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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
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Introducing the Rogue-Smuggler


Rogue-Smuggler

Title: Scoundrel
Wounds 1D6+8
Move 4
Weapon Skill 3
Ballistic Skill 4+
Strength 3
Toughness 3(4)
Initiative 3
Attacks 1
Pinning Roll 5+


Heavy Leather Vest - Provides +1 Toughness. Roll 1D6 at the end of each adventure. On a 1 or 2, the vest has worn out and must be replaced in order to have proper protection.

Jagged Dagger - Causes 1D6+2 wounds (normal mods, unless a 6 to hit). If he rolls a natural 6 to hit, then roll on the Deadly Dagger Table (found in the Melee Fighting section).

Modified Pistol - (with enough powder & shot for one adv.). The pistol's accurate range is 6 sq. (+2 in normal load mode), & causes 1D6+6 Wounds. It takes one whole turn to reload the pistol, but he may not reload his pistol in normal mode while adjacent to a monster, nor if he attacks in any way. He may break pinning, move & reload in the same turn (but, see Quick Load Modification).

Accuracy Sight (attachment) - It helps make the pistol accurate at a longer range. While using the accuracy sight, he has an accurate range of 8 in normal load mode & +1 to hit if fired at a range of 4 or less (not cumulative with Pointblank skill). Targets beyond range 8 are at -1 to hit per square beyond.

Quick Load Modification - A dwarf engineer has modified this pistol with a quick loader device that blocks part of the loading chamber making for less shot and powder to fill and allowing for faster reloading, but at the expense of firing power. It takes one turn to switch the loading mode from normal to quick (or to switch back again) while not firing the weapon, not attacking monsters, and not being adjacent to a monster (though movement is okay). He may begin his turn next to a monster, but he must move away to switch the mode. This involves making sure that the loading chamber is empty beforehand and filled up again afterwards. While using the Quick Reload mode, the pistol is at Strength 3 for damage, accurate range of 6 with a -1 to hit for each square beyond 6. He does not get the +1 to hit for targets at 4 or less range, but he does get to use the Pointblank skill for adjacent monsters.

This mode allows the Rogue-smuggler to shoot and reload in the same turn, and even to reload while adjacent to a monster, provided that he first successfully breaks pinning (though he need not move). By this method, he may shoot monsters at point blank range a little more often. Clarification: he must break pinning before shooting or before reloading. He only needs to break pinning once per turn. If he cannot break pinning, then he cannot shoot (if loaded), nor can he reload, but he may switch to a melee weapon as usual.

Pistol Jamming - With the modifications the pistol may get jammed. On a natural 1 to hit, the pistol's mechanisms have jammed. It takes one turn (movement is okay) and the Rogue-smuggler must not be adjacent to a monster at the end of his turn (Warrior Phase) to get it unjammed. However, this only unjams the thing, & it will take another turn to reload before he can fire it no matter which loading method he is using.

Marksman and Pointblank Skills

Marksman - On a natural 6 to hit using any ballistic weapon, add +1D3 wounds (not modified for toughness or armour). This represents his excellent marksmanship learned while in military training, which enables him to shoot more precisely, thus finding a weak place in armour &/or monster hide.

Pointblank - While using any pistol, the Rogue-smuggler may shoot a monster at pointblank range (adjacent to him), but, only if he first breaks from pinning &/or ends his move next to his target. A pointblank shot is at +1 to hit & a successful hit does +1D3 wounds unmodified for toughness & armour. The Pointblank skill may be used with either loading mode of his modified pistol. Effects are combined with those of Marksman on a 6 to hit (total of 2D3 extra wounds).

MELEE FIGHTING

Though the Rogue-Smuggler is generally better at shooting his enemy, he at times will need to pull out his dagger or roll up his sleeves and plunge into a good brawl. It is at times like this that his knowledge of less than fair fighting will come quite in handy.

Taunting Remarks Skill - This skill is quite suitable to a rogue. Whenever he actually hits his opponent in melee combat & that opponent survives the damage, roll 1D6 to see if he remembers a good taunt in time to get in a good jibe & maybe an extra jab. On a 5+ as a Scoundrel (and as Honourable Smuggler, and on 4+ as Hero of Rebellion and Rebel General), he taunts his opponent. If successful, roll 1D6 on the Taunting Remarks Table.

Taunting Remarks Table - Roll 1D6 on this table whenever you have a successful taunt roll after hitting a monster but not killing it.

1 - "Say Uncle" = The monster gets upset and immediately attacks you at -1 to hit (This is an extra attack.)
2 - "Say, it looks like your leader is getting pounded by my buddy over there." = (If this taunt is used against the actual leader, use the Say Uncle result instead.) The monster is at -1 to hit warriors for the rest of the turn, at which time it finds out that you just fibbed to it. If it turns out to be true, this monster gets +1 attack for the rest of the combat, but all his attacks are at -1 to hit.
3 - "Hey, what's that on your face, part of your last meal or just plain ugliness?" = While the monster tries to figure out what you are talking about you stomp on its foot, toe, appendage, or whatever, causing 1 unmodified wound.
4 - "Did you know you might be able to hurt somebody if you actually got ahold of the right end of your weapon?" (properly extended your claws, or such like for non weapon-bearing monsters) = This monster is at +1 to be hit in melee combat for one whole turn (until the end of the Rogue-Smuggler's next turn) while it tries to regain its confidence.
5 - "Your momma is ugly and she dresses you funny." = The monster looks a little befuddled. Then if able to speak it repeats, "Momma? Ugly? Dresses? Funny? Oh, funny" and, whether able to speak or not, the monster laughs so hard that it doesn't attack anyone this turn and is at +1 to be hit in melee combat for one whole turn (until end of the Rogue-Smuggler's next turn).
6 - "Hey, did you know that you have GARMENTS on your back?" = The monster tries to look at its back to see what in the world kind of things are on its back. Meanwhile, you get one more immediate attack against it at +1 to hit. If you hit it and it doesn't die, you just might get to taunt it again (Roll to see if you taunt). emoticon

Deadly Dagger Table - Roll 1D6 on this table whenever you get a natural 6 to hit using any dagger or knife as a melee weapon.

1 = The dagger got stuck in or on part of the beast, armour, hide, whatever, and the Rogue-Smuggler is at +1 to be hit for the Monster Phase of this same turn AND he may not attack any more this turn (if he has more than 1 attack) while he works to retrieve his dagger -- taunting is allowed, but the garments taunt (#6) result counts as a "Say Uncle" (#1) result instead. At the end of the turn (after Monster Phase) the monster in which the dagger was stuck will receive an additional 1D3 wounds with no modifiers whatsoever, cannot be ignored, dodged, or anything, as it suffers from more cutting and bleeding caused by the dangerous weapon.
2-3 = dagger causes 1 extra wound unmodified for toughness or armour
4-5 = dagger causes 2 extra wounds unmodified for toughness or armour
6 = dagger causes 1D3+2 extra wounds not modified for anything (cannot be dodged or ignored)

Melee Weapons
He may use any melee weapon that the Elf may use, including magical and magically enhanced melee weapons, but nothing designated as Elf only and nothing that is two-handed. He may also use singe-handed axes. However, anything larger than a dagger or a knife incurs a -1 to hit penalty, since he prefers ballistic weapons and knife fighting. He is right at home with knives and daggers of any type. They are well-suited to Alehouse brawls and alley fights, of which he seems to have more than his share.

Ballistic Weapons
The Rogue-Smuggler favors powder weapons, but may also use bows and crossbows. All Fletcher & Gunsmith items are available to him. He may shoot beyond the range of a weapon with range limit, but at -1 to hit per square beyond range. And, yes he may throw any throwing weapons available at the Weaponsmith's. Also, he may be able on occasion to obtain (for a price) certain attachments for missile weapons. If he has a Dwarf Engineer in his party, the engineer may be able to modify his ballistic weapons when they are first found or purchased.

Armour
The Rogue-Smuggler cannot wear as much armour as some more sturdy fighters, since he depends a bit more upon his resourcefulness in combat & heavier armour would hinder his fighting style. In addition to his leather vest, he may wear furs (at no penalty). He may wear leather armour or light armour instead of his leather vest. He may use a normal shield, but not a Great Shield. He also may wear a Leather Helm or an Open Helmet, but nothing heavier.

Treasure
The Rogue-Smuggler may use any treasure (including armour, helms and shields) that an Elf may use as long as it is not an Elf only treasure.

Smuggling Skill - (settlements) -

EDIT: Note that this character's advanced rules are not finished yet.

Last edited by OldWarrior, 3/Sep/2007, 4:55 am


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