Warhammer Quest
Dwarf Vermin Slayer

By Lord Duregar

Dwarf strongholds are often invaded and infected by more than Orcs, Goblins and Skaven. Massive infestations of vermin, giant rats, bats, snakes, or spiders can cause major problems in the lower tunnels and sewer system. These infestations are prevented and stopped by specially trained Vermin Slayers. A Vermin Slayer is a master at fighting such creatures and also a proficient trap setter. As a warrior class the Vermin Slayer makes a excellent starting character who can easily handle large masses of weaker monsters. However at higher levels a Vermin Slayer is little more than a average Dwarf warrior.

Wounds

1D6+8

Move

4

Weapon Skill        

4

Ballistic Skill

5+

Strength

3

Toughness

4

Initiative

2

Attacks

1

Equipment
1D6 Vermin Traps, Quarrels

Weapons
Pickaxe (causes 1D6 + Str wounds), Crossbow (Str 5, one shot per turn)

Armour
None

Pinning
Breaks from pinning on a roll of 5+.

Special Rules

Vermin Slayer: The Vermin Slayer is trained to fight smaller creatures and vermin, because of this extensive training he gains a +1 to hit such monsters, this includes but is not limited to giant rats, bats, snakes, spiders, and goblins. He may also automatically escape from pinning from such creatures. These bonuses do not apply to anything larger than a goblin (as a rule of thumb say anything with more than 2 wounds.)

Vermin Traps: If the Vermin Slayer (and only a Vermin Slayer may set traps) does not move or take action for the turn he may set a vermin trap on the space he is standing on. (use some sort of marker to keep track of vermin traps) Any monster that moves on the space will set off the trap on a D6 roll of 3+. The trap will cause 1-2 wounds upon the victim. Once set off the trap cannot be sprung again. If the Vermin Slayer leaves and then latter returns to a board section with a trap(s) upon it roll a D6 for each trap. On a 1 or 2 the trap has caught a small creature (gaint rat, snake, spider, ect.) worth 20 gold. On a 3, 4 or 5 the trap is still armed. On a 6 The trap has been sprung but has caught nothing. A Vermin Slayer may set 1D6 traps per dungeon adventure. The Vermin Slayer will scavenge the supplies needed to build 1D6 Traps automatically between adventures. However for 50 gold a Vermin Slayer may purchase enough supplies from the general store to build a additional +3 traps.

Dwarf Vermin Slayer Advanced Profiles

Profile is the same as the Dwarf Warrior!

Vermin Slayer Skills

2

Expert Trap Setter
You have become extreamly proficient in setting Vermin Traps, because of this your traps do 1D6 damage instead of 1-2 and they catch monsters on a roll of 2+ instead of 3+. In addition if you return to check your traps roll the normal 1D6 but use the following table... On a 1 or 3 the trap has caught a small creature (gaint rat, snake, spider, ect.) worth 20 gold. On a 4 or 5 the trap is still armed. On a 6 The trap has been sprung but has caught nothing.

3

Same as Dwarf Skill listed in the Warhammer Quest Roleplay Book

4

Trap Spotter
The Vermin Slayer has become so proficient at setting traps that he has developed the skill of spotting different types of dungeon traps. Whenever a trap is encountered roll a D6, on a roll of 1-3 the Vermin Slayer has noticed the trap and set it off harmlessly. On a 4 or 5 he has managed to aviod the trap himself but could not warn the other party memebers in time so they still suffer the effects of the trap. (Look out for the...! AAGHH!) On a 6 the Vermin slayer never notices the trap and it has the usual effects.

5

Same as Dwarf Skill listed in the Warhammer Quest Roleplay Book

6

Same as Dwarf Skill listed in the Warhammer Quest Roleplay Book

7

Same as Dwarf Skill listed in the Warhammer Quest Roleplay Book

8

Same as Dwarf Skill listed in the Warhammer Quest Roleplay Book

9

Same as Dwarf Skill listed in the Warhammer Quest Roleplay Book

10

Same as Dwarf Skill listed in the Warhammer Quest Roleplay Book

11

Same as Dwarf Skill listed in the Warhammer Quest Roleplay Book

12

Explosives Expert
The Vermin Slayer has found in necessary to often make his own tunnel when collaspes or unsafe caverns force him into a problamatic situation. Sometimes his trusty Pickaxe is not strong or fast enough to make the desired hole. This skill allows a Vermin Slayer to blow out a wall leading into a adjacent room. The Vermin Slayer will need a entire adventures worth of gunpower. It takes a full turn to set the gunpowder and light a brief wick. The Vermin Slayer must declair which two spaces will become a door after the explosion. After the gunpowder is set and the charge lit the explosion will go off after all the warriors have moved on the next turn. Any warrior or monster stuck adjacent to the two squares where the explosion takes place (on either side) will suffer 2D6+4 wounds in the explosion and be knocked back 2 squares. All warriors and monsters within the board section on either side must pass a Initiative test or take 1D6 damage from the fallout and minor tunnel collaspes. The result will be a new door between the adjacent board sections. In addition to this skill a Vermin Slayer also has the ability to check a wall to determine if there is a unknown adjacent board section. If a Vermin Slayer spends a turn searching along a wall (does not move or act) he may roll a D6 and on a 5 or 6 he will have found that beyond the wall is a adjacent board section of some type. He may blow this wall as per the rules above, after the explosion place a door on the selected two squares and carry on the game as normal. 
NOTE: Gamemasters may have to alter this skill as it could play hell on their pre-designed dungeons!