The following is a home-made profession for _Warhammer Quest_, inspired by the "Ranger" character in _Talisman_, created for a local player who is rather fond of a woodsy type. (Of course, what exactly he's doing in a /dungeon/ is up for grabs. ;) ) In terms of skills, the Ranger is very closely related to the Thief, in that he can be handy around traps and in using abilities based upon stealth, though for entirely different reasons. At this writing, this profession is not playtested, though most of its abilities are simply picked here and there from other professions (official or otherwise) which /have/ been playtested extensively.
-*-
Warhammer Quest
The Ranger
by T. Jordan "Greywolf" Peacock - 30 JUL 1995
The wilderness is a place full of dangers, but for those who know its ways, it also presents a way of life far more free than the strictures of city dwelling. The Wood Elves, of course, live within the forests of Loren, but there are also those among mankind who have chosen to call it home.
Rangers are among these, so-called because of their travelling nature, few of them having any place that could really be called home. They are quite familiar with travel across the forests of the Old World, and with methods of survival despite hazards, whether natural, artificial, or magical.
As a part of a group of Warriors venturing into the dungeons under the Worlds' Edge Mountains, a Ranger would certainly be out of his element. However, he is still quite proficient with the bow, and his finely-honed skills of stealth can be quite handy -- in addition to his assistance as a guide during the hazardous journeys back to Settlements between adventures.
-*- RANGER STATISTICS -*-
Wounds |
1D6+6 |
Move |
4 |
Weapon Skill |
4 |
Ballistic Skill |
4+ |
Strength |
3 |
Toughness |
3 |
Initiative |
5 |
Attacks |
1 |
Equipment: Black
Arrow.
Weapon: Sword and Bow, causing 1D6+3 Wounds
each.
Armour: None.
Pinning: Breaks from
pinning on a roll of 3+.
Special Rules
Any time a Trap event is
encountered, roll 1D6. On a roll of 6+, the Ranger spots the trap in time and
warns the affected Warrior so that he is unaffected. The Ranger is an expert at
tracking and methods of evasion. When a random Monster Event is rolled, roll
1D6. On a roll of 4+, the Ranger may choose to help the Warriors evade the Event
entirely.
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 |
-*- THE BLACK ARROW -*-
This finely-crafted arrow is not magical, yet it is destined to one day be used to fell a mighty Monster. When used with a bow, it will automatically strike its target, inflicting 3D6 Wounds. Use once, then discard.
-*- RANGER ADVANCED PROFILES -*-
Battle Level 2
Wounds: 2D6+6
Wpn./Bal. Skill:
4/4+
Strength/Dice: 3/1
Toughness: 3
Initiative: 5
Attacks:
1
Luck: 1
Will: 3
SKILLS: 1
Pinning: 3+
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Battle Level 3
Wounds: 2D6+6
Wpn./Bal. Skill:
4/3+
Strength/Dice: 4/1
Toughness: 3
Initiative: 6
Attacks:
1
Luck: 2
Will: 4
SKILLS: 1
Pinning: 3+
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Battle Level 4
Wounds: 3D6+6
Wpn./Bal. Skill:
4/3+
Strength/Dice: 4/1
Toughness: 4
Initiative: 6
Attacks:
1
Luck: 2
Will: 4
SKILLS: 2
Pinning: 3+
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Battle Level 5
Wounds: 3D6+6
Wpn./Bal. Skill:
5/3+
Strength/Dice: 4/2
Toughness: 4
Initiative: 7
Attacks:
2
Luck: 2
Will: 4
SKILLS: 2
Pinning: 2+
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Battle Level 6
Wounds: 4D6+6
Wpn./Bal. Skill:
5/2+
Strength/Dice: 4/2
Toughness: 4
Initiative: 7
Attacks:
2
Luck: 3
Will: 4
SKILLS: 3
Pinning: 2+
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Battle Level 7
Wounds: 4D6+6
Wpn./Bal. Skill:
5/2+
Strength/Dice: 4/2
Toughness: 4
Initiative: 8
Attacks:
2
Luck: 3
Will: 4
SKILLS: 3
Pinning: 2+
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Battle Level 8
Wounds: 5D6+6
Wpn./Bal. Skill:
6/2+
Strength/Dice: 4/2
Toughness: 4
Initiative: 8
Attacks:
3
Luck: 3
Will: 4
SKILLS: 4
Pinning: A
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Battle Level 9
Wounds: 5D6+6
Wpn./Bal. Skill:
6/1+
Strength/Dice: 4/3
Toughness: 4
Initiative: 8
Attacks:
3
Luck: 3
Will: 5
SKILLS: 5
Pinning: A
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Battle Level 10
Wounds: 6D6+6
Wpn./Bal. Skill:
6/1+
Strength/Dice: 4/3
Toughness: 4
Initiative: 8
Attacks:
3
Luck: 4
Will: 5
SKILLS: 6
Pinning: A
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
TO HIT |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
-*- RANGER'S SKILLS -*-
The Ranger 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 |
SURESHOT |
3 |
CRAFTSMAN |
4 |
HERBLORE |
5 |
AMBUSH |
6 |
RAPID FIRE |
7 |
HUNTING |
8 |
POWER SHOT |
9 |
EVADE |
10 |
FOREST-WALKER |
11 |
TRAPPER |
12 |
PINION |
-*- ADDITIONAL RULES -*-
* The Ranger is restricted to the same weapon and armor selections as the Elf, although he cannot (of course) use items solely restricted to Elves.
* The Ranger knows the lay of the land like the back of his hand, and need never fear getting lost as the result of a Hazard during a journey, and he can help the other Warriors to quickly seek shelter in a storm, or to find ways of quickly traversing the snow. For any Hazard that indicates that the Warriors are lost, that they must randomly pick which way to go, or which involve storms may be treated as an "Uneventful Week". (On the Hazards table in the Roleplay Book, this would include Hazards #21, #34, #36, #41, #42, #45, #52, #53 and #66.)
* If the Warriors should adventure in a "wooded" area, the Ranger may move through wooded areas at full speed, ignoring any movement penalty (save for a complete obstruction of movement). (By default, this would normally indicate half movement.)
* The Ranger has a complete knowledge of normal beasts, plant life, herbs, and survival in the wilderness. In a moderated role-play session, this should be taken into consideration, if it is applicable. Likewise, for a pre-generated adventure where the Ranger's ability to "evade" monster Events isn't applicable, his keen ability at tracking should at least provide him with a means of finding out something about enemy movements (if the other Warriors haven't disturbed the dust by fighting about in the same room, that is, before he can get a look).
* Rangers are reasonably knowledgeable, whether properly educated or self- taught. If you are using Greywolf's House Rules for Intelligence (randomly rolled), the Ranger will have at least an Intelligence of 2 by default -- If you end up with a result of 1 despite a re-roll, treat it as a 2 instead. Otherwise, there are no modifiers.
-*- ALTERNATE RACES -*-
Aside from human Rangers, there are others who could be counted among their number -- the Wood Elves of Loren. However, this can largely be covered by the existing Elf character, and an "Elf Ranger" is eventually scheduled for release. For those not content with waiting, however, try the following modifications:
WOOD ELF SCOUT:
The Wood Elf Scout
has the same abilities as the Ranger, but may visit the Elf Quarter, may use any
and all items usable by the Elf, and automatically escapes pinning. However,
Elves generally do not utilize traps, so the Wood Elf Scout does not have any
special ability to avoid traps, and any roll of the "Trapper" Skill should be
re-rolled. Also, being slightly slighter in build, the Wood Elf Scout starts
with -1 to Starting Wounds.
-*- REPRESENTING YOUR WARRIOR -*-
The "Ranger" miniature from _Talisman_ would be perfect for representing the Ranger. Otherwise, there are a number of miniatures produced by Citadel and other companies that would be ideal for a Ranger once painted in a scheme dominated by "natural" colors (such as greens and browns).
-*- ROLE-PLAYING TIPS -*-
The Ranger could represent one of a wide range of character archetypes, from the environmentally-sensitive type who gives lectures on respecting nature to the practical survivalist to the hardy woodsman who appreciates a good mug of ale and a good laugh. While he sneaks about, however, the temptation should be avoided to simply turn this into yet another sort of rogue or thief. Rangers, while not necessarily paladins in terms of morals, should still have some degree of upright standing as heroes. While they may use their stealth to spy on the enemy, to use it simply out of sheer cowardice or an excuse to take advantage of fellow Warriors would be misguided.
Generally, a Ranger is pretty good with the sword (or at least he has a pretty good head start), and respectable with the bow as well, but his real strength in terms of role-playing is his different look on life and the Warhammer World.
-*- DISCLAIMERS AND SUCH -*-
_Warhammer Quest_, _Talisman_, the _Old World_ and _Games Workshop_ are trademarks of Games Workshop, Ltd., and their use here does not constitute a legal challenge to that status. This article is copyright by T. Jordan "Greywolf" Peacock (me =) ), though it may be freely distributed so long as no alterations are made 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
1610 Parker
Cedar
Falls, IA 50613
-*- HAPPY QUESTING! -*-