This following is a home made character for Warhammer Quest by me, James Johnston. I made this character just for my own use, being a Bretonnian player, but you are welcome to use him. He is pretty much a replacement if you want a human archer instead of an Elven one, though this one might be a little more flexible. He is play tested and worked out pretty well....Any comments you can email me.. Thank you!

The Bretonnian Bowman

By James (Black Wolf) Johnston
2-3-02

There are only 2 types of people in Bretonnia; Knights and peasants. Peasants grow the food, tend the beasts, and build the castles for the nobles. Knights, in turn, protect them from Orcs and Goblins, Skaven, or being eaten by the occasional Dragon. But the Knights cannot defend alone, they need someone to guard their castles while they are away. Peasants are taught to wield simple weapons such as the sword and longbow. These peasants usually stay in the castles until the Lord returns from the battle. But sometimes the Knights will send them on tasks that they deem too lowly for themselves. These peasants, never having been outside Bretonnia, will often seek the company of experienced warriors to help them on their quest.

STARTING AS A BRETONNIAN BOWMEN

Statistics

Wounds

1D6+6

Move

4

Weapon Skill

3

Ballistic Skill     

4+

Strength

3

Toughness

3 (4)

Intelligence

3

Attack

1

Will Power

3

Pin

5+

Equipment

Arrows, 1 Cask of Beer

Weapons

Sword: 1D6+S
Longbow: 1D6+4; One shot per turn

Armour

Open Helmet: +1 Toughness

Enemy's WS

1

2

3

4

5

6

7

8

9

10

To Hit

2

3

4

4

4

4

5

5

5

6

ADVANCED LEVELS

NOTE- To find out advanced TO HIT rolls consult Rulebook.

LEVEL WOUNDS MOVE WS BS S T I A WP PIN
2 2D6+6 4 3 4+ 3 3 3 1 3 5+
3 3D6+6 4 4 4+ 3 3 4 1 3 5+
4* 4D6+6 4 4 4+ 3 3 4 2 3 4+
5 5D6+6 4 4 3+ 4 4 4 2 4 4+
6 6D6+6 4 5 3+ 4 4 5 3 4 4+
7 7D6+6 4 5 3+ 4 4 5 3 4 3+
8 8D6+6 4 6 2+ 4 4 5 3 4 3+
9 9D6+6 4 6 2+ 4 4 6 4 4 3+
10 10D6+6 4 4 1+ 4 4 6 4 4 3+

BRETONNIAN BOWMAN'S SKILLS

2 HUNTER'S EYE
Taking careful aim, you rapidly let fly a volley of arrows into the enemy ranks.
This skill gives your Warrior the ability to make a number of missile attacks each turn equal to his Attacks characteristics rather than the standard one shot per turn.
3 SURESHOT
Taking careful aim, you ease the bowstring back and let an arrow fly straight towards it's enemy.
This skill allows you to re-roll any one of your Warrior's missile attacks that has missed. This skill may be used once per turn.
4 RAPID FIRE
Your arms almost a blur, you release arrow after arrow into the enemy ranks.
This skill gives your Warrior +1 Attacks per turn with a missile weapon.
5 POWER SHOT
Your forearms strain as you pull back the tightened bowstring, using all your strength against the increased pull of the weapon.
This skill allows your Warrior to fire his bow with increased power, adding +2 Wounds to the damage inflicted.
6 PARRY
With a practiced maneuver and a deft flick of the wrist you hook your sword around your enemy's weapon and twist it down and to one side.
This skill allows your warrior to parry an incoming hand to hand combat blow. When your warrior is attacked roll a D6. 
On a roll of 1-5 he must take the blow as normal. 
On a score of 6 he turns the blow and it causes it no damage.  
7 RUN
Given the desperation of your situation you summon hidden reserves of energy to speed your way.
This skill allows your warrior to attempt to increase his speed. Roll 1D6. If you score a 5+ your Warrior's Movement is doubled and he may not be pinned this turn. However, if you roll a 1 you trip and fall and are counted as prone for 1 turn, during which all attacks automatically hit you. This skill may be used once per turn.
8 TRADEMASTER
Having spent most his life bartering with wandering traitors, most Bretonnian peasants know how to haggle.
This skill gives your warrior a good eye for searching out bargains. While in a Settlement you may roll an extra 1D6 when rolling for Stock. Also, whenever you buy an item roll 1D6: If it is a 6 then he gets it at half price.
9 FIRE ARROWS
The Bowman has long ago learnt that arrows on fire inflict more wounds then normal arrows.
This skill allows your warrior to attempt to set alight 1D6+3 of his arrows. If he does nothing in the turn, no moving or fighting or anything, then he may dip
1D6+3 of his in tar. When used, they count as on fire as described on page 29 of the WHQ role play book. These last for 1 dungeon. This may be done once per adventure.
10 FAITH IN THE LADY
The Bretonnian Bowman has complete faith in his god, the Lady of the Lake. She blesses him with courage to face whatever peril necessary.
This skill gives your warrior the option of surrendering all of his movement and actions in one turn to pray to the lady. He gets 1 re-roll in the next turn. NOTE- This is not cumulative. He may not pray 2 turns in a row and then get 2 re-rolls. He only gets 1 re-roll per turn praying. This skill may be used 1 time per turn.
11 FORAGE
Having spent his whole life looking for food in the woods, your Archer knows how to find food.
This skill lets your warrior find food amongst the rubbish. Roll a D6. If it is below his battle level he automatically finds D3 provisions ( page 31 in the WHQ role-play book) He may do this every time the warriors enter a new room and complete the event inside.
12 APT PUPIL
The Bowman learns well, studying long and hard.
When this skill is rolled, the Bowman may pick one of the above skills of his choice. In addition, roll D6- on a roll of 6 he may immediately roll again on this table! If another 12 is rolled, he does not get the APT PUPIL skill again, just re-roll.    

ADDITIONAL RULES

THE LADY'S BLESSING

This may be used once per dungeon to stop all missile fire coming from the enemy to the warriors for 1 turn. Use this before the shots are fired.

EQUIPMENT

The bowman may use any equipment the Barbarian can, but cannot use 2 handed weapons, and must always try to carry a form of bow at some time and be able to fire that bow . He CANNOT use any type of gun-powder weapon at all. NO CROSSBOWS!

MAGICAL ITEMS

Same as Barbarian, but no 2 handed weapons

BAND OF WARRIORS

The Bowman will NOT join a party of adventuerers with Evil warriors in them.

BRETONNIAN BOWMEN IN SETTLEMENTS

The Bretonnian Bowman may go to any location the Barbarian could. He rolls 2D6+1 for the Alehouse (Treat a 13 as a 12) When he goes to the Temple he is actually going to a small Grail Chapel. See my Grail Chapel rules.

ROLE PLAY TIPS

All Actions that require a test treat the Knight as a Barbarian for Modifers, although he is slightly better at running and jumping, but it is up to you.

The Bretonnian bowman has not often been away from his homeland, and so he is at first a little anxious. He is however brought up as a Bretonnian, and therefore is taught in the rules of honor and is obligated to fight for the little guys.

REPRESENTING THE BRETONNIAN BOWMAN

GW Bretonnian Bowmen models are easy to find, as I think about 20 of them came in the WHFB 5th Edition boxed set, and they come in the basic paint set. But I don't really like that model for WHQ. I prefer the GW Bretonnian Squire model, simply because there is more detail and the pose is more realistic. Paint them in simple heraldic colors ( I like Red and Black ) and that's that. There are other models though, I am sure that would suit. Any archer style model would work.  

DISCLAIMERS

Games Workshop, Warhammer Fantasy Battle, the Old World, Bretonnia, Advanced Warhammer Quest and  Warhammer Quest are trademarks of Games Workshop, Ltd., and their use here does not constitute a legal challenge to that status. This article is to be considered copyrighted by James Johnston, though it may be freely distributed so long as no alterations are made and no fees are charged for its use. If you want to get hold of me contact me at wolf14016@msn.com.