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

Engineers

by T. Jordan "Greywolf" Peacock

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.

STARTING AS AN ENGUINEERS

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

Equipment

Repeater Hand Gun .

Weapon

Sword, causing 1D6+3 wounds.

Armour

None.

Pinning

Breaks from pinning on a roll of 4+.

Special Rules

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

Repeater Handgun

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.

Advanced Rules

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+

Skills

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.

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).
This is a fairly accurate weapon, and therefore does not have a chance of jamming. Still, the School of Engineers would like to see how it holds up in underground environments.

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.)
All targets struck suffer 1D6 Wounds, modified for Toughness and armor.
This is a bit of an unreliable device, not quite up to Chaos Dwarf specifications, and will misfire on a natural roll of 1 to hit. If this happens, the device jams and explodes, causing 1D6 Wounds to the Engineer (modified for Toughness and armor), and rendering the Blunderbuss unusable until it can be repaired using Spare Parts.
The Blunderbuss comes with enough Gunpowder to last for an entire adventure. Since it uses bits of scrap metal, nails and other bits which are easily procured, Shot is not required for this weapon.

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.
The target's number of Wounds or any armor is of no help in defending against this device.

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.
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.
Unlike the Repeater Handgun, the Repeater Pistol may be used in hand-to- hand combat. When using it against an adjacent target, make a WS roll to hit, rather than a BS hit. If the Engineer has more than one Attack per turn, he may use his first attack with the Pistol, and any remaining attacks with a sword or other one-handed hand-to-hand weapon.
(Note that this is an exception to the normal rules concerning "backup" weapons. The Engineer may go into combat armed with the Pistol and one off- hand weapon, but he cannot switch to another set of weapons in the middle of the combat.)

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.
Upon a successful hit, the target is bound by the chain, and may not make any attacks, movement or take any other actions for the remainder of this turn. At the start of subsequent turns, he may attempt to break free by rolling 1D6 and adding it to his Strength. If he comes up with a total of 9 or more, he succeeds in breaking the chain, and may attack, move or make other actions that turn normally.
The Rule of 1 and 6 does not apply here. If the target is so strong that he can break free even if he rolls a 1, or so weak that he couldn't break free even on a roll of 6, so be it. Some targets have no hope of escaping it by brute force, while others have no real fear of it. Ethereal beings and Daemons are unaffected by this weapon, not being sufficiently substantial to be trapped by it.
The chain may only be launched once per battle, and if the target breaks free, it must be repaired using Spare Parts before it can be used again. Furthermore, if it is used in a battle, in order to use it again the Engineer must spend a full turn (during which he may do nothing else) packing the chain lasso back into its launching cylinder.
This device requires no gunpowder, shot or other ammunition to use in the dungeon.

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).
However, if he wishes to start it up, at the start of each turn he may pull on the starting cord. On a roll of 4+ on 1D6, the machine buzzes to life. He may use it as a normal hand-to-hand weapon during this turn, inflicting 2D6 Wounds (plus his Strength) per hit. On a natural roll of 6 to hit, he may ignore armor on the target, as the blade chews its way through the metal.
If he fails to start the device, then he may simply try again in subsequent turns, and he may still act normally for this turn.
Once the device is started, at the start of each subsequent turn roll 1D6 and consult the following chart:

1 SNAP! 
The chain broke loose, lashing at the Engineer in the process! The Engineer takes 1D6 Wounds (modified for Toughness and armor), and the device is now broken, useless until it can be fixed using Spare Parts.
2 SPUTTER! 
The machine sputters and coughs, coming to a dead stop. It cannot be used this turn, though the Engineer may attempt to restart it again in subsequent turns.
3-6 ROWR! 
The infernal device keeps on growling and spinning away normally.

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.

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.

1 KAPOW! 
The portable boiler on your Warrior's back explodes, scalding him and everyone adjacent to him (friend or foe) in scalding steam! The Warrior and all adjacent models take 1D6 Wounds (roll separately), ignoring armor. The Gauntlet is broken, and cannot be used again until repaired using Spare Parts.
2 CREAK! 
The framework around your Warrior's arm has seized up, rendering the Gauntlet useless for the time being. (For each subsequent turn, roll 1D6. On a roll of 6, the arm has cooled off enough so that it may be used normally once more.)
3-6 The Gauntlet works normally, without incident.

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.

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.
Rather than the Engineer rolling to hit, his target must instead make an Initiative test, with a target roll of 9. The Rule of 1 and 6 applies here, in that any natural roll of 1 will automatically fail, and any roll of 6 will automatically succeed. If he passes his test, he dodges the swinging ball. If not, however, he is hit, taking Normal Damage. If he should roll a natural 1 while attempting to dodge, he is hit so squarely that the attack ignores Toughness and armor. (Any target who is incapable of moving, such as someone caught in a web, is automatically hit as if they had rolled a 1 to dodge.)
Regardless of whether or not this target was hit, or how much damage it took, the ball keeps swinging, moving into the next space adjacent to the Warrior and to the previous target space, and any model here must roll to get out of the way or be automatically hit. Even if there are no intervening models in some of these spaces, the ball completes a complete arc in a circle around the Warrior, attacking all 8 adjacent spaces. He cannot choose to end his swing before that point -- If there are any allies adjacent to him, he simply has a chance of hitting his friends as well.
If one of these spaces should be occupied by a solid obstacle, such as a wall, then the ball is going to come to a premature stop as soon as it hits this space. Furthermore, the counterweights are so jarred by the impact that their housing shatters, and this weapon cannot be used again until repaired using Spare Parts.
At the end of the swing, roll 1D6 as the Warrior recovers his weapon. On a roll of 1, the counterweights snap badly out of place, throwing the Warrior off weight so that his device goes flying. He cannot retrieve the weapon until the current combat has been completed, with all monsters in play defeated. On any other roll, though, he is able to finish his attack normally.
This takes all of the Engineer's attacks, so if he has additional Attacks left over, he cannot use them for another swing or to use another weapon this turn. Due to the precarious balance of this weapon, the Engineer cannot move and attack in the same turn, and he /must/ be on solid ground. (He can't, for instance, use this while on the Firechasm bridge.)

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.
However, an added bonus to this weapon is the mechanical hook. This weapon may be used as many times per turn as your Warrior has Attacks. However, once per turn, in addition to a regular attack against a target, whether that attack strikes or not, your Warrior may choose to use the mechanical hook in an attempt to trip the opponent as he pulls his weapon back again. This maneuver does not work for Large Monsters or Ethereal beings.
Make a WS test, with a target value of 7. If successful, your Warrior manages to hook his opponent's leg (or grab something else) to set him off balance. If you roll a natural 1, the hook has jammed, and cannot be fixed until after all monsters in play have been defeated, and the Engineer can spend a full turn (during which he may do nothing else) reassembling the mechanism.

If he passes his test, the target must then make an Initiative test (target value of 7) to keep from falling. If he fails his test, he trips and falls, losing the opportunity to move during his next turn, as well as one Attack. (If he only had one Attack to begin with, this means he can't attack at all for this turn!)
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.
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.
When attacking an adjacent target, make a normal roll to hit, inflicting Normal Damage. When attacking a target at range, make a BS roll to hit, inflicting Normal Damage if successful. However, on any natural roll of 1 to hit at range, the device manages to fall apart while shooting out, clanging in several pieces on the floor. It cannot be retrieved until the end of combat, when all monsters in play have been defeated, and requires a full turn to reassemble it, during which the Engineer may not do anything else.
This device can also be used (at the GM's discretion), to grab items at a distance, or even to hand an item to someone else or drop it at another location across the room! If this is done outside of combat (i.e., there are no monsters present) then this can be done automatically without need for a roll (unless the GM determines that the task is particularly complex or requires precision -- such as if the object being snared happens to be very fragile, for instance). In combat, however, a BS roll to hit is required, with -1 to the roll for each space away (beyond 1) that the object or target is located. (i.e. 2 spaces away = -1 to the roll. 3 spaces away = -2 to the roll. 4 spaces away (maximum) = -3 to the roll. Even with this penalty, a natural roll of 6 always succeeds.) When used in combat, there is still a chance of the device falling apart, if a natural 1 is rolled to "hit".

Additional Rules

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

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

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.

Dragon Breath

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.

Representing Your Warrior

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.

Roleplaying Tips

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.

Disclaimers and such

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

Happy Questing!