The following is a home-made profession for Warhammer Quest created by myself, inspired by the "School of Engineers" mentioned in "Warhammer Armies: The Empire". At this writing, this profession has not been playtested, so incorporating this into existing campaigns should be taken with care. To summarize, the Engineer is a tinker, and has access to a wide array of unseemly "technological" devices which have great potential for great power ... and a pretty good chance of going horribly wrong as well
Altdorf is not only home to the Magic Colleges, but also to the School of Engineers, home to tinkers who are forever coming up with wondrous (though generally unwieldy) weaponry and gadgets for use by the forces of the Empire.
Altdorf is not only home to the Magic Colleges, but also to the School of Engineers, home to tinkers who are forever coming up with wondrous (though generally unwieldy) weaponry and gadgets for use by the forces of the Empire.
While war is frequent in the Old World, the School of Engineers isn't content to wait for trouble to come to it, only to find that their inventions might not hold up well -- when the Empire is at stake! There are some brave and ambitious volunteers who have devoted their life's work to taking various experimental devices into the hazardous realm under the World's Edge Mountains in actual combat against the foul denizens which can be always found in abundance there.
While the Engineer's equipment is costly to maintain and often unreliable, it can pack quite a punch against the opposition when it does manage to work!
Name | M | WS | BS | S | T | I | A | Damage Dice | Wounds |
Imperial Engineer | 4 | 3 | 5+ | 3 | 3 | 3 | 1 | 1 | 1D6+7 |
Repeater Hand Gun .
Sword, causing 1D6+3 wounds.
None.
Breaks from pinning on a roll of 4+.
The Engineer has no special abilities per se, other than his unusual equipment.
Enemies WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
To Hit Roll | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Also known as Von Meinkopt's Whirling Cavalcade of Death, this two-handed ranged weapon has a revolving chamber with six separate barrels, with a maximum range of 20 spaces. Upon a successful hit, it inflicts 1D6+4 Wounds, ignoring the first point of armor. Furthermore, if a shot hits, the Hand Gun may immediately fire again, either at the same target or a different target within 2 spaces of the last one. Upon another successful hit, this may be done again, up to 6 shots per turn.
The Engineer may not move and fire with this weapon in the same turn. On any roll of 1 to hit, the gun has jammed, and a full turn (with no other actions) must be spent to clear the chamber before it can be fired again.
The gun comes with enough powder and shot to last for one adventure. Additional units of powder and shot must be bought at the Gunsmith for subsequent adventures.
Battle-Level | Wounds | WS | BS | S | Damage Dice | T | I | A | Luck | Willpower | Skills | Pinning |
1 | 1D6+7 | 3 | 5+ | 3 | 1 | 3 | 3 | 1 | 0 | 2 | 0 | 4+ |
2 | 2D6+7 | 3 | 5+ | 3 | 1 | 3 | 3 | 1 | 1 | 2 | 1 | 4+ |
3 | 2D6+7 | 4 | 4+ | 3 | 1 | 3 | 3 | 1 | 2 | 3 | 1 | 4+ |
4 | 3D6+7 | 4 | 4+ | 3 | 1 | 4 | 4 | 2 | 2 | 3 | 2 | 4+ |
5 | 3D6+7 | 5 | 4+ | 3 | 1 | 4 | 5 | 3 | 2 | 4 | 2 | 3+ |
6 | 4D6+7 | 5 | 3+ | 3 | 2 | 4 | 5 | 3 | 3 | 4 | 3 | 3+ |
7 | 4D6+7 | 5 | 3+ | 3 | 2 | 4 | 5 | 3 | 3 | 4 | 4 | 3+ |
8 | 5D6+7 | 6 | 3+ | 3 | 2 | 4 | 5 | 4 | 3 | 4 | 4 | 3+ |
9 | 5D6+7 | 6 | 2+ | 3 | 2 | 4 | 6 | 4 | 3 | 4 | 4 | 3+ |
10 | 6D6+7 | 6 | 2+ | 3 | 3 | 4 | 6 | 4 | 4 | 4 | 5 | 3+ |
The Imperial Engineer 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.
1 | Don't be daft. | ||||||
2 | Field Repair
As arrows zip over your head, and an Orc stumbles past you, you force yourself to concentrate on repairing this infernal device with what scrap materials you have at hand. Your Warrior can attempt to repair a device using Spare Parts in the middle of an adventure. This skill may be used once per turn, during which the Engineer may take no other action nor move. Roll 1D6. On a roll of 1, the attempt fails utterly, and the Spare Parts are wasted to no effect. On a roll of 6, the device is repaired, using up the Spare Parts in the process. On any other roll, the Engineer is unable to complete repairs for this turn, but does not use up the Spare Parts in the process, and may try again in subsequent turns. |
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3 | Hochland Long-Rifle
This long-barrelled weapon is developed from the hunting rifles of Hochland, and is very accurate over great distances. The Hochland Long Rifle comes with enough gunpowder and shot to last for a
single adventure. For subsequent adventures, additional gunpowder and shot must
be purchased at the Gunsmith. This weapon requires two hands to operate, and
the Engineer may not move during any turn in which he fires. The Long Rifle
inflicts normal damage with a Strength of 4, ignoring the first point of armor,
and may only be fired once per turn. The Engineer gains a +1 to his BS roll
while using the Hochland Long Rifle, thanks to its accuracy, and furthermore
gains an additional +1 to offset penalties for Difficult Shots (see p. 163 of
the Roleplay Book). |
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4 | Blunderbuss
This flanged firearm fires a hail of shot consisting of rusty bolts, nails and other scrap metal upon the enemies of the Empire. The Blunderbuss is operated in much the same way as the Chaos Dwarf
Blunderbusses described on p. 93 of the Roleplay Book. Select a direction in
which to fire the Blunderbuss, and roll a single to-hit roll to see if all or
none of the possible targets in that direction are hit. On a miss, the shot
scatters wide and hits nothing. On a hit, though, all targets in the chosen
direction of the Engineer are struck. (For purpose of determining effect in
areas larger than an Objective Room, consider that the Blunderbuss has a maximum
area of effect of 8x8 -- a rather appreciable blast!) Note that ALL possible
targets will be hit in the chosen direction, whether friend or foe! (Unlike the
Chaos Dwarves, the Engineer has no arcane method for getting his comrades out of
the way of the blast.) |
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5 | Mancatcher
This wicked polearm has an iron collar ringed with spring-loaded spikes, which can be slipped over an enemy's head to break his neck and kill him instantly. This odd polearm may be used to Attack in Ranks ... but unfortunately it is
ineffective when attempting to attack adjacent targets! Therefore, any target
must be exactly two spaces away to be attacked with the Mancatcher. Upon a
successful hit, roll 1D6. If this number is greater than the target's starting
Toughness, the target's neck is broken, killing him instantly! This weapon is
ineffective against Ethereal beings, the Undead, Daemons, small creatures (Giant
Bats, Giant Rats, Snotlings), and those without a real neck, or with multiple
heads (such as Giant Spiders or Hydras, respectively). Also, Dragons are far
too large to be trapped by this device.
|
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6 | Repeater Pistol
This is a smaller version of the Repeater Hand Gun, which may be fired in one hand, leaving the other hand free to wield a sword. The Repeater Pistol has a maximum range of 10 spaces. Upon a successful
hit, it inflicts 1D6+3 Wounds, ignoring the first point of armor. Furthermore,
if a shot hits, the Pistol may immediately fire again, either at the same target
or a different target within 2 spaces of the last one. Upon another successful
hit, this may be done again, up to 6 shots per turn. |
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7 | Von Tropp's Spring-Assissted Chain Lasso
Your comrades couldn't help but snicker as you carried this rattling, unseemly device slung over your back through the dungeon. However, they've gained a fair measure of respect now that you've managed to single-handedly tangle a Minotaur... This two-handed device may be used to launch a "chain lasso" to
tangle a single opponent, rendering it incapable of movement. A successful BS
roll to hit is required to hit the target. The Engineer may not move or take
any other actions (or make other attacks) during any turn in which he uses this
device. It has a maximum range of 8 spaces. |
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8 | Kurstein's Whirling Blade of Doom
You crank and crank at the handle of this device, nervous sweat gathering on your brow as the Minotaur lumbers closer. Suddenly, though, the machine sputters and coughs, and suddenly the teeth spin along the blade's length with an ear-shattering buzzing sound. Adjusting your earplugs, you approach, grinning, as the Minotaur eyes the infernal creation with a look of abject terror... This strange sword-machine requires two hands to operate. If used as a
regular weapon, due to its unwieldy bulk, it may inflict Normal Damage, but the
Engineer suffers a -1 penalty on all rolls to hit (though he may still hit on a
natural roll of 6).
After this roll is made at the start of each turn, the Engineer may choose to immediately turn the device off (though he may not do so if he is going to use it for this turn), though he may of course attempt to start it again in subsequent turns. |
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9 | Van Buren's Steaming Iron Gauntlet of Fury:
With a shrieking whistle and a puff of steam, you ram the oversized gauntlet into your enemy, assisted by the wonders of Steam Technology. This "gauntlet" may be worn over one arm, allowing your Warrior to make powerful punches against your enemies. When using the Gauntlet, your Warrior may make a single Power Punch per turn which inflicts Normal Damage, plus an additional 1D6 Wounds, ignoring armor. This attack cannot cause a Death Blow. Roll 1D6 after each attack using this weapon.
As this monstrosity works on the power of steam, it does not require any special fuels or ammunition to work normally. The Engineer may also choose to use the Gauntlet as a regular pummelling weapon, without using the Power Punch ability. In this regard, it is a bit clumsy, inflicting Normal Damage, but with a -1 to hit, and only allowing one Attack per turn. Hence, it's typically wise to have an off-hand weapon handy for those occasions when the Gauntlet seizes up. |
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10 | Geobaldi's Swinging Spiked Juggernaut:
Aided by mechanically-shifting counterweights, you swing the pole about, sweeping the huge spiked ball in a wide arc about yourself. Your opponents scarcely have time to think of dodging before the solid device relentlessly slams into them. This two-handed weapon looks like an oversized ball-and-chain, but it is
cleverly counterweighted such that the Engineer can make a great sweeping attack
per turn. With this weapon, he may start by attacking a single adjacent model,
though his chances to hit are not determined normally. |
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11 | Fragonard's Dreadful Ensnaring Hook Halberd:
The polearm looks ordinary enough, and at first it seems that you are a lousy aim with it, missing your target widely. However, with a flick of the wrist, you bring the "hook" toward your opponent, which mechanically pops out to snare your enemy's leg, then pops back in again, knocking him off his feet. While bearing this weapon, your Warrior is at -2 Initiative, and cannot use
a shield (or second-hand weapon) at the same time. He may inflict Normal Damage
with this weapon, with a +1 to Strength, and can Attack in Ranks, as with a
normal Halberd. If the target remains standing or the Engineer fails his WS test, then this special attack does nothing. If there are any remaining Attacks for this turn, they may still be made normally, though this special hook attack cannot be used again this turn. |
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12 | Delaugh's Marvelous Arm of Long-Reaching:
Cranking the two handles, you send the claw shooting out, attached to a metal arm that telescopes outward, thrusting at your (supposedly) well-protected enemy at a distance. With this two-handed device, your Warrior may make attacks either in hand-
to-hand or at a distance, up to 4 spaces away. Only one attack per turn may be
made using this weapon, and as it uses both hands, an off-hand weapon cannot be
used during the same turn. |
Roll 2D6-3 to determine the results when the Engineer visits the Alehouse.
The Imperial Engineer may use any equipment, armor or weapons that the Barbarian may use, with the exception that he is able to wear Plate Armor (while the Barbarian normally would not).
The Repeater Handgun and other special weapons available to the Imperial Engineer may not be sold or given away under any circumstances (including Events that would require your Warrior to give away an item of equipment) as they are property of the School of Engineers. Also, these items are only prototypes, not designed with the layman in mind, and are therefore only usable by someone especially trained in their use -- such as the Engineer. The other Warriors, therefore, cannot make any use of the Repeater Handgun or any of the other special items the Engineer may acquire from the School of Engineers.
The Engineer may use any magical items that are usable by general Warrior types, except for those which are exclusively usable by any given profession or non-human race. However, he will not utilize magical weapons, as his mission in life is to test out the feasibility of the experimental devices he carries. To use magical weaponry to fight monsters with would only cast shadow upon the effectiveness of these innovative machines!
A Special Location that may appear in Towns or Cities is the Tinker's Shop, where the Engineer can find materials he needs to repair his exotic equipment. If it is determined that any of these items are in stock, the Engineer may buy as many of them as he pleases (and can afford). The following items may be found for sale at the Tinker's Shop:
Item | Stock |
Cost |
|
Buy | Sell | ||
Spare Parts | 5 | 100 | - |
Miracle Oil | 8 | 200 | - |
Dragon Breath | 4 | 100 | - |
Spare Parts may be purchased in order to repair any of the Engineer's
devices while he is at a Settlement. He may only use Spare Parts to try to
repair a device during an adventure if he has the Field Repair ability.
Using
Spare Parts while in a Settlement takes a full day's activity, during which the
Engineer may not visit any special locations or traders. However, there is no
chance of failure in repairing the item.
Miracle Oil is a pricey but effective lubricant which makes various gadgets
work with greatly improved performance for a limited time. By using Miracle Oil
at the start of an adventure, one of the Engineer's gadgets (this must be
announced) will have a decreased chance of failure. Re-roll any failed roll to
determine whether the device will jam or break, though the second roll must be
kept, whether better or worse.
(In the case of an item that jams on a roll
of a 1 to hit, roll another 1D6 just for the sake of seeing if it comes up a 1
again. This does not affect the Engineer's chances of actually hitting the
target, as the first roll is still kept for purposes of aiming. It just means
that he has a better chance of avoiding a jam.)
This effect lasts for the
entire adventure for a single gadget.
This flask of flammable material is required to power Kurstein's Whirling
Blade of Doom and certain other odd devices. It is sufficient to power such a
device for an entire adventure.
Alternately, given its volatile nature, a
flask of this liquid (if not already poured into a gadget for fuel) may be used
as a makeshift explosive with a short fuse, causing 1D6 Wounds to all targets in
a 3 x 3 area, with normal modifiers for armor and Toughness.
For his first day's activity in the Settlement (after training, if applicable), the Engineer must seek out any Tinker's Shop present and pay it a visit. If nothing else, he's obliged to see if there are any fellow Engineers or inventors there to gab with..
If he has any items in need of repair, or if he is out of the requisite fuel, he's obliged to try to buy these items (if available) before he can spend gold on anything else (including training).
Second on his list, he must seek out the Gunsmith shop if present, and he's obliged to make sure he has enough shot and gunpowder to use his weapon(s) for the next adventure (at least).
Once he has visited both of these places, repaired any broken devices and bought any required gunpowder, shot and/or fuel (or else at least tried on every point), only THEN can he visit other Special Locations or traders to handle regular purchases. The Engineer's primary purpose in adventuring is to try out these special gadgets, so he can't very well go slack by leaving them in disrepair.
Some of the Engineer's "skills" aren't skills at all, but rather
the acquisition of new experimental devices. These items count as normal
equipment, though the Engineer may never be compelled to give them away nor sell
them. (In the case of Hazards or Events where a piece of equipment is demanded
for payment, the Engineer simply will not and cannot part with these items, as
they are property of the Imperial School of Engineers.)
If, however, these
devices should be destroyed (not merely disabled from normal use), they may be
replaced upon visiting any City at no cost. The School of Engineers will
provide replacements, as wear and tear is expected as a normal part of
field-testing, so long as the Engineer isn't being a careless steward.
The murky dungeons are not the best environment in which to use gunpowder weapons, or the squeaky, easily-rusted devices from the School of Engineers. Although this is not likely to be a regular occurrence in standard random dungeons, if for whatever reason the Engineer's gadgets should be submerged in water, they are all rendered useless until he can get a chance to clean and reassemble them in the nearest Settlement (which will take a day's activity per device, during which he cannot visit any Special Locations or traders).
The Engineer may enter any combat armed with one regular weapon and one
gadget, regardless of whether they both happen to be ranged, hand-to-hand, or
different types entirely. During any given turn, he may decide whether he will
use his selected gadget, or whether he will fall back on a more conventional
weapon (typically a sword, though sometimes a firearm from the Gunsmith shop).
However, he may not switch between different types of gadgets in the same
combat, nor may he switch between bow/sword in the same combat as well.
If
he has a gadget that requires two hands, then he cannot use a shield, even if,
for instance, he is using a one-handed sword as his backup weapon. These
devices are simply too unwieldy to have ready at a moment's notice, so the
Engineer can only keep one ready (and maybe a sword sheathed at hand), while the
others are strapped away over his back, or perhaps carried on a cart which is
set aside during combat. These devices are awkward, to be sure.
Of official Citadel miniatures, the Imperial War Wagon includes a crewman
holding a Repeating Musket (00811/8) which would be suitable for representing
the Engineer. If, however, you're not willing to buy the entire War Wagon just
for the Engineer, the "Outrider with Repeating Musket" (073737/2)
might be suitable for a conversion (as the legs are already separate) into a
standing model ... or else you could make do with a mounted model though keeping
in mind that the horse isn't /really/ supposed to be there in the dungeon. ;)
Other options might include using one of the crew-members from the Great Cannon,
Mortar or Volley Gun -- such as "Engineer Leonardo" (073899/2),
keeping in mind that the Engineer's equipment is bound to change from adventure
to adventure anyway.
For off-brand options, I'm afraid I don't know of any
suitable "Engineer" types or gunners in a fantasy setting off hand.
A member of the School of Engineers should be a curious sort, always
interested in whatever rare bit of machinery the Warriors might encounter, and
always quite interested in showing off the pride of the Empire to his fellow
comrades (as well as his enemies!). Other than that, there are no real
guidelines for role-playing such an Engineer, as they don't fall into any
easily-defined personality archetypes.
Of course, this particular Warrior
type brings to the forefront the stranger side of "technology" in the
Warhammer fantasy setting. If the GM would prefer to stick to more "hard
fantasy", the devices that the Engineer might make use of could well be
detrimental to that atmosphere. However, if you can handle the absurdities,
this Warrior's odd devices might present some interesting role-playing
opportunities ... particularly if the GM should decide that the School decides
to give the Engineer some as yet new and completely unpredictable device to
test! Indeed, this could be the cause for a whole adventure -- to try out some
outrageous device on loan to the Engineer for a limited time, under specific
(and hazardous!) test conditions.
Games Workshop, Knights Panther, the Old World, Skaven,Warhammer Quest, Warhammer Fantasy Battle, Battle Magic, Altdorf, Talisman and Advanced HeroQuest are trademarks of Games Workshop, Ltd. Their use here does not constitute a legal challenge to trademark status. This article is copyright 1995 by T. Jordan "Greywolf" Peacock, though it may be freely distributed in unaltered form, so long as proper credit is given 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