Warhammer Quest Campaign
Imperial Noble example character
Quests Completed: 0
Battle Level: 1
Wounds (W): 1d6 + 7
Move (M): 4
Weapon Skill (WS): 4
Ballistic Skill (BS): 4+
Strength (S): 3
Toughness (T): 3
Initiative (I): 5
Attacks (A): 1
Equipment: Ancient Heirloom
Weapon: Rapier (1d6 + 1 Wounds / May not cause death blows) and Duelling Pistol (1d6 + 6 Wounds)
Pinning: Breaks from Pinning on a roll of 5+
The ancient heirloom will cause a randomly determined race of Monsters to fear the Imperial Noble.
1 – Snotlings and Giant Spiders
2 – Goblins and Giant Bats
3 – Orcs
4 – Skaven and Giant Rats
5 – Orcs and Goblins
6 – Minotaurs
Monsters who fear the Imperial Noble suffer a -1 penalty when attacking the Noble in hand-to-hand combat.
The Imperial Noble is such a highly skilled swordsman that, if he is using the rapier, even if his attack does no actual damage, if the Noble hits he may attack again and continue to do so until he misses. The noble may choose to attack different Monsters or concentrate all his attacks on 1 Monster. The Imperial Noble may not make death blows while using his rapier.
The duelling pistol causes 1d6 Wounds. Count the number of squares between the Noble and his target. To hit his target, the noble must roll over this number of squares on a d6. Once fired the pistol takes 1 turn to reload. The Noble cannot reload the pistol if he has moved or is Pinned that turn.
Weapons, Armor, and Equipment
An imperial noble may only use items of treasure that a barbarian can use.