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Post by Arguleon Veq on Jan 31, 2005 19:06:04 GMT -5
Here a selcetion of home made characters for you to use in your quest games, some have probably already been released by GW but are no doubt hard to get hold of as most quest things are so these should help untill you can get hold of them. For advancement work out which of the original characters the character is closer to and they will advance by the same amount as the originals.
These have all been playtested quite extensively and i have found them to work just as well as the original character rules that come with the game.
Halfling
Wounds 1D6+3 Move 4 Weapon Skill 3 Ballistic skill 3+ Strength 2 Toughness 3 Initiative 4 Attacks 1 _________________
Equipment: 1D6 free provisions every adventure. 1D6 free bandages every adventure. Rope 1D6 Door Spikes free every adventure.
Weapons: Sword
Armour:
Pinning: Auto escapes from pinning
Special Rules: -1 against to hit rolls on the Halfling Can play dead! Can sing. Enemies over 300gc die on 5+ (one use per adventure)
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Post by Arguleon Veq on Jan 31, 2005 19:10:29 GMT -5
Assassin
Wounds 1D6+6 Move 5 Weapon Skill 5 Ballistic skill 4+ Strength 3 Toughness 3 Initiative 5 Attacks 1 _________________ Equipment: Trance Stone
Weapons: Sword Dagger Knife Pistol Crossbow
Armour: None
Pinning: Breaks from pinning on 2+
Special Rules: When ever an assassin rolls a natural 6 to hit the damage roll adds +3 due to poison. On 5+ the assassin may parry a blow. Not allowed armour.
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Post by Arguleon Veq on Jan 31, 2005 19:13:07 GMT -5
Pit Fighter
Wounds 1D6+8 Move 4 Weapon Skill 4 Ballistic skill (None) Strength 4 Toughness 3 Initiative 3 Attacks 1 _________________ Equipment: Door Spikes 1D6 free per adventure
Weapons: Flail Fist Spikes (+1 attack at normal strength)
Armour: War Helm
Pinning: No escape from pinning
Special Rules: Auto escapes from pits. When in the pit objectives room adds +1WS and +1S. When any slaves are encountered pit fighter must help them.
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Post by Arguleon Veq on Jan 31, 2005 19:15:54 GMT -5
WITCH HUNTER
Wounds 1D6+7 Move 4 Weapon Skill 4 Ballistic skill 5+ Strength 3 Toughness 3 Initiative 4 Attacks 1 _________________ Equipment: Torch(lantern) Cross
Weapons: Sword Pistol Stake
Armour: Light armour
Pinning: Escapes from pinning on a 5
Special Rules: Stake does double wounds on vampires. Cross makes witch hunter automatically hit undead enemies. All is dust; on a roll of a 5+ can turn skeletons to dust.
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Post by Arguleon Veq on Jan 31, 2005 19:18:14 GMT -5
This is not a starting warband member:
DWARF PROSPECTOR
Wounds 1D6+4 Move 4 Weapon Skill 3 Ballistic skill 6+ Strength 3 Toughness 4 Initiative 2 Attacks 1 _________________ Equipment; Lantern
Weapons: Pick(as broad sword)
Armour: Open helm
Pinning: Escapes from pinning on a 3+
Special Rules: If encountered may join the warriors. He becomes a new warband member that another player can control.
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Post by Arguleon Veq on Jan 31, 2005 19:19:59 GMT -5
QUESTING KNIGHT
Wounds 1D6+8 Move 4 Weapon Skill 4 Ballistic skill 6+ Strength 4 Toughness 3 Initiative 4 Attacks 1 _________________ Equipment; Lantern Warhorse
Weapons: Sword
Armour: Shield Warhelm Light armour
Pinning: Escapes from pinning on a 6+
Special Rules: Pray to the lady of the lake (works as trance stone).
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Post by Arguleon Veq on Jan 31, 2005 19:21:50 GMT -5
Imperial Noble
Wounds 1D6+7 Move 4 Weapon Skill 3 Ballistic skill 4+ Strength 3 Toughness 4 Initiative 4 Attacks 1 _________________ Equipment: Fine Robes Boots Lantern
Weapons: Brace of pistols Cross bow Broad Sword
Armour: Open helmet Light Armour
Pinning: Escapes from pinning on a 4+
Special Rules: When rolling to see if an item is in stock add +2.
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Post by Arguleon Veq on Jan 31, 2005 19:24:54 GMT -5
TROLLSLAYER
Wounds 1D6+10 Move 4 Weapon Skill 4 Ballistic skill 6+ Strength 3 Toughness 4 Initiative 2 Attacks 1 _________________ Equipment;
Weapons: Rune axe
Armour: Trollslayer may not wear armour
Pinning: Escapes from pinning on a 6+
Special Rules: Trollslayer is immune to fear and in addition if the other warriors choose to escape an adventure the Trollslayer takes the lantern and continues alone. When a Trollslayer rolls a 6 to hit it counts as strength 7. Can only use hammers and axes.
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Post by elflord9d on Feb 1, 2005 14:03:54 GMT -5
Elf Ranger
Wounds 1D6+6 Move 6 Weapon Skill 5 Ballistic skill 2+ Strength 3 Toughness 3 Initiative 5 Attacks 1
_________________
Equipment: rope. boots camo cloak
Weapons: Sword Dagger Bow & Arrows.
Armour: leather vest (light armor)
Pinning: No escape from pinning.
Special Rules: Gets +1 attack when firing with bow and arrow.
hows that? i made him so he/she would be mainly focused on archery. any things you can think of to make him better/more fair.
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Post by Arguleon Veq on Feb 1, 2005 17:54:16 GMT -5
He's quite similar to the elf rules with the game.
I'd drop his wounds by one and weapon skill by one or two.
Elves are quite agile and i thik it should be very easy for them to escape from pinning, either they can't be pinned or escape on a 2+.
Other than that i'd say its pretty good.
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Post by elflord9d on Feb 1, 2005 19:49:42 GMT -5
cool heres the revised elf. i dropped the WS bye two and to make up for it gave him connot be pinned.
Elf Ranger
Wounds 1D6+5 Move 6 Weapon Skill 3 Ballistic skill 2+ Strength 3 Toughness 3 Initiative 5 Attacks 1
_________________
Equipment: rope. boots camo cloak
Weapons: Sword Dagger Bow & Arrows.
Armour: leather vest (light armor)
Pinning: cannot be pinned.
Special Rules: Gets +1 attack when firing with bow and arrow.
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