-*-
The following is a home-made profession for _Warhammer Quest_ created by myself, inspired by the "School of Engineers" mentioned in "Warhammer Armies: The Empire". At this writing, this profession has not been playtested, so incorporating this into existing campaigns should be taken with care. To summarize, the Engineer is a tinker, and has access to a wide array of unseemly "technological" devices which have great potential for great power ... and a pretty good chance of going horribly wrong as well!
-*- THE ENGINEER -*-
Altdorf is not only home to the Magic Colleges, but also to the School of Engineers, home to tinkers who are forever coming up with wondrous (though generally unwieldy) weaponry and gadgets for use by the forces of the Empire.
In order to prove a new weapon's worthiness for use in the military, though, a great deal of testing is required -- and even with the extents that the School of Engineers will go to in order to recreate "authentic" battlefield conditions, nothing beats actual use in hostile environments.
While war is frequent in the Old World, the School of Engineers isn't content to wait for trouble to come to it, only to find that their inventions might not hold up well -- when the Empire is at stake! There are some brave and ambitious volunteers who have devoted their life's work to taking various experimental devices into the hazardous realm under the World's Edge Mountains in actual combat against the foul denizens which can be always found in abundance there.
While the Engineer's equipment is costly to maintain and often unreliable, it can pack quite a punch against the opposition when it does manage to work!
-*- ENGINEER STATISTICS -*-
|
Wounds |
1D6+7 |
|
Move |
4 |
|
Weapon Skill |
3 |
|
Ballistic Skill |
5+ |
|
Strength |
3 |
|
Toughness |
3 |
|
Initiative |
3 |
|
Attacks |
1 |
Equipment: Repeater Hand Gun
Weapon: Sword,
causing 1D6+3 Wounds
Armour: None.
Pinning:
Breaks from pinning on a roll of 4+
Special Rules
The Engineer has no special abilities per se, other than his unusual equipment.
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
-*- REPEATER HAND GUN -*-
Also known as Von Meinkopt's Whirling Cavalcade of Death, this two-handed ranged weapon has a revolving chamber with six separate barrels, with a maximum range of 20 spaces. Upon a successful hit, it inflicts 1D6+4 Wounds, ignoring the first point of armor. Furthermore, if a shot hits, the Hand Gun may immediately fire again, either at the same target or a different target within 2 spaces of the last one. Upon another successful hit, this may be done again, up to 6 shots per turn.
The Engineer may not move and fire with this weapon in the same turn. On any roll of 1 to hit, the gun has jammed, and a full turn (with no other actions) must be spent to clear the chamber before it can be fired again.
The gun comes with enough powder and shot to last for one adventure. Additional units of powder and shot must be bought at the Gunsmith for subsequent adventures.
-*- ENGINEER ADVANCED PROFILES -*-
Battle Level 2
Wounds: 2D6+7
Wpn./Bal. Skill: 3/5+
Strength/Dice: 3/1
Toughness: 3
Initiative:
3
Attacks: 1
Luck: 1
Will: 2
Pinning: 4+
Skills: 1
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Battle Level 3
Wounds: 2D6+7
Wpn./Bal. Skill: 4/4+
Strength/Dice: 3/1
Toughness: 3
Initiative:
3
Attacks: 1
Luck: 2
Will: 3
Pinning: 4+
Skills: 1
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Battle Level 4
Wounds: 3D6+7
Wpn./Bal. Skill: 4/4+
Strength/Dice: 3/1
Toughness: 4
Initiative:
4
Attacks: 2
Luck: 2
Will: 3
Pinning: 4+
Skills: 2
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Battle Level 5
Wounds: 3D6+7
Wpn./Bal. Skill: 5/4+
Strength/Dice: 3/1
Toughness: 4
Initiative:
4
Attacks: 3
Luck: 2
Will: 4
Pinning: 3+
Skills: 2
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Battle Level 6
Wounds: 4D6+7
Wpn./Bal. Skill: 5/3+
Strength/Dice: 3/2
Toughness: 4
Initiative:
5
Attacks: 3
Luck: 3
Will: 4
Pinning: 3+
Skills: 3
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Battle Level 7
Wounds: 4D6+7
Wpn./Bal. Skill: 5/3+
Strength/Dice: 3/2
Toughness: 4
Initiative:
5
Attacks: 3
Luck: 3
Will: 4
Pinning: 3+
Skills: 4
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Battle Level 8
Wounds: 5D6+7
Wpn./Bal. Skill: 6/3+
Strength/Dice: 3/2
Toughness: 4
Initiative:
5
Attacks: 4
Luck: 3
Will: 4
Pinning: 3+
Skills: 4
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Battle Level 9
Wounds: 5D6+7
Wpn./Bal. Skill: 6/2+
Strength/Dice: 3/2
Toughness: 4
Initiative:
6
Attacks: 4
Luck: 3
Will: 4
Pinning: 3+
Skills: 4
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Battle Level 10
Wounds: 6D6+7
Wpn./Bal. Skill: 6/2+
Strength/Dice: 3/3
Toughness: 4
Initiative:
6
Attacks: 4
Luck: 4
Will: 4
Pinning: 3+
Skills: 5
|
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
TO HIT FOE |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
-*- ENGINEER'S SKILLS -*-
The Imperial Engineer has the following skills available to him as he goes up his Battle-Levels. To determine which specific skill he learns when given the opportunity roll 2D6.
|
2 |
FIELD REPAIR Your Warrior can attempt to repair a device using Spare Parts in the middle of an adventure. This skill may be used once per turn, during which the Engineer may take no other action nor move. Roll 1D6. On a roll of 1, the attempt fails utterly, and the Spare Parts are wasted to no effect. On a roll of 6, the device is repaired, using up the Spare Parts in the process. On any other roll, the Engineer is unable to complete repairs for this turn, but does not use up the Spare Parts in the process, and may try again in subsequent turns. |
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|
3 |
HOCHLAND LONG RIFLE The Hochland Long Rifle comes with enough gunpowder and shot to last for a single adventure. For subsequent adventures, additional gunpowder and shot must be purchased at the Gunsmith. This weapon requires two hands to operate, and the Engineer may not move during any turn in which he fires. The Long Rifle inflicts normal damage with a Strength of 4, ignoring the first point of armor, and may only be fired once per turn. The Engineer gains a +1 to his BS roll while using the Hochland Long Rifle, thanks to its accuracy, and furthermore gains an additional +1 to offset penalties for Difficult Shots (see p. 163 of the Roleplay Book). This is a fairly accurate weapon, and therefore does not have a chance of jamming. Still, the School of Engineers would like to see how it holds up in underground environments. |
||||||||
|
4 |
BLUNDERBUSS The Blunderbuss is operated in much the same way as the Chaos Dwarf Blunderbusses described on p. 93 of the Roleplay Book. Select a direction in which to fire the Blunderbuss, and roll a single to-hit roll to see if all or none of the possible targets in that direction are hit. On a miss, the shot scatters wide and hits nothing. On a hit, though, all targets in the chosen direction of the Engineer are struck. (For purpose of determining effect in areas larger than an Objective Room, consider that the Blunderbuss has a maximum area of effect of 8x8 -- a rather appreciable blast!) Note that ALL possible targets will be hit in the chosen direction, whether friend or foe! (Unlike the Chaos Dwarves, the Engineer has no arcane method for getting his comrades out of the way of the blast.) All targets struck suffer 1D6 Wounds, modified for Toughness and armor. This is a bit of an unreliable device, not quite up to Chaos Dwarf specifications, and will misfire on a natural roll of 1 to hit. If this happens, the device jams and explodes, causing 1D6 Wounds to the Engineer (modified for Toughness and armor), and rendering the Blunderbuss unusable until it can be repaired using Spare Parts. The Blunderbuss comes with enough Gunpowder to last for an entire adventure. Since it uses bits of scrap metal, nails and other bits which are easily procured, Shot is not required for this weapon. |
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|
5 |
MANCATCHER This odd polearm may be used to Attack in Ranks ... but unfortunately it is ineffective when attempting to attack adjacent targets! Therefore, any target must be exactly two spaces away to be attacked with the Mancatcher. Upon a successful hit, roll 1D6. If this number is greater than the target's starting Toughness, the target's neck is broken, killing him instantly! This weapon is ineffective against Ethereal beings, the Undead, Daemons, small creatures (Giant Bats, Giant Rats, Snotlings), and those without a real neck, or with multiple heads (such as Giant Spiders or Hydras, respectively). Also, Dragons are far too large to be trapped by this device. The target's number of Wounds or any armor is of no help in defending against this device. |
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|
6 |
REPEATER PISTOL The Repeater Pistol has a maximum range of 10 spaces. Upon a successful hit, it inflicts 1D6+3 Wounds, ignoring the first point of armor. Furthermore, if a shot hits, the Hand Gun may immediately fire again, either at the same target or a different target within 2 spaces of the last one. Upon another successful hit, this may be done again, up to 6 shots per turn. The Engineer may not move and fire with this weapon in the same turn. On any roll of 1 to hit, the gun has jammed, and a full turn (with no other actions) must be spent to clear the chamber before it can be fired again. The gun comes with enough powder and shot to last for one adventure. Additional units of powder and shot must be bought at the Gunsmith for subsequent adventures. Unlike the Repeater Handgun, the Repeater Pistol may be used in hand-to- hand combat. When using it against an adjacent target, make a WS roll to hit, rather than a BS hit. If the Engineer has more than one Attack per turn, he may use his first attack with the Pistol, and any remaining attacks with a sword or other one-handed hand-to-hand weapon. (Note that this is an exception to the normal rules concerning "backup" weapons. The Engineer may go into combat armed with the Pistol and one off- hand weapon, but he cannot switch to another set of weapons in the middle of the combat.) |
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|
7 |
VON TROPP'S SPRING-ASSISTED CHAIN LASSO This two-handed device may be used to launch a "chain lasso" to tangle a single opponent, rendering it incapable of movement. A successful BS roll to hit is required to hit the target. The Engineer may not move or take any other actions (or make other attacks) during any turn in which he uses this device. It has a maximum range of 8 spaces. Upon a successful hit, the target is bound by the chain, and may not make any attacks, movement or take any other actions for the remainder of this turn. At the start of subsequent turns, he may attempt to break free by rolling 1D6 and adding it to his Strength. If he comes up with a total of 9 or more, he succeeds in breaking the chain, and may attack, move or make other actions that turn normally. The Rule of 1 and 6 does not apply here. If the target is so strong that he can break free even if he rolls a 1, or so weak that he couldn't break free even on a roll of 6, so be it. Some targets have no hope of escaping it by brute force, while others have no real fear of it. Ethereal beings and Daemons are unaffected by this weapon, not being sufficiently substantial to be trapped by it. The chain may only be launched once per battle, and if the target breaks free, it must be repaired using Spare Parts before it can be used again. Furthermore, if it is used in a battle, in order to use it again the Engineer must spend a full turn (during which he may do nothing else) packing the chain lasso back into its launching cylinder. This device requires no gunpowder, shot or other ammunition to use in the dungeon. |
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|
8 |
KURSTEIN'S WHIRLING BLADE OF DOOM This strange sword-machine requires two hands to operate. If used as a regular weapon, due to its unwieldy bulk, it may inflict Normal Damage, but the Engineer suffers a -1 penalty on all rolls to hit (though he may still hit on a natural roll of 6). However, if he wishes to start it up, at the start of each turn he may pull on the starting cord. On a roll of 4+ on 1D6, the machine buzzes to life. He may use it as a normal hand-to-hand weapon during this turn, inflicting 2D6 Wounds (plus his Strength) per hit. On a natural roll of 6 to hit, he may ignore armor on the target, as the blade chews its way through the metal. If he fails to start the device, then he may simply try again in subsequent turns, and he may still act normally for this turn. Once the device is started, at the start of each subsequent turn roll 1D6 and consult the following chart:
After this roll is made at the start of each turn, the Engineer may choose to immediately turn the device off (though he may not do so if he is going to use it for this turn), though he may of course attempt to start it again in subsequent turns. |
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|
9 |
VAN BUREN'S STEAMING IRON GAUNTLET OF FURY This "gauntlet" may be worn over one arm, allowing your Warrior to make powerful punches against your enemies. When using the Gauntlet, your Warrior may make a single Power Punch per turn which inflicts Normal Damage, plus an additional 1D6 Wounds, ignoring armor. This attack cannot cause a Death Blow. Roll 1D6 after each attack using this weapon.
As this monstrosity works on the power of steam, it does not require any special fuels or ammunition to work normally. The Engineer may also choose to use the Gauntlet as a regular pummelling weapon, without using the Power Punch ability. In this regard, it is a bit clumsy, inflicting Normal Damage, but with a -1 to hit, and only allowing one Attack per turn. Hence, it's typically wise to have an off-hand weapon handy for those occasions when the Gauntlet seizes up. |
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|
10 |
GEOBALDI'S SWINGING SPIKED JUGGERNAUT
Rather than the Engineer rolling to hit, his target must instead make an Initiative test, with a target roll of 9. The Rule of 1 and 6 applies here, in that any natural roll of 1 will automatically fail, and any roll of 6 will automatically succeed. If he passes his test, he dodges the swinging ball. If not, however, he is hit, taking Normal Damage. If he should roll a natural 1 while attempting to dodge, he is hit so squarely that the attack ignores Toughness and armor. (Any target who is incapable of moving, such as someone caught in a web, is automatically hit as if they had rolled a 1 to dodge.) Regardless of whether or not this target was hit, or how much damage it took, the ball keeps swinging, moving into the next space adjacent to the Warrior and to the previous target space, and any model here must roll to get out of the way or be automatically hit. Even if there are no intervening models in some of these spaces, the ball completes a complete arc in a circle around the Warrior, attacking all 8 adjacent spaces. He cannot choose to end his swing before that point -- If there are any allies adjacent to him, he simply has a chance of hitting his friends as well. If one of these spaces should be occupied by a solid obstacle, such as a wall, then the ball is going to come to a premature stop as soon as it hits this space. Furthermore, the counterweights are so jarred by the impact that their housing shatters, and this weapon cannot be used again until repaired using Spare Parts. At the end of the swing, roll 1D6 as the Warrior recovers his weapon. On a roll of 1, the counterweights snap badly out of place, throwing the Warrior off weight so that his device goes flying. He cannot retrieve the weapon until the current combat has been completed, with all monsters in play defeated. On any other roll, though, he is able to finish his attack normally. This takes all of the Engineer's attacks, so if he has additional Attacks left over, he cannot use them for another swing or to use another weapon this turn. Due to the precarious balance of this weapon, the Engineer cannot move and attack in the same turn, and he /must/ be on solid ground. (He can't, for instance, use this while on the Firechasm bridge.) |
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|
11 |
FRAGONARD'S DREADFUL ENSNARING HOOK HALBERD However, an added bonus to this weapon is the mechanical hook. This weapon may be used as many times per turn as your Warrior has Attacks. However, once per turn, in addition to a regular attack against a target, whether that attack strikes or not, your Warrior may choose to use the mechanical hook in an attempt to trip the opponent as he pulls his weapon back again. This maneuver does not work for Large Monsters or Ethereal beings. Make a WS test, with a target value of 7. If successful, your Warrior manages to hook his opponent's leg (or grab something else) to set him off balance. If you roll a natural 1, the hook has jammed, and cannot be fixed until after all monsters in play have been defeated, and the Engineer can spend a full turn (during which he may do nothing else) reassembling the mechanism. If he passes his test, the target must then make an Initiative test (target value of 7) to keep from falling. If he fails his test, he trips and falls, losing the opportunity to move during his next turn, as well as one Attack. (If he only had one Attack to begin with, this means he can't attack at all for this turn!) If the target remains standing or the Engineer fails his WS test, then this special attack does nothing. If there are any remaining Attacks for this turn, they may still be made normally, though this special hook attack cannot be used again this turn. |
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|
12 |
DELAUGH'S MARVELOUS ARM OF LONG-REACHING When attacking an adjacent target, make a normal roll to hit, inflicting Normal Damage. When attacking a target at range, make a BS roll to hit, inflicting Normal Damage if successful. However, on any natural roll of 1 to hit at range, the device manages to fall apart while shooting out, clanging in several pieces on the floor. It cannot be retrieved until the end of combat, when all monsters in play have been defeated, and requires a full turn to reassemble it, during which the Engineer may not do anything else. This device can also be used (at the GM's discretion), to grab items at a distance, or even to hand an item to someone else or drop it at another location across the room! If this is done outside of combat (i.e., there are no monsters present) then this can be done automatically without need for a roll (unless the GM determines that the task is particularly complex or requires precision -- such as if the object being snared happens to be very fragile, for instance). In combat, however, a BS roll to hit is required, with -1 to the roll for each space away (beyond 1) that the object or target is located. (i.e. 2 spaces away = -1 to the roll. 3 spaces away = -2 to the roll. 4 spaces away (maximum) = -3 to the roll. Even with this penalty, a natural roll of 6 always succeeds.) When used in combat, there is still a chance of the device falling apart, if a natural 1 is rolled to "hit". |
-*- ADDITIONAL RULES -*-
ALEHOUSE
Roll 2D6-3 to determine the results when the Engineer visits the Alehouse.
EQUIPMENT
The Imperial Engineer may use any equipment, armor or weapons that the Barbarian
may use, with the exception that he is able to wear Plate Armor (while the
Barbarian normally would not). The Repeater Handgun and other special weapons
available to the Imperial Engineer may not be sold or given away under any
circumstances (including Events that would require your Warrior to give away an
item of equipment) as they are property of the School of Engineers. Also, these
items are only prototypes, not designed with the layman in mind, and are
therefore only usable by someone especially trained in their use -- such as the
Engineer. The other Warriors, therefore, cannot make any use of the Repeater
Handgun or any of the other special items the Engineer may acquire from the
School of Engineers.
MAGIC WEAPONRY
The Engineer may use any magical items that are usable by general Warrior types,
except for those which are exclusively usable by any given profession or
non-human race. However, he will not utilize magical weapons, as his mission in
life is to test out the feasibility of the experimental devices he carries. To
use magical weaponry to fight monsters with would only cast shadow upon the
effectiveness of these innovative machines!
THE TINKER'S SHOP
A Special Location that may appear in Towns or Cities is the Tinker's Shop,
where the Engineer can find materials he needs to repair his exotic equipment.
If it is determined that any of these items are in stock, the Engineer may buy
as many of them as he pleases (and can afford). The following items may be found
for sale at the Tinker's Shop:
Item Stock Buy Sell
Spare
Parts
5
100
--
Miracle
Oil
8
200
--
Dragon Breath
4
100
--
SPARE PARTS
Spare Parts may be purchased in order to repair any of the Engineer's
devices
while he is at a Settlement. He may only use Spare Parts to try to
repair a
device during an adventure if he has the Field Repair ability.
Using Spare Parts while in a Settlement takes a full day's activity,
during
which the Engineer may not visit any special locations or traders.
However,
there is no chance of failure in repairing the item.
MIRACLE OIL
Miracle Oil is a pricey but effective lubricant which makes various
gadgets
work with greatly improved performance for a limited time. By using
Miracle
Oil at the start of an adventure, one of the Engineer's gadgets (this
must be
announced) will have a decreased chance of failure. Re-roll any
failed roll
to determine whether the device will jam or break, though the second roll
must be kept, whether better or worse.
(In the case of an item that jams on a roll of a 1 to hit, roll
another 1D6
just for the sake of seeing if it comes up a 1 again. This does not
affect
the Engineer's chances of actually hitting the target, as the first roll
is
still kept for purposes of aiming. It just means that he has a
better chance
of avoiding a jam.)
This effect lasts for the entire adventure for a single gadget.
DRAGON BREATH
This flask of flammable material is required to power Kurstein's Whirling
Blade of Doom and certain other odd devices. It is sufficient to
power such
a device for an entire adventure.
Alternately, given its volatile nature, a flask of this liquid (if not
already poured into a gadget for fuel) may be used as a makeshift
explosive
with a short fuse, causing 1D6 Wounds to all targets in a 3 x 3 area,
with
normal modifiers for armor and Toughness.
For his first day's activity in the Settlement (after training, if
applicable), the Engineer /must/ seek out any Tinker's Shop present and
pay
it a visit. If nothing else, he's obliged to see if there are any
fellow
Engineers or inventors there to gab with.
If he has any items in need of repair, or if he is out of the
requisite fuel,
he's obliged to try to buy these items (if available) before he can spend
gold on anything else (including training).
Second on his list, he must seek out the Gunsmith shop if present, and
he's
obliged to make sure he has enough shot and gunpowder to use his weapon(s)
for the next adventure (at least).
Once he has visited both of these places, repaired any broken devices
and
bought any required gunpowder, shot and/or fuel (or else at least tried
on
every point), only THEN can he visit other Special Locations or traders
to
handle regular purchases. The Engineer's primary purpose in
adventuring is
to try out these special gadgets, so he can't very well go slack by
leaving
them in disrepair.
BROKEN GADGETS
Some of the Engineer's "skills" aren't skills at all, but rather the
acquisition of new experimental devices. These items count as normal equipment,
though the Engineer may never be compelled to give them away nor sell them. (In
the case of Hazards or Events where a piece of equipment is demanded for
payment, the Engineer simply will not and cannot part with these items, as they
are property of the Imperial School of Engineers.) If, however, these devices
should be destroyed (not merely disabled from normal use), they may be replaced
upon visiting any City at no cost. The School of Engineers will provide
replacements, as wear and tear is expected as a normal part of field-testing, so
long as the Engineer isn't being a careless steward.
WATER AND GADGETS
The murky dungeons are not the best environment in which to use gunpowder
weapons, or the squeaky, easily-rusted devices from the School of Engineers.
Although this is not likely to be a regular occurrence in standard random
dungeons, if for whatever reason the Engineer's gadgets should be submerged in
water, they are all rendered useless until he can get a chance to clean and
reassemble them in the nearest Settlement (which will take a day's activity per
device, during which he cannot visit any Special Locations or traders).
USING GADGETS
The Engineer may enter any combat armed with one regular weapon and one gadget,
regardless of whether they both happen to be ranged, hand-to-hand, or different
types entirely. During any given turn, he may decide whether he will use his
selected gadget, or whether he will fall back on a more conventional weapon
(typically a sword, though sometimes a firearm from the Gunsmith shop). However,
he may not switch between different types of gadgets in the same combat, nor may
he switch between bow/sword in the same combat as well. If he has a gadget that
requires two hands, then he cannot use a shield, even if, for instance, he is
using a one-handed sword as his backup weapon. These devices are simply too
unwieldy to have ready at a moment's notice, so the Engineer can only keep one
ready (and maybe a sword sheathed at hand), while the others are strapped away
over his back, or perhaps carried on a cart which is set aside during combat.
These devices are awkward, to be sure.
-*- REPRESENTING YOUR WARRIOR -*-
Of official Citadel miniatures, the Imperial War Wagon includes a crewman holding a Repeating Musket (00811/8) which would be suitable for representing the Engineer. If, however, you're not willing to buy the entire War Wagon just for the Engineer, the "Outrider with Repeating Musket" (073737/2) might be suitable for a conversion (as the legs are already separate) into a standing model ... or else you could make do with a mounted model though keeping in mind that the horse isn't /really/ supposed to be there in the dungeon. ;) Other options might include using one of the crew-members from the Great Cannon, Mortar or Volley Gun -- such as "Engineer Leonardo" (073899/2), keeping in mind that the Engineer's equipment is bound to change from adventure to adventure anyway.
For off-brand options, I'm afraid I don't know of any suitable "Engineer" types or gunners in a fantasy setting off hand.
-*- ROLE-PLAYING TIPS -*-
A member of the School of Engineers should be a curious sort, always interested in whatever rare bit of machinery the Warriors might encounter, and always quite interested in showing off the pride of the Empire to his fellow comrades (as well as his enemies!). Other than that, there are no real guidelines for role-playing such an Engineer, as they don't fall into any easily-defined personality archetypes.
-*- DISCLAIMERS AND SUCH -*-
_Games Workshop_, _Knights Panther_, the _Old World_, _Skaven_, _Warhammer Quest_, _Warhammer Fantasy Battle_, _Battle Magic_, _Altdorf_, _Talisman_ and _Advanced HeroQuest_ are trademarks of Games Workshop, Ltd. Their use here does not constitute a legal challenge to trademark status. This article is copyright 1995 by T. Jordan "Greywolf" Peacock, though it may be freely distributed in unaltered form, so long as proper credit is given and no fees are charged for its use.
If you'd like to contact me for whatever reason, you can write
to me at:
Jordan Peacock
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Cedar Falls, IA 50613
-*- HAPPY QUESTING! -*-
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