Dwarf Prospector

Christian Brakenhoff
25 May 2000

A new Character for Warhammer Quest: the (not dying) dwarf prospector

Wounds

1d6+9

Move

4

Weapon Skill         

4

Ballistic Skill

5+

Strength

3

Toughness

4

Initiative

2

Willpower

6

Attacks

1

Armour

1

Damage

1d6

special rules

Orc-arrow-immune
The dwarf prospector can never be killed by orc arrows, and if brought to 0 wounds by orc or goblin arrows, he sits down in a corner, and is for some reason completely ignored by the other monsters. at the end of the combat he can be healed as normal. if all other warriors die as well, he sits in a corner untill he is found by another adventuring party, at wich point he gives them a portcullis key and dies. this applies even if the prospector only has lost a single wound from an orc or goblin arrow during the combat. orcs and goblins allso get +2 to hit the dwarf prospector with missile weapons. 

Special weapon: the portcullis keychain
When pressed to fight, a dwarf propector will try to whack his enemy with his keychain. allthough this is not a very "normal"style of fighting it is very effective. the keychain does 1d6+S damage, but whenever the dwarf prospector rolls a 6 to hit, it does double damage. the keychain can be engraved with runes just as a normal axe. if the dwarf prospector ever loses his keychain, he will receive a new one at the beginning of the next adventure. where the prospector gets the new keychain, or the keys on it, the other warriors can never find out. the dwarf prospector starts the adventure with the portcullis keychain. it contains 2d6 keys, which can be used to open any door or portcullis no chests), even if bolted, welded or closed in some other non-magical way. it allways contains 2d6 keys at the beginning of each adventure. 

Special equipment: dwarf pick 
The dwarf pick can be used to hit a wall, in order to get small pieces of rock flying everywhere. during combat, the dwarf may give up all his attacks to hit the floor, wall, etc. roll 1d6 

1

Pieces of rock fly everywhere, but the all seem to miss the monsters and hit the warriors. all warriors in sight of the prospector get 1d6 unmodified damage 

2-5

Pieces of rock fly everywhere, hitting everything in their path causing cuts and bruises. all models in sight of the dwarf prospector get 1d6 unmodified damage any further ideas are very welcome. 

6

Pieces of rock fly everywhere, but the all seem to miss the warriors and hit the monsters. all monsters in sight of the prospector get 1d6 unmodified damage