--- title: AWQ Style Guide & Notation Reference description: Formatting standards, symbols, and notation conventions for Advanced Warhammer Quest documentation version: 1.1 date: 2025-10-18 purpose: Machine-readable reference for consistent rule documentation --- # AWQ Style Guide & Notation Reference ## Text Formatting Standards ### Bold Text **Annotation:** `**bold**` **Usage:** Major gameplay mechanics and important terms **Examples:** Momentum, Character, Expedition, Dungeon, Encounter, Party, Magic Pool, Wounds, Stress, Threat ### Italic Text **Annotation:** `*italics*` **Usage:** Individual skills, conditions, check types, and game states **Examples:** Melee, Poisoned, Basic Check, Out of Action, Engaged, Stunned, Blinded, Hidden ### Code Text **Annotation:** `` `code` `` **Usage:** Dice notation, calculations, and specific values **Examples:** `2d6+3`, `TN 12`, `3W`, `[Movement]`, `D3`, `D6` ### Pipes **Annotation:** `|` **Usage:** Separates inline information and alternatives **Examples:** Roll *Defense* | *Dodge* | Choose one option | Another option ### Double Pipes **Annotation:** `||` **Usage:** Logical OR - one or the other, not both **Examples:** `WP → Career Characteristic || [WP = Career] ⇒ Advance Cost -1` ### Brackets **Annotation:** `[optional information]` **Usage:** Indicate optional elements and situational information **Examples:** Move up to `[Movement]` and make attack | Gain `[X]` Wounds --- ## Visual Symbols Reference ### Dice Results | Roll Result | Symbol | |-------------|--------| | 1 | ⚀ | | 2 | ⚁ | | 3 | ⚂ | | 4 | ⚃ | | 5 | ⚄ | | 6 | ⚅ | | Re-roll | ⧆ | ### Check Outcomes | Outcome | Symbol | |--------------|--------| | Bane | ⊗ | | Failure | ⊖ | | Complication | ⊜ | | Success | ⊕ | | Boon | ⊛ | ### Check Difficulty | Difficulty | Symbol | |--------------|--------| | Very Easy | ○ | | Easy | ◔ | | Routine | ◑ | | Challenging | ● | | Difficult | ∶ | | Hard | ∵ | | Very Hard | ∷ | | Impossible | ∺ | | Favour | ⇑ | | Peril | ⇓ | ### Check Modes | Mode | Symbol | |------------|--------| | Unopposed | ⥤ | | Opposed | ⇌ | ### Enemy Tiers | Tier | Symbol | |----------|--------| | Minion | ⁎ | | Elite | ⁑ | | Champion | ⁂ | | Nemesis | ⋇ | ### Skill Ranks | Rank | Symbol | |-----------|--------| | Untrained | — | | Trained | ⁎ | | Expertise | ⁑ | | Mastery | ⁂ | ### Action Types | Action Type | Symbol | |--------------|--------| | Minor Action | ◇ | | Major Action | ⬡ | | Reaction | ▽ | ### Resources | Resource | Symbol | |------------|--------| | Threat | ✦ | | Momentum | ✠ | | Fatigue | ✱ | | Stress | ❖ | | Corruption | 🞼 | | Wounds | ❡ | ### Area Effects | Effect | Symbol | |---------------|--------| | Radius | ⌀ | | Cone | ∢ | | Line | ⋮ | | Board Section | ▩ | --- ## Notation Conventions ### Conditional Notation **If/Then Conditions** ``` [Condition] ⇒ Effect ``` **Usage:** Express conditional relationships where condition must be true for effect to occur. **Examples:** - `[*Engaged*] ⇒ Cannot use Ranged actions` - `[Wounds < 0] ⇒ Death` - `[Rolling 6] ⇒ Roll again for bonus Mark` - `[Two weapons] ⇒ **Attacks**: +1` **Trigger Events** ``` @Event: Effect ``` **Usage:** Express effects that occur when specific game events happen. **Examples:** - `@Start Phase: Apply condition effects` - `@End Phase: Reduce condition tracker by 1` - `@Entering DZ: Model stops movement` - `@Successful *Dispel* ⇒ **Magic Pool** +[Rank]` - `@Combat start ⇒ 1 ▽ → Free attack` - `@After Initiative ⇒ Move [Rank] positions` - `@Assisted ally hits ⇒ Free *Melee* vs target` - `@Enemy forces movement [Push | Drag | Knock back] ⇒ Free *Melee* vs ◁Enemy (before moving)` - `@First NPC meeting ⇒ **Disposition** +1` - `@End Round [*Frenzied*] ⇒ *Cool* check: [Success] ⇒ Remove [*Frenzied*]` **Requirements/Costs** ``` Cost → Action/Effect ``` **Usage:** Express costs or requirements needed to perform action or gain effect. **Examples:** - `1 **Fatigue** [✱] → Additional Minor Action` - `2 **Momentum** [✠] → Automatic Disengage` - `Challenging *Cool* check → Recover 1 **Stress**` - `1 ▽ → Pet: +1 action` - `1 LP → Cancel **Threat**` ### Model Role Notation **Target (Receiving Action)** ``` ◁ Model ``` **Usage:** Indicates model receiving action, effect, or being targeted. **Examples:** - `Melee Attack vs ◁Enemy` - `Damage check vs ◁Target's **Toughness**` - `Apply condition to ◁Model` - `◁Attacker: ⇓` - `◁Listeners: ⇓ on *Intuition*` **Instigator (Performing Action)** ``` ▷ Model ``` **Usage:** Indicates model performing action or originating effect. **Examples:** - `▷Attacker makes WS check` - `▷Character rolls **Initiative**` - `▷Caster uses **Magic Pool**` - `▷Self: Free *Melee* vs target` - `▷Caster: S3 DMG ⇒ **Magic Pool** +1` **Combined Notation** ``` ▷Model: Action ⇌ ◁Model ``` **Usage:** Express opposed actions clearly showing both parties. **Examples:** - `▷Attacker: *Melee* ⇌ ◁Defender: *Defense*` - `▷Character: *Charm* ⇌ ◁Target: *Intuition*` - `▷Model: *Athletics* ⇌ ◁Enemy: WS` ### Value Placeholders **Variable Values** ``` [X] ``` **Usage:** Indicates value varies by circumstance, specified elsewhere, or scales. **Examples:** - `**Bleeding** [X]: Automatic S[X] hit` - `**Entangled**: **Movement** -[X]` - `**Inspired**: All checks -[X] **Difficulty**` **Rank-Based Scaling** ``` [Rank] ``` **Usage:** References talent rank for scaling effects. **Examples:** - `**Attacks**: +1/[Rank]` - `**Miscast Number**: -1/[Rank]` - `DMG +[Rank]` - `**Disease Severity**: -1/[Rank]` **Characteristic/Stat Reference** ``` [Characteristic Name] ``` **Usage:** References model's characteristic or stat value. **Examples:** - `Move up to [Movement]` - `Roll [Initiative] for turn order` - `**Magic Pool** = [Mag]` ### Range Notation **Comparison Operators** ``` = (equals) < (less than) > (greater than) ≤ (less than or equal) ≥ (greater than or equal) ± (plus or minus, up or down) ``` **Examples:** - `Roll = 1 ⇒ Bane` - `Roll > Obstacle ⇒ Success` - `**Miscast Number** ≥ Mag×2 ⇒ Catastrophic Miscast` - `[CN ≤ 3] ⇒ Does not count toward **Memory Limit**` - `Adjust position: ±[Rank] in order` --- ## Talent/Ability Notation Patterns ### Bracket Types for Different Contexts **Square Brackets `[X]`:** - Conditions: `[*Blinded*]`, `[*Hidden*]`, `[*Frenzied*]`, `[*Engaged*]` - Keywords: `[Urban]`, `[Gunpowder]`, `[Touch]`, `[Chaos]`, `[Blessing]`, `[Psychological]` - Variable values: `[Rank]`, `[X]` - Comparisons: `[CN ≤ 3]`, `[X > 1]` - Target types: `[Origin | Faction | Region]` - Conditions for effects: `[Off-hand]`, `[Would gain *Stunned*]`, `[Two weapons]` **Curly Braces `{X}`:** - Equipment qualities: `{Brawling}`, `{Undamaging}`, `{Improvised}`, `{Grappling}` - Special weapon properties ### Skill/Characteristic References **With Rank:** ``` Skill[Rank Symbol] ``` Examples: `*Melee*[⁑]`, `*Charm*[⁎]`, `*Endurance*[⁂]` **Minimum Value:** ``` Characteristic: Value+ ``` Examples: `**Magic**: 2+`, `**Willpower**: 5+`, `**Initiative**: 4+` ### Per-Rank Scaling ``` Effect: +X/[Rank] Effect: -X/[Rank] ``` Examples: - `**Attacks**: +1/[Rank]` - `**Movement**: +1/[Rank]` - `**Miscast Number**: -1/[Rank]` - `**Disease Severity**: -1/[Rank]` - `**Reload**: -1/[Rank]` --- ## Common Effect Patterns ### Skill Bonus ``` *Skill*: +X ⇑ ``` Examples: - `*Charm*: +1 ⇑` - `*Perception*: +1 ⇑` ### Resource Cost to Benefit ``` X Resource [Symbol] → Effect ``` Examples: - `1 ❖ → Cast as ◇` - `1 LP → Cancel **Threat**` - `2 ✠ → **Critical Hit**` - `1 ▽ → Pet: +1 action` - `1 🞼 → **Magic Pool** +1` ### Location-Based Effects ``` [Location Type] ⇒ Effect ``` Examples: - `[Urban] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)` - `[Subterranean] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)` - `[Wilderness] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)` - `[Rural] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)` ### Weapon/Item Quality Effects ``` [Quality] ⇒ Effect ``` Examples: - `[Gunpowder] weapons ⇒ -1 **Reload**/[Rank]` - `[Touch] spells ⇒ +1 ⇑` - `[Brawling | Unarmed | Improvised] ⇒ Remove {Undamaging}` - `[Missile] weapons ⇒ -1 **Reload**/[Rank]` ### Action Trigger Effects ``` @Action/Event ⇒ Effect ``` Examples: - `@Successful **Dispel Manoeuvre** ⇒ **Magic Pool** +[Rank]` - `@Successful *Disengage* ⇒ Free *Advance*` - `@Combat start (before Initiative) ⇒ 1 ▽ → Free attack` - `@After Initiative determined ⇒ Move [Rank] positions` - `@Assisted ally hits ⇒ Free *Melee* vs target` - `@Enemy forces movement [Push | Drag | Knock back] ⇒ Free *Melee* vs ◁Enemy (before moving)` - `@First NPC meeting ⇒ **Disposition** +1` - `@Successful **Melee** hit ⇒ 1 ✠ → +[Rank] DMG` - `@Successful *Defense* ⇒ Recover 1 ❖ | 1 ✱` - `@*Prepare* ◇ ⇒ **Stress** -1` ### Conditional State Changes ``` [State] ⇒ Modified Effect ``` Examples: - `[*Broken*] ⇒ +1 **Movement**` - `[*Blinded*] ⇒ *Perception*: +1 ⇑` - `[*Frenzied*] @End Round ⇒ *Cool* check: [Success] ⇒ Remove [*Frenzied*]` - `[Psychological] **Conditions** (▷Self | Adjacent allies)` - `[*Hatred*] enemies ⇒ Offensive [Blessing]: +[Rank] DMG` ### Cost Reduction ``` Effect cost: Original → New Action: Cost (instead of Original Cost) ``` Examples: - `Stand from [*Prone*]: ⬡ → ◇` - `Command pet attack: ⬡ → ◇` - `**Attacks** +1 via ✠: Cost 3 (instead of 4)` ### Immunity/Negation ``` [Condition/Effect]: Immune [Quality/Penalty] ⇒ Negated/Removed/0 ``` Examples: - `[*Broken*]: Immune` - `[*Surprised*]: Immune` - `[Distance | Size] penalties ⇒ 0` - `**Armor** ⇒ No **Movement** penalty` - `{Undamaging} ⇒ Removed` - `[Dim Light | Darkness] ⇒ No penalty` ### Substitution ``` [Condition] ⇒ May substitute *Skill A* for *Skill B* ``` Examples: - `[Relevant academic knowledge] ⇒ May substitute *Education* for *Int*/*WP* skills` - `[Intimidate] ⇒ May substitute with **Strength**` ### Persistent Conditions ``` **Condition** (Persistent) Stacks: [X] ``` Note: Stacks represent both duration and severity. Reduced by 1 each End Phase. Examples: - `**Bleeding** [3]: @Start Phase: S3 hit | @End Phase: -1 Stack` - `**Persistent**: -1 Stack (min 1)` - `**Entangled** +[Rank] **Severity**` - `[Psychological **Persistent**] ⇒ -1 Stack` ### Automatic Success ``` Effect: Auto-success [Condition] ⇒ Automatic ``` Examples: - `**Recuperate** (*Stress*) ⇒ Auto-success` - `Standard doors/locks ⇒ Auto-success (no check)` ### Multiple Targets/Effects ``` Effect (▷Self | Allies | Enemies) ``` Examples: - `**Conditions** (▷Self | Adjacent allies)` - `[Blessing] (▷Self | Allies) ⇒ +1 Round duration` - `[*Charm* to lie] ⇒ ◁Listeners: ⇓ on *Intuition*` ### Replacement/Instead Of ``` Original → New Effect: New (instead of Original) [Condition] ⇒ Replace with [New Condition] ``` Examples: - `[*Stunned*] incoming ⇒ *Endurance* check: [Success] ⇒ [*Staggered*] instead` - `Command pet attack: ⬡ → ◇` - `Treat **Terror** as **Fear**` ### Free Actions ``` Free Action +X Free Action (per Y) Action: 0 cost ``` Examples: - `Free *Manage Equipment*` - `+1 Free *Parry* **Reaction** per **Activation**` - `Free *Melee* vs target` - `Free attack (before moving)` - `@Assisted ally hits ⇒ Free *Melee* vs target` ### Permanent Effects ``` Permanent [Condition] [Condition] (cannot be removed) [Condition] (Permanent) vs [Target] ``` Examples: - `Permanent [*Hatred*] vs chosen [Origin | Faction | Region]` ### Does Not Count Toward Limits ``` [Condition] ⇒ Does not count toward [Limit] [Condition] ⇒ Exempt from [Limit] ``` Examples: - `[CN ≤ 2] ⇒ Does not count toward **Memory Limit**` - `[CN ≤ 3] ⇒ Does not count toward **Memory Limit**` ### Duration Extension ``` Effect: +X Round/Turn duration ``` Examples: - `[Blessing] (▷Self | Allies) when fighting [*Hatred*] ⇒ +1 Round duration` ### Enable/Can Use ``` Can [Action/Spell Type] Enables [Action/Spell Type] ``` Examples: - `Can cast [Blessing] spells` - `Can use *Skirmish*` ### Advance/XP Cost Modification ``` Effect ⇒ **Advance Cost** ±X Lore Type ⇒ -X **Advance Cost** ``` Examples: - `**Cultural Lores** ⇒ -1 **Advance Cost**` - `[WP = Career] ⇒ **Advance Cost** -1` ### Character Creation Effects ``` @Character creation ⇒ Effect ``` Examples: - `@Character creation ⇒ Roll **Dooming Table**: [Location | Enemy | Circumstance]` - `@Death ⇒ Replacement **Advances**: 0/1/4/1/2/3/4 (per match)` --- ## Writing Guidelines ### Capitalization Rules **Always Capitalize:** - Major game terms: Character, Party, Dungeon, Encounter, Expedition, Settlement, Round, Turn, Phase, Activation - Model types: Adventurer, Adversary, Minion, Elite, Champion, Nemesis, Caster, Pet, Companion, NPC - Resources: Momentum, Threat, Fate Points, Luck Points, Stress, Fatigue, Corruption, Wounds, Magic Pool - Game mechanics: Attacks, Movement, Magic, Initiative, Difficulty, Severity, Disposition, Obedience, Morale, Reload, Miscast Number, Casting Number, Marks - Locations: Dungeon Level, Board Section, Wilderness, Region, Zone, Danger Zone, DZ - Important terms: Instigator, Target, Critical Hit, Memory Limit, Advance Cost, Career Characteristic, Encumbrance, Dooming Table - Specific tables/systems: Dooming Table **Never Capitalize:** - General actions: attack, move, roll, cast - Conditions (use italics): *engaged*, *prone*, *stunned*, *hidden*, *frenzied*, *bleeding*, *blinded*, *broken* - Skills (use italics): *melee*, *perception*, *cool*, *charm*, *athletics*, *defense*, *education*, *intuition* - Check types (use italics): *Basic Check*, *Complex Check*, *Extended Check* - Manoeuvres (use italics): *Disengage*, *Advance*, *Prepare*, *Assist*, *Dispel*, *Parry* ### Dice Notation **Standard Format:** `XdY+Z` or `DX` - X = number of dice - Y = die type (always 6 for AWQ) - Z = modifier (optional) **Examples:** - `1d6` (single die) - `2d6` (two dice) - `1d6+2` (single die plus two) - `3d6-1` (three dice minus one) - `D3` (single d3) - `D6` (single d6) ### Consistency Requirements 1. Use established symbols consistently throughout documentation 2. Always provide text alternative after symbol on first use in section 3. Maintain consistent terminology for same concepts 4. Link to definitions on first mention in document 5. Use same notation patterns for similar mechanical structures 6. Bold major game mechanics and resources 7. Italicize skills, conditions, and manoeuvres 8. Use code formatting for dice notation and specific values ### Accessibility Standards 1. Symbols enhance but do not replace clear writing 2. Provide text alternatives when needed for clarity 3. Use descriptive language alongside notation 4. Maintain reading flow - notation should clarify, not obscure 5. Consider screen reader compatibility --- ## Notation Examples in Context ### Simple Action ``` ◇ *Advance*: ▷Model moves up to [Movement] ``` ### Opposed Check ``` ⬡ **Melee Attack:** ▷Attacker: *Melee* ⇌ ◁Defender: *Defense* [Success] ⇒ Roll Damage vs ◁Defender's **Toughness** ``` ### Conditional Effect ``` **Frenzied** (Ongoing): - **Attacks** ×2 - [Nearest enemy in range] ⇒ Must attack that enemy - @Removal: Gain ✱[X] ``` ### Extended Process ``` **Arcane Casting:** 1. ▷Caster: Extended Check using **Magic Pool** ([Mag] dice) 2. @Each roll: Count 1s = **Miscast Number** 3. [**Miscast Number** ≥ Mag×2] ⇒ Catastrophic Miscast 4. [Total **Marks** ≥ **Casting Number**] ⇒ Spell succeeds ``` ### Resource Expenditure ``` **Momentum Spending:** - 1 ✠ → Reduce Check **Difficulty** by 2 - 2 ✠ → Automatic Disengage - 4 ✠ → **Attacks** +1 for next action ``` ### Complex Talent ``` **Longbeard:** [Psychological] **Conditions** (▷Self | Adjacent allies): - **Persistent**: -1 Stack (min 1) - **Ongoing**: ⇑ removal ``` ### Reaction Trigger ``` **Intercept:** @Ally charged (in Zone) ⇒ ▽: ◁Attacker: ⇓ on attack ``` ### Multi-Effect Talent ``` **Holy Hatred:** vs [*Hatred*] enemies: - Offensive [Blessing]: +[Rank] DMG - Friendly [Blessing]: +1 Round duration ``` ### Characteristic Bonus ``` **Resolute:** **Willpower**: +1 Max, Career Characteristic || [Already Career] ⇒ **Advance Cost** -1 ``` ### Complex Condition Talent ``` **Unyielding:** [*Stunned*] incoming ⇒ *Endurance* check: [Success] ⇒ [*Staggered*] instead ``` ### Free Attack Trigger ``` **Resolute:** @Enemy forces movement [Push | Drag | Knock back] ⇒ Free *Melee* vs ◁Enemy (before moving) ``` --- ## Version History **v1.1 (2025-10-18)** - Added Skill Ranks notation (Trained/Expertise/Mastery) - Added Persistent Condition Stacks concept - Expanded talent notation patterns significantly - Added examples for: free actions, permanent effects, immunity, substitution - Added double pipe (||) for logical OR - Clarified bold formatting for major game mechanics and resources - Added comprehensive trigger event patterns (@) - Added examples for cost reduction, duration extension, and limit exemptions - Refined model role notation with more examples - Added patterns for multiple targets and conditional replacements - Added advance/XP cost modification patterns - Added character creation effect patterns **v1.0 (2025-10-14)** - Initial style guide creation - Added conditional notation (⇒, @, →) - Added model role notation (◁, ▷) - Established symbol reference tables - Defined formatting standards --- *This style guide is a living document and will be updated as notation conventions evolve.*