wight and judges it worthy. The spirit brings news that reaffirms the Wight in its mission. The Wight may either regain one permanently lost point of Will Power, or if it has lost none, the spirit shows the Wight some of its future, allowing it to hit automatically on one attack next adventure, without rolling any dice.

51 Old Friend's Betrayal

A money pouch the Wight has had for hundreds of years unexpectedly gives way. Causing the Wight to lose D6*20 gold.

52 Madman

The Wight comes across a crazed old man living in the graveyard under filthy conditions. Appalled that anyone could live in such a way, the Wight provides for the old man as best he can. The Wight must pay living expenses for the remainder of its stay in the settlement.

53-54 Uneventful Day

Crouched in meditation behind the tomb of a wealthy merchant, nothing bothers the Wight today.

55 Joyous Memories

The Wight's thoughts drift back to happy times, and it can take comfort in them. The Wight may re-roll any one die-roll while still in this settlement.

56 Decrepit Tomb

The Wight comes across an ancient but once mighty grave, mostly collapsed and choked with weeds. Entering, the Wight sees that it is a collapsed barrow mound. If the Wight spends the next D6 days repairing the crypt then its occupant will reward the Wight with a gift or teaching, roll once on the Wight Advancement Chart.

61 Flowers and Memories

A fresh floral wreath lain upon a grave brings back memories the Wight cannot escape. The Wight spends its next day in reflection and accomplishes nothing.

62-63 Uneventful Day

Hidden among weeds, the Wight escapes notice and nothing happens today.

64 Guardsmen Training

Watching as some of the watch practice their skills at arms, the Wight goes through the motions secretly from the shadows, losing itself in memories of another you warrior who had thought himself invincible. The Wight begins the next dungeon with 2D6 extra wounds. These wounds are not permanent, once the Wight loses them, it can have only have up to its starting wounds as a maximum again.

65 Suspicious Intruder

Noting a strange man skulking around the graveyard late at night, the Wight confronts him, sending him fleeing in terror. The Wight keeps this technique in mind for a while. Until the end of the next dungeon, the Wight has its fear value increased by 1.

66 Rage and Despair

The Wight is overcome by feelings of horror at its loss of humanity, and sits alone in the dark all night, fighting an internal battle to come to terms with its existence. When it stands shakily the next day it has overcome the forces that threatened to destroy it. But at a cost. The battle so emotionally drains the Wight that it starts the next dungeon with 2D6 wounds less than normal, but the Wight's newfound conviction to go on grants it an extra starting wound permanently.

 

Barrows

Most Wights are bound to ancient burial mounds called barrows, and are incapable of leaving. When a free Wight travels to a settlement, it can seek out these locales and discuss its travels with the interred undead. For a cost they may provide an ancient item of powerful magic, or impart the knowledge a Wight needs to tap the very power that animates it.

A Wight must visit a Barrow mound in order to train; it may also visit it to present homage to those interned within. The Wight may pay homage only once per visit to a settlement. The Wight must donate a total value of magical items according its battle level.
 
Battle-Level
Minimum Value
1
200
2
400
3
800
4
1200
5
1800
6
2400
7
3200
8
4500
9
5000
10
6000
 

When a Wight pays homage to a Barrow's occupants, and each time it trains to go up a battle level, the Wight rolls D6 on the following table:
 
Wight Advancement Chart
D6 Advancement
1-2 Gain a barrow relic
3-4 Learn a tomb secret
5-6 Gain a Wight Blade, a Grave Shield or Gravemail
 

A Wight who is given a Wight Blade, Grave Shield or suit of Gravemail may choose which it receives. These items cannot be sold but can be given the inhabitants of a barrow as part of an offer of magical items. The value of each item depends on the rank of the Wight when the item was received. When a Wight is offered the item it will have a number of abilities.
 
Title 
Number of Abilities
Value
Novice
1
40
Champion
2
120
Hero 
3
450
Lord 
4
600
Items may have the same ability multiple times with cumulative affects. If an effect works on a 5+ or 6+ on D6 then further rolls of that ability give the Wight +1 to the roll. Abilities that work only once per adventure gain an additional use per adventure every time they are rolled.

All Wight Blades count as magical and deal additional damage as the Wight's original weapon does. A Wight can never lose its Wight Blade and must always have at least one. A Wight Blade will have up to four abilities, the first two abilities a Wight Blade has will be Minor Abilities, the next two will be Major Abilities. Roll its abilities from the appropriate chart on the lists below:
 
Minor Abilities
2D6
Ability
2-3
Wight is +1 to Weapon Skill.
4
Wight deals an extra die of damage on a 6+ to hit.
5
Wight is +1 to Initiative.
6
Wight may nominate one attack each adventure. That attack does double damage.
7
Wight ignores 1 point of armour.
8
Wight deals +3 damage to any creature with a base Toughness higher than the Wight's.
9
Wight is +1 to Strength.
10-12
Roll on the Major Abilities table.
 
 
Major Abilities
2D6
Ability
2-4
Roll twice on the Minor table.
5
Wight ignores all armour on a 5+ to hit.
6
Wight gains an extra Attack.
7
Monsters struck by the Wight may not use Ignore Pain or Ignore Blow on a 6+ to hit.
8
Wight deals an extra die of damage.
9
After a Wight wounds a monster roll 2D6, if the monster has more than that number of wounds, it takes that much damage with no deductions.
10
Roll a Barrow Relic, the Wight Blade confers the same ability that the rolled Barrow Relic would normally confer, the physical details of the relic are ignored.
11-12
Wight is +1 to hit.
 

Grave Shields count as magical and provide +1 Toughness. A Wight can never lose its Grave Shield. Roll its abilities from the chart below:
 
2D6
Ability
2-3
Wight is -1 to be hit.
4
Wight may attack with its shield once per turn, this attack is at -1 to hit and uses the Wight's normal Strength and Damage Dice.
5
Wight may ignore 1 blow per adventure.
6-8
Wight gains +1 Toughness.
9
Roll a D6 for each monster before it attacks the Wight each turn. On a roll of 6 it must attack a different warrior.
10
Magical weapons wielded by monsters attacking the Wight do not receive any bonus if the Wight can roll a 5+ on D6.
11-12
Ranged attacks always miss on a 3 or less to hit.
 

Gravemail counts as magical and provides +1 Toughness. A Wight can never lose its Gravemail and must always have at least one suit. Roll its abilities from the chart below:
 
2D6
Ability
2-3
Wight gains Magic Resistance 6+.
4
Any monster who rolls a 1 to hit the Wight takes D6 damage with no deductions.
5
Wight gains +6 Starting Wounds.
6-8
Wight gains +1 Toughness.
9
Wight may ignore all damage it takes for one turn once per adventure.
10
Wight may move an extra square each turn.
11-12
Wight receives +1 on rolls to escape pinning.
 

Tomb Secrets

Wights can gain tomb secrets through time by visiting barrows and speaking with their inhabitants.

D66 Tomb Secret

    1. Hands of the Grave
Of those who have faced a Wight in battle and survived, it is not uncommon for them to be haunted for the rest of their lives by nightmares in which ice-cold hands clutch at them in a bony embrace.

The Wight may reach out with its cold hands instead of attacking normally. The Wight makes its normal number of attacks, but may not use a weapon. Each successful strike deals D6 damage plus the Wight's battle level, with no modifiers for toughness or non-magical armour. The Wight's Strength and Damage Dice are ignored when making this attack.

13-14 Withstand the Reaper's Scythe

The will of the Wight to remain active has grown so strong that even physical blows can be turned aside without inflicting harm.

The Wight gains Ignore Blow at the listed level according to its rank.
 
Novice or Champion 6+
Hero or Lord 5+
15-16 Call Undead Steed

No one knew where the heavily armoured beast came from, and no one asked why its master never fed it.

The Wight gains an undead mount that counts as a Warhorse and is never lost or stolen.

21-22 Deathwatch

With a silent roar the Wight strode forward, standing over its fallen companion, swinging its weapon in wide, furious arcs.

If a warrior is struck by a monster and reduced to 3 or less wounds, the Wight goes into a defensive fury until the end of combat or that warrior reaches half or more of their starting value. While in that fury, the Wight has +1 Attack, +1 to hit and +1 damage dice. The Wight must attack the monster that struck down its ally if at all possible.

23-24 Dark Sustenance

One of the most important rules of necromancy is that the death of the living can be used to prolong the lives of the dead.

Whenever the Wight kills a monster with its Wight blade, it may forgo making a deathblow in order to draw D6 wounds from the fleeing spirit, using them to fortify itself.

25-26 Grim Challenge

They seemed to see a vision from long ago, a noble young warrior calling out a challenge to his opponent. Ensorcelled, the creature had no choice but to respond.

Choose a monster on the board with a gold value of at least that listed below. The Wight pushes through to be placed on the board in any empty adjacent square to the selected monster. That monster will only attack the Wight until the challenge ends. As long as the challenge continues, the Wight gains +1 to hit. The challenge ends when the Wight attempts to attack a monster different from the challenged one, or another warrior attacks the challenged monster, or one of the two foes is reduced to 0 wounds. The Wight may use this skill once per combat. If the challenge ends without either combatant being reduced to 0 wounds, then the Wight will feel dishonoured and will not use this skill again in this dungeon. Only a monster with 75% or more of its wounds remaining may be challenged.
 
Title  Monster Value
Novice  150+
Champion 600+
Hero 1000+
Lord 2500+
31-32 Sleep of the Dead

The other warriors were mystified that the Wight seemed to gain as much benefit as they did from the time after combat in which they paused to catch their breath.

The Wight may focus its energies to repair damage it has taken at any time that there are no monsters on the board. The Wight must spend its whole turn to do this and regains a number of wounds equal to the power roll.

33-34 Battle the Invincible Foe

So much lost! So much gone! Nothing is a greater thief than time. It is crueler and less caring than any god of chaos. Now none shall lengthen any delay, or they shall feel their life's blood spilled!

The Wight can go into an unholy rage that lasts till the end of combat. The Wight may do this only once each adventure, and once begun the rage may not be voluntarily ended. The Wight loses D6 + 1 wounds with no deductions at the end of each turn but has its attacks doubled, ignores pinning, and gains +2 Strength.

35-36 Lay to Rest

Valiantly the monster fought on, despite its grievous wounds, but with the merciless twist of a sword, it gasped and finally fell.

If the Wight wounds a foe but does not quite kill them, leaving the monster on the Wight's battle level or less in wounds, the Wight may immediately make an additional attack. This extra attack may be made only once each turn and will not have a deathblow.

41-42 Death Grip

It clawed franticly at the bony hand around its neck, as the whistle of the descending Wight Blade sung its dirge.

The Wight may use this ability on an adjacent monster once per turn. The Wight receives only a single attack and may not perform a deathblow, but the chosen monster may not move, even if it normally ignores pinning, and the Wight's attacks may not be dodged, or affected by ignore blow or ignore pain abilities. This attack also ignores one point of armour.

43-44 Feeling of Dread

Perhaps the Wight could warn the warriors of approaching monsters because of superior hearing, or perhaps it was some other, darker, sense.

If any monsters ambush the warriors roll a D6 for each. Any warrior scoring 4+ may make an immediate attack against the ambushing monsters. The warriors may not make deathblows on this strike, and warriors cannot gain benefit from both this ability and a reaction strike or similar skill.

45-46 Menacing Presence

Many who faced that rusty armoured knight were so unnerved that all their training failed them.

Monster's attacking the Wight receive a penalty of -2 to their weapon skill.

51-52 Ancient Peace

It extended an aura of calm and comfort to all around it, but it had yet to find respite from its own eternal restlessness.

All warriors on the same board section as the Wight receive a +1 bonus to their tests for fear and terror die rolls. In addition, the Wight may re-roll 1 die when making a fear test in order to enter a settlement.

53-54 The Great Weariness

When you have felt the burden a Wight must carry, you understand why so few have the strength of will needed to return from the grave.

All monsters on the board lose 1 attack this turn. Use this ability only once per adventure.

55-56 The Compelling

It would attack that one... Yes... The one with musty smell... It must...

The Wight may use this power to force a monster to attack the Wight if it at all possible. If the monster is unable to attack the Wight it will behave normally this turn. This ability may only be used at the beginning of the warrior's phase of each turn.

61-62 Break the Enchanted Flow

The dark magic that animates a Wight can also be used to ward it.

The Wight gains Magic Resistance at a level determined by its Battle Level Title.
 
Novice or Champion 6+
Hero or Lord 5+
63-64 The Summons

When the grim warrior in ancient armour beckoned, none could resist the call.

The Wight may chose one monster, that monster must move at full speed towards the Wight. This ability may be used but once a turn.

65-66 Allies from the Past

As the creature fell screaming under the assault of dozens of spirits, the Wight laughed and said in its hollow voice, "Thank you most trusted ones. True friendship lasts forever."

Choose any one monster on the board. That monster takes a number of dice damage as listed below, with no deductions for armour. Ignore Blow, Dodge and all other avoidance abilities will not save a victim of this attack. This ability may be used but once per adventure.
 
Title  Damage Dice
Novice  2
Champion 4
Hero 6
Lord  8
 

Barrow Relics

Re-roll any relics that a Wight already has; continue re-rolling until a new one is found. A Wight may wear only a single crown and only a single torc, but may wear a crown at the same time as a helmet.

D66 Relic

11 Tomb Charm

For one turn each adventure the Wight is at +2 attacks.

12 Grave Charm

Once per dungeon the Wight can heal 3D6 wounds.

13 Catacomb Charm

Instead of rolling a D6 the Wight may specify its result once per adventure.

14 Headstone Charm

One monster may do nothing for its entire turn. One use per adventure.

15 Mausoleum Charm

All warriors are at +2 to Strength. One use per adventure.

16 Crypt Charm

The Wight may re-roll any one die roll once per adventure.

21 Bracelet of Power

The Wight gains +1 Strength.

22 Bracelet of Speed

The Wight gains +1 Attack.

23 Bracelet of Dexterity

The Wight gains +1 Initiative.

24 Bracelet of Fortitude

The Wight gains +1 Toughness.

25 Bracelet of Prowess

The Wight gains +1 Weapon Skill.

26 Bracelet of Endurance

The Wight gains +5 Starting Wounds.

31 Spun Glass Ring

The Wight may look at the top card of the Dungeon Deck at any time.

32 Dulled Bronze Ring

The damage bonus of the Wight's Wight blade ignores toughness and armour.

33 Cast Iron Ring

The Wight may make an additional attack each time it rolls a 6 to hit.

34 Slender Gold Ring

The Wight may choose any monster on the board, that monster is at -1 Attacks this turn. Roll a D6, on a 1 or a 2 this device becomes useless until the beginning of the next adventure.

35 Polished Wooden Ring

On any turn in which the power roll is a 4 or more, the Wight regains 1 lost wound.

36 Fractured Adamantium Ring

The Wight always ignores its opponent's first point of armour.

41 Ruby Amulet

Once per adventure the Wight may force a re-roll on the power roll if an unexpected event occurs.

42 Topaz Amulet

The Wight may ignore the effect of a trap on a 5+ on D6.

43 Sapphire Amulet

Any monster making a ranged attack at the Wight suffers a -1 to hit penalty.

44 Emerald Amulet

The Wight may ignore any one event when travelling back from each dungeon.

45 Jade Amulet

The Wight may dispel any spell that is cast by rolling a 6 on D6.

46 Diamond Amulet

Damage dealt to the Wight never ignores armour unless toughness is ignored as well.

51 Tarnished Pendant

At the start of each adventure the Wight gains a Tomb Secret, re-roll the Tomb Secret at the beginning of each adventure. The Wight's fear value remains unaffected.

52 Glowing Pendant

The Wight deals +4 damage if its roll to hit equals the power roll for the turn.

53 Humming Pendant

The Wight may choose to add 1 to any die roll it makes before rolling. Usable three times per adventure.

54 Shiny Pendant

At the end of any turn which another warrior was healed by a spell, the Wight regains 1 lost wound.

55 Twisted Pendant

The Wight may perform a deathblow on any adjacent monster; it need not be adjacent to the monster just slain.

56 Weighty Pendant

All monsters with a strength equal or less than the power roll are at -1 to hit the Wight.

61 Torc of the Traveler

The Wight may teleport to any square on the board. This may be done once per adventure.

62 Torc of the Warrior

The Wight may re-roll its first attack that misses each turn.

63 Torc of the Warlock

The Wight may make magical ranged attacks. They have a range of 8 squares and do D6 + the Wight's battle level damage with no deductions. The Wight may throw one for each attack it has instead of attacking normally, and must roll equal or under the power roll on D6 to hit.

64 Crown of Wrath

The Wight automatically hits any monster that wounded it last turn.

65 Crown of Ruin

Once per turn the Wight may roll a D6. On a 5 or more the Wight may choose any one magic device carried by a monster and destroy it.

66 Crown of Smiting

The damage bonus a Wight gains from its Wight Blade is doubled. This is only the basic damage bonus common to all Wight Blades that is doubled, not damage from any other abilities the Wight Blade may have.

 

ROLEPLAY GUIDELINES

A Wight is a quiet, guarded character, sombre and grim. A Wight has witnessed some of the darkest horrors imaginable, and become one of them. A Wight is motivated only to destroy evil, they care little for wealth or glory, distraction by such things would soon see the crumble to dust. Many Wights will spend much of their time in remembrance of past events, and may sometimes hiss cryptic comments that only the long dead would understand. Slowly, a Wight will develop a level of kinship, seeing the other warriors as brethren, despite its unearthly nature. Some Wights may even adopt secret paternal attitude to its companions, as they remind it of those it knew in life.

Characteristic Tests

Wights tend to adapt poorly to unusual situations, they will have poor rolls for most unusual combat tactics, tending to be set in their ways. Wights will be good at those things that require steadfast resolution and unwavering determination, while fast reactions and dodging are unlikely to be in the Wight's repertoire of strengths. Ancient texts and objects may well be familiar to the Wight, and it will be very effective if intimidation is required. Because of their difficulty coming to terms with new ideas and concepts, a Wight will never gain bonuses to specialist actions as it goes up levels.

 

WIGHT BATTLE-LEVEL TABLE
 
Battle- Level
Gold
Title
MOVE
WS
BS
Str
Damage Dice
T
Wounds
I
A
Luck
WP
Pin
1
0 Novice
4
3
-
3
1
4
2D6+8
3
1
0
4
6+
2
2000 Champion
4
3
-
3
1
4
3D6+9
3
1
0
4
6+
3
4000 Champion
4
4
-
3
1
5
4D6+10
4
1
0
4
6+
4
8000 Champion
4
4
-
3
2
5
5D6+11
4
2
0
4
6+
5
12000 Hero
4
4
-
4
2
5
6D6+12
4
2
0
4
5+
6
18000 Hero
4
4
-
4
2
5
7D6+13
5
2
0
5
5+
7
24000 Hero
4
5
-
4
2
5
8D6+14
5
3
0
5
5+
8
32000 Hero
4
5
-
4
2
5
9D6+15
5
3
0
6
5+
9
45000 Lord
4
5
-
4
3
5
10D6+16
6
3
0
6
5+
10
50000 Lord
4
6
-
4
3
5
11D6+17
6
3
0
7
5+

© Gareth Williams 1998