OldWarrior
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Registered: 04-2006
Location: The Old (Warhammer) World
Posts: 5684

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Introducing the Dwarf Engineer
Dwarf Engineer
Title: Engineer Apprentice
Wounds 1D6+8
Move 4
Weapon Skill 3
Ballistic Skill 4+
Strength 3
Toughness 4(5)
Initiative 2
Attacks 1
Pinning Roll 4+
Equipment:
Modified Pistol Crossbow - Stregth 3; 3 shots every other turn (takes one turn to reload); Modified Range 6 (if fired beyond range the target is at -1 to hit per square beyond). All the normal ballistic rules apply. See also Enhance Ballistics skill.
Quick Reload Modification - During any of his turns (even during reloading), while NOT adjacent to monsters and while not shooting, the Dwarf Engineer may switch his Pistol Crossbow over from normal loading rate to a quick loading rate that allows two shots per turn at strength 2. This means that he is able to reload more quickly, reloading two quarrels immediately after shooting them off, but the technique causes the shots to lose a little of their power. Switching back again has the same requirement (not shooting and not adjacent to monsters, though moving is okay, because he is an engineer).
Axe - Does normal damage of 1D6+3 (strength of dwarf). Though it is a common axe, the Dwarf Engineer may visit the Dwarf's Guild and have runes inscribed upon it.
Rope - May be used to escape a pit. May have other uses. Roll 1D6 each time a warrior's weight or similar weight tests the rope's strength. On a 1 or 2 it has broken.
Armour - Light Chainmail +1 Toughness
Skills:
Enhance Ballistics This is an ability of the Dwarf Engineer to tinker with certain ballistic weapons (pistols, muskets, and crossbows). He may be able to enhance their usefulness by experimenting with them when they first come into the party's possession (more on this in his full documentation). Starting out, he has already successfully modified his Pistol Crossbow (see above).
General Engineering The Dwarf Engineer is an engineer. Therefore, he is good at engineering things. He gets a +1 to any dice rolls involving the use of ropes, lock picks, and tools of any type. Also, (especially important in roleplay) he gets an additional +1 to any initiative tests related to engineering (such as finding secret doors or passages, or disarming a trap, picking a lock, making a rope, and etc.). See page 166 in the RolePlay Book (dwarfs tend to be good at these things already, but the Dwarf Engineer is even better). This skill is specifically helpful, should the Dwarf Engineer find himself on a Sea-going vessel that needs extra machanical care to maintain its precarious balance between superior usefulness and being adrift at sea.
--- Old Warrior MC WQ

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5/Aug/2006, 2:26 am
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