Master Warhammer Quest: Darkwater – The Essential Rules Guide

â–¼ Summary
– Enemy action dice include movement instructions like Advance (move to nearest hero) and Reposition (move towards furthest attackable hero).
– Combo abilities combine actions such as Reposition followed by Quick Attack or Advance followed by Onslaught, with Quick Attacks preventing critical hits.
– Enemies perform Quick Attacks instead of Advances if already adjacent to heroes, with all behaviors detailed in a rules chart.
– Special Action symbols trigger unique enemy abilities, and behavior progresses to different dice like red ones for Mire Kelpies featuring Grievous Blow (turning hits into criticals).
– Status effects like Splattered can prevent actions until energy is spent, and enemy behavior resets after three rounds to the initial dice.
Navigating the treacherous swamps of Warhammer Quest: Darkwater requires a firm grasp of enemy behaviors and action dice mechanics. This guide breaks down the essential rules you need to survive encounters with foes like the Mire Kelpies and manage debilitating status effects.
The enemy action dice dictates how adversaries behave during combat. Instructions like Advance command the enemy to move toward the nearest hero, while Reposition directs them to identify the furthest hero they can reach and attack, then move into position. Certain abilities combine these actions, creating sequences such as Reposition followed by a Quick Attack, or Advance paired with an Onslaught. Quick Attacks represent weaker assaults where any critical hits are downgraded to regular hits. In contrast, Onslaught serves as the standard attack action, retaining the potential for devastating critical strikes.
If an enemy is already adjacent to a hero, rolling Advance or Advance twice won’t provide a reprieve. Instead of moving, the enemy will execute a Quick Attack. A comprehensive chart in the rulebook outlines every possible behavior, ensuring you understand how enemies react in any situation. Another key symbol on the dice is the Special Action, which activates each enemy’s unique ability. As the combat round advances, enemy behavior escalates. For Mire Kelpies, this means switching to the red enemy action dice. This die introduces new faces, including Grievous Blow, a fearsome attack that converts all successful hits into critical hits.
When facing a trio of Mire Kelpies on the following turn, they will collectively use the Retch ability. This assault bestows the Splattered status card on a target, completely preventing that hero from taking any actions until they expend one energy point to clean themselves off. While Splattered may seem relatively manageable, other status cards impose far harsher penalties. The rules provide clear directions for extreme scenarios, such as when your entire party is drenched in filth or wisely taking cover out of sight. After the third round concludes, the behavior track resets, returning you to the black enemy action dice and starting the cycle anew.
(Source: War Hammer)