The cities of the
The Thief is one such human who has developed skills of stealth and
trickery, able to fare well in the back alleys of the cities and to make use of
his abilities in the dangers of the dungeon as well.
The Thief may have a shady past and stands a chance of being unwelcome in
Settlements where his unsavory background is known.
Still, it is possible for a Thief to decide to take the path of
adventuring, to become a true hero, albeit an unconventional one.
There are traps to be disabled, locks to be picked, and enemies to be
stealthily avoided or ambushed.
STARTING
AS A THIEF
Thieves start with the following profile:
Wounds: | 1d6+6 |
Move: | 4 |
Weapon Skill: | 3 |
Ballistic Skill: | 5+ |
Strength: | 3 |
Toughness: | 3 |
Initiative: | 4 |
Attacks: | 1 |
Willpower: | 2 |
Pinning: | 3+ |
Save vs. Death: | 13 |
Save vs. Spell: | 15 |
Weapons:
The Thief starts out with a Short Sword (1d6 + Str-1 wounds) and a Parrying Dagger (If your roll beats the Attack roll from enemy’s melee weapon, you have successfully parried the attack! A Warrior may not parry attacks made with double his Strength - they are simply too powerful to be stopped!)
Equipment:
Thief Tools
(Lock Picks, Crowbar, etc.)
Special
Skills:
The Thief can
use his tools to open any lock of non-magical nature.
The Thief must spend a turn attempting to pick the lock and
roll 1d6. On a 4+ the lock is
successfully picked. On a 2 or 3
nothing happens, and the thief may try again next turn.
On a natural 1, the tools snap off in the lock and are useless.
The thief tools can also be used to disarm traps.
Whenever a trap is encountered, roll a d6.
On a 5 or 6 the Thief notices the trap and disarms it before anyone can
take damage. On a 2, 3, or 4 the
Thief does not notice the trap and it goes off normally.
On a 1, the Thief notices the trap and in an attempt to disarm it, it
goes off in his face! The Thief
takes an additional d6 wounds as well as the regular effect of the trap.
A Thief is very good at ducking and dodging, and is most useful when scouting
ahead. The Thief can use his
excellent hearing and sight to Explore, just as is he had the Lantern.
He only has to be within 2 board sections of the Lantern to avoid being
lost in the dark, rather than 1 board section.
Level | Damage Bonus | To Hit Bonus |
1-3 | plus 1d6 | +1 |
4-7 | plus 2d6 | +2 |
8-10 | plus 3d6 | +3 |
THIEVES AND TREASURE
The Thief may
use any treasure usable by the Barbarian with these exceptions...
Two-handed melee weapons, bludgeoning weapons, axes (except for throwing
Axes), shields, and helms. Thieves
can only wear leather, furs, and cloaks as armor.
Excepting the above restrictions, a Thief can use an item that only
another class can use on a 6+.. This includes Wizardly items such as scrolls!
*ADVANCED
RULES*
When visiting
settlements, a Thief may visit all the standard locations such as the various
traders and the following special locations:
The Alchemist, Gambling House,
2 | |
3-4 | Caught by the local Thieves Guild. If the Thief does not have a license, they fine him 1d6 x 20 gold. Otherwise, treat as a bad day. |
5-6 | Bad Day. You spent the day roaming about, but find no good prospects. |
8-9 | Leads. You spot a few good prospects, but never have a good shot at any. If you pocket the next day, you get a cumulative +1 to this table. |
10-11 | Not a bad day’s work. You make 1d6 x 20 gold. |
12 | Great day. You make 1d6 x 50 gold. |
Punishment
Table
1 | Chop off his hand! A Thief with one hand is at -1 WS, and -1 to any tests to pick locks or disarm traps, as well as on any Pocketing attempts the Thief might be foolish enough to make! A Thief with NO hands cannot fight or use most of his skills; indeed, he will be at pains to wipe his own buttocks the rest of his life! |
2 | Jail. The Thief must spend 1d6 days in jail. He does not need to pay living expenses or roll hazards during this time. |
3 | Run out of town. The Thief must immediately leave this settlement. |
4 | Fine. The Thief is fined 1d6 x 50 gold. |
5 | Detained. The Thief spends the day in jail. He need not pay living expenses or roll an event. |
6 | Slap on the wrist. The Thief is sent on his way, but further punishments on subsequent days will be at -1 on this table. |
The
Thieves Guild
The Thief cannot enter this guild without a license, which costs 1d6 x 50
gold. This license entitles the
Thief to work the settlement. This
also offers him some protection from the
other guild members in this settlement. Whenever
the Thief encounters someone in the settlement who either robs him, swindles him
out of money, or sells him useless equipment, roll on the following table:
2- You
forgot to give the right signal, and them’s the breaks!
3-5 - You give the signal and the con man grumbles
and leaves to seek another dupe.
6- You
give the signal and he takes you in on a con.
You make 1d6 x 20 gold!
Recover
Stolen Goods
The Thief may
attempt to locate goods stolen from himself or his companions.
On a roll of 4+, he has found it, and can repurchase it at 25% of its
value. If the warriors leave the
settlement and find their mule or horse stolen, the Thief can immediately
relocate it and buy it back, again at 25% its value.
Snitch
on a Freelancer
If the Thief has something stolen from him, he can attempt to snitch on
the freelancer who did it. Roll on
the following table:
1-2: The Guild ignores your
complaints.
3-4: The
freelancer is caught, and the bounty hunters take your stolen goods as payment.
5-6: The
Guild hunts him down and returns your stolen goods.
Buy
Equipment
Thief Tools - 200 gold/Stock 7
1d6 bags of Flash Powder - 75 gold each/Stock 8
1d6 Vials of Blade Venom - 100 gold each/Stock 10
Item
Description
Thief Tools
These are the tools the Thief needs to find/remove
traps and pick locks.
Flash Powder
Flash powder can be set off at any time to confuse
the Warrior’s enemies. Enemies
that have already been surprised by Flash Powder will not be affected again.
After it has exploded, any Warriors who have not already fought this turn
get +1 Attacks.
Blade Venom
Blade venom is a poison that may be applied to
weapons. It takes one turn to apply
the venom to a weapon in which the Warrior can perform no other actions.
One dose is enough to cover one weapon’s blade.
It will then inflict +2 Wounds per successful hit until the poison wears
off. At the end of each subsequent
turn roll 1d6, on a roll of 1 the poison wears off.
THIEF
SKILLS
Roll 1d20 to determine what skill you have improved in after your experiences and training. Thieves are naturally curious and tend to excel at those skills most interesting to them, so you may pick a skill before or after the number you have rolled. If the Thief has all three skills already, you may reroll.
0.
Live to Fight Another Day (or Cowardice)
Realizing
that in your current state you are the "weak link in the chain" as far
as the party is concerned, you find an opening and disappear into the darkness
until this matter has been settled.
This ability also allows the Thief to add +1 every time he uses the
Escape table at the back of the Adventure book, whether he’s Lost in the Dark
or trying to flee the dungeon entirely.
1. Run
Deciding
that discretion is the better part of valor, you turn tail and dash past your
foes.
On any given turn, the Thief may try to Run.
To do so, just roll a 1d6 and on a 5+ the Thief can use double his
Movement. However, there is a reason
most characters don’t run in the dark, and if you roll a 1, then the Thief
model moves 5 squares (or Move +1) in the intended direction and is placed prone
in that fifth square. The Thief has
tripped and fallen in his haste! He
remains prone (following all rules for that)
until his next Warrior’s phase at which point he can rise and act as
normal.
2. Taunt
Once per turn, the Thief may attempt to taunt a single Monster into
attacking him instead of another target. If
the Monster fails an opposed Initiative test, it is so enraged by the Thief's
insults that it must attempt to engage the Thief in hand-to-hand combat in
preference to all other targets, and may ignore Pinning in an attempt to reach
him. After this turn, unless the
Adventure Book says otherwise, the Monster will keep attacking the Thief with an
extra Attack but at -1 to hit.
3.
Nimble Hands
The
thief’s dexterous fingers slid deftly about the deadly poison-loaded trap,
disarming the mechanism and safely opening the chest.
4. Cut Throat
The orc
sneered as his blade clashed with the old wizard’s, knowing his strength could
never be matched. Suddenly, a look
of shock overcame his face and he slumped to the ground, the thief’s dagger
buried deep in his back.
When rolling to backstab, add 2d6 instead of 1d6 additional wounds.
5. Shadow Lurker
‘The
battle is going well’, the thief surmised from his concealed vantage point in
the shadows.
Once per turn, the Thief may attempt to hide from his attackers in the
depths of the shadows. Roll 1d6, on
a 2 or greater the Thief slinks into the darkness; he may not move or attack
from this position, but he also may not be attacked during the Monster’s
phase. Monsters are not pinned by
him and all he can do is drink potions and the like.
On a roll of 1, the Monsters notice his attempt and the Thief
simply loses his attack(s) this turn. He
may not attempt to hide again this battle. Once
hidden, he may stay hidden as long as he likes, but must still roll to see if he
is discovered.
6. Con Man
The
stranger walked away, chuckling to himself at the small fortune he made selling
a worthless piece of junk. Checking
his pouch, he was horrified to find iron slugs instead of gold, and his
beautiful golden ring missing.
When in a settlement, the Thief not only avoids all events which indicate
he was swindled or sold useless equipment; but on a roll of 4, 5, or 6 on 1d6 he
has pulled a con of his own gaining 1d6 x (10 x Battle-Level) in gold.
7. Trapper
Grabbing
the dwarf by his shoulder, the thief stopped the fool just before he stepped on
the mechanism for a deadly trap. ‘Hmm’,
he thought, ‘perhaps the bolt could be rigged to shoot in the opposite
direction...’
The Thief is
an expert trapper. When rolling to
disarm traps, he is successful on a roll of 3+, and takes no additional damage
if he fails. On a roll of 5 or 6,
the Thief rigs the trap to his benefit, causing it to go off if a Monster event
occurs in this board section. Target
a random Monster if applicable.
8. Dodge
The
Minotaur slashed wildly at the nimble thief, cursing as the wiry human dodged
from side to side, always scant inches from the Minotaur’s blade.
9. Lightning Attack
The thief
jumped about swiftly, one moment jabbing at the skaven, the next sinking into
the shadows.
The Thief has learned to make a quick attack followed by retreat.
During his turn, he may move half his movement rate, attack an opponent
(no more than 2 Attacks!), and then use the remainder of his Movement.
10. Climb Walls
The Thief can quickly scale a wall, then descend upon his enemies.
It takes one turn to climb a dungeon wall, at which point all enemies are
at -1 to hit him. Doing this allows
the Thief to take the first Initiative next turn, as he jumps at (or away!) his
enemies with full momentum. However,
using this skill in different situations allows the Thief to scale nearly any
sheer surface or wall if he makes a successful roll on the table below.
Level | Roll Needed |
1-3 | 4+ |
4-7 | 3+ |
8-10 | 2+ |
11. Move Silently
Stealth is a
virtue, and if that is so, the Thief is a saint.
He can quietly maneuver himself to get a better strike at his opponent.
From BLs 1 to 5, the Thief must roll a 6 or above to gain a +1 to hit his
opponent. Then, from BLs 6 to 10,
the Thief must roll a 5+ to gain this bonus.
This is rolled once for every turn the Thief declares he is moving
silently. This ability can only be
used if there are not any monsters currently targeting the Thief.
In addition, he is at half Movement so that the surprise attack is a
sudden burst of motion.
Thieves that can move silently can also use this ability to sneak through
rooms inhabited by Monsters/enemies. The
bonus to do so is shown in the chart below.
First, the Thief makes his roll to see if he thinks he is moving
silently, then the Monsters have to roll an Initiative check equal to Dif. 7 +
the Thief’s skill as shown in the chart. Of
course, the GM /players may decide that certain creatures can sense life or
simply smell the hapless adventurer with their enhanced senses!
Thief's Level | Roll | Enemy's Initiative Dif. to Notice |
1-3 | 6+ | 8 |
4-6 | 5+ | 9 |
7-10 | 4+ | 10 |
12. Nimble
Agility is on the side of the Thief.
He now gains a +1 to his pinning rolls.
This skill can be rolled more than once and the effects are cumulative.
13. Master Thief
Moving quietly, the Thief may ‘relieve’ a person/monster of an item.
This skill gives the Thief a bonus to his Initiative check.
Normally stealing is at a -2 Init check.
The Thief no longer has this penalty.
In addition, from levels 6-10, the Thief gains a +1 bonus to this check.
14. Spy
Using this skill, the Thief is able to hear/espy
what is going on in the next tile set without opening the door, rolling
on Event/Monster tables if necessary. The
party may then opt to take a different route or take necessary precautions.
In roleplay situations, a Thief with this ability gains a bonus to any
rolls he might make involving the gathering of information.
15. Connections
This Thief knows people in nearly every city he encounters.
When rolling to find the Thieves’ Guild,
he may re-roll a failure. Also,
he can even find enough Thieves to train or trade with on a 6+ in a Village.
16. Sniper
Standing quietly and steadily aiming, the Thief delivers a devastatingly
placed shot. For every Attack the
Thief gives up, he may add 1d6 to Damage done with a single missile attack.
A Thief may choose to aim at a single target for any number of rounds he
wishes. For every full round of
attacks he gives up, the Snipe is at +1 to hit.
17. Master Pickpocket
The two
warriors walked side by side down the busy city street.
“How is it that you are able to stay in a fine inn while I must sleep
in a hostel?” the Barbarian asked. “We
always split the gold evenly in the dungeon.”
“I do not know my friend, perhaps I am simply a more thrifty man than
you” the thief smiled.
When rolling for
Pocketing (see Settlement section) roll 2d6 (3d6 in a City) instead of 1d6
whenever you successfully gain money.
18. Escape Artist
“Bring
me that sniveling thief that I might chop his hand off for his insolence!” the
Captain ordered. The guardsman
nervously responded “I cannot!” “Why
is that?” the Captain insisted. “He
vanished from his cell this morning.”
If the Thief is caught Pocketing (see Settlement section) he may roll 1d6
to attempt to escape. On a roll of
4, 5, or 6 he vanishes from his cell in the middle of the night.
He must now wait outside the settlement for his friends’ return.
19. Keen Eye
With a
disgruntled sigh, the warriors turned from the dead end back toward where the
tunnel forked. “Hold, you
fools,” the thief stopped them, “No one builds a passage that goes
nowhere.” He dusted his fingers
across the stone, and with a click the stone wall itself heaved to the side,
revealing a secret passage.
20. Evade
The orc
swung his heavy axe
at the thief, sure to kill him in a single blow.
He never expected the thief to step so swiftly to the side, burying his blade
into the orc’s belly.
The Thief’s footwork is nothing short of amazing, allowing him to avoid
even the most accurate of attacks. This
skill adds a 6+ save that can only be used if there is an adjacent square to
move to. This skill can be taken
more than once, upping the save by 1 each time.
If the Thief also has the Dodge ability, he must try to use that first.
21. Knife Thrower
A Thief with this skill can hurl throwing knives and daggers with
pinpoint accuracy, giving him a bonus of +1 to hit and adding +2 Damage to each
successful strike to represent his deadly aim.
He can throw these at a rate of his Attacks characteristic and must spend
a turn after each battle they were used doing nothing but retrieving his weapons
if he wants them back.
*THIEF STATISTIC ADVANCE TABLE*
*Note: The correct starting Initiative, and therefore, BL 1 Initiative is 4 not 5. The above table is a picture file that the webmaster is currently unable to edit.
I called this
“Thief 6.0” because there are already so many versions of the Thief for
Warhammer Quest on the web.
Kinda makes you wonder why GW in their wisdom never created a rogue
character pack (and only sold the Halfling Thief via mail order).
Anyway, I adapted this character to be a balanced alternative to the
Assassin from Deathblow #1, the Outlaw from Citadel Journal #33,
and my Ninja class. I
paid attention to all the opinions I saw on the web, and weighed them against my
own, and hereby acknowledge that I used liberal samples from “Greywolf”
Peacock and that unknown personage with the unlikely name of “Meat Bop”; and
used the version written by William Matthews as a resource.
Content by Art Franklin
Html Format by Old Warrior