Date: Sun, 10 Aug 1997 22:39:41 -0400 From: Gerard Joria Subject: WhQuest Hi! I've been playing Wh Q for only a few days now, but I had some ideas. I have a Character I made up: Human Alchemist Wounds: 1D6+6 Move: 4 Weapon Skill: 3 Balistic Skill: 5+ Strength: 3 Toughness: 3 Initiative: 3 Attacks: 1 Equipment: Healing Potion Weapon: Sword (D6+3) Armour: None Pinning: May Escape Pinning on 6+ Special Rules: If the Alchemist is not pinned, you may roll D6 and Consult the chart: 1 > A potion of Herbs is brewed by the Alchemist. Target Warrior may heal D6 wounds. May not work if the Warrior has 0 Wounds. 2 > A foam envelopes a Warrior. You ignore one attack from any Monster on the same board as the Alchemist. 3 > The Alchemists clothes turn to Mithril iron. The Alchemest gets +2 Armour for this turn. 4 > A silvery powder blankets the room. All Warriors automatically break pinning. 5 > The Alchemist's Blade turns to Molten Metal. If your opponent is hit, it causes 2D6 wounds. 6 > A piece of Warpstone appears in the Alchemists hand. All models in any two-by-two squares in the Alchemist's sight suffer D6+3 wounds, with no modifiers.