THIEF

Written by William Matthews

Here are my rules for using Theives in Warhammer Quest.

All over the Old World thieves steal from rich merchants and powerful kings. Pick pockets steal money from you in the street and thieves burgle your home. Thieves are most numerous in the cities of the Empire were the larger cities have set up Thieves Guilds.

Many thieves are on the run either people they have robbed, city watch or the Thieves Guild. This has led to many thieves joining groups of adventures to raise money to pay off their enimies. This payment could be in the form of a pardon or just to pay back who ever you robbed.

Some thieves just join bands of warriors for the gold and treasure they can obtain on the quests. The stories of lost treasures hidden in the dungeons of evil warlords and kings draw them to this underworld of adventure.

You can think up your own reasons for leaving the life of thieving in the cities and joining the other warriors. Or you may like the other players to write down suggestions for you and then pick one at random. If you can't think of a suitable motive for setting off on a career of adventuring roll a D6 on the following table:

1. Escape: You were being taken to prison camp in Wissenland by Nuln City watch. A wheel broke on the wagon and while your gaurds tried to fix the damage you escape and flee in to the Grey Mountains.

2. The Drug Master: You accidentally robbed the warehouse of a rich Drugs Master in Marienburg. He has now sent his heavies ( a bunch of oger mercinaries) after you.

3. Royal Pardon: You have been promised a royal pardon from the King of Brettionia if you bring him the heads of one thousand Orcs. To achive this you ask for assistance from a passing group of warriors.

4. Thieves' Guild: You have failed to pay the thieves guild your fees and they have now sent oger heavies after you to collect the debt.

5. Lost Riches: You have simple set out to find all the gold you can get your greedy little hands on. You have heard of stories of lost treasures and have decided to find some for your self so you can become rich.

6. It Wasn't Me: You have been framed for the murder of a rich wizard in Altdorf. Before the trial you escape and flee from the country. To make a living you must join a party of adventures.

INTRODUCTION

This pack contains everything you need to introduce a new Warrior to your games of Warhammer Quest, including his Warrior Card, Warrior counter, Equipment cards, a rulebook and a Citadel miniature to represent the Warrior himself.

This rulebook is split into three sections: a basic Warhammer Quest section, an Advanced section and a Roleplay seaction.

The Warhammer Quest rules contain all the rules for using this Warrior in your games. The Advanced rules cover all the rules for progression of the Warrior through the battle-levels, including any spells, skills or special rules, and the final section gives guides for using the Warrior with the Roleplaying rules.

Rules for Warhammer Quest

If you wish, you may replace one of the Warriors from the Warhammer Quest game with the Thief. Simply swap the Thief for one of the existing Warriors. The rules which follow explain how to use the Thief in your games. Remember to put the Warrior counter from the original Warrior back in the box, replacing it with that of the Thief!

Remember too, that if there is not a Barbarian in the party, then one of the other Warriors will have to carry the lantern and be the leader.

Bigger Groups of Warriors

If you wish to, you can take more than four Warriors into an adventure, but you will have to make sure that there are enough monsters to go round! The cards and tables for Warhammer Quest are based on there beign four Warriors, so if there are fifteen diffrent Warriors in a party, then the game as it stands will present no challenge at all! As a general rule, stick to parties of four Warriors, but if you have a party of five or six, then increase the number of Monsters by an equal proportion.

For example, if you have six Warriors in the party, that is 50% more Warriors than the Event cards are set up to deal with. In this case, you should make sure that each time Monster appear, there are 50% more of them. If the card says "1D6 Orcs", roll the dice as usual and multiply the result upwards to match the party size - so a dice roill of four Orcs becomes six Orcs, and so on.

STARTING A THIEF

Any player may start as a Thief rater than one of the Warriors in the Warhammer Quest box. All rules for making a new warrior apply, unless stated elsewhere in this charecter pack.

Move4Wounds1d6+7
Weapon Skill4Ballistic Skill4+
Strength3Toughness3
Initiative6Attacks1
Willpower0Pinning4+
Luck0

Equipment:

The Thief starts the game with the Lock Picking Kit and 6 Throwing Knives Equipment cards.

Lock Picking Kit: The Thief can use the Lock Picking Kit to open all locked doors. Roll a D6 when you come to a locked door: 1-2. You can't open the locked door. 3-5. You open the door easily and walk through. 6.You open the door but it has caused a load noise and you must draw a 'M' Event card.

Weapons:

The Thief starts the game with 6 throwing daggers and knife all of these cause 1D6+3 wounds. The 6 throwing daggers can only be used once per dagger.

Armour:

The Thief starts the game with no armour and may never wear or carry any armour.

Special Rules:

Pick Pocket: The Theif may pick the pocket of any intelligent Monster (or Warrior) who is standing next to him at the begining of the Warrior Phase. Roll a D6: 1. All monsters in the room have seen you picking his pocket and they will all attack you. In the next monster phase all attacks will be against you. 2-3. The monster sees you picking his pocket and hets an extra attack at +1 to hit. 4-6. You steal the Gold value of the monster from his pocket. The money you have stolen is not given again when the monster is killed.

ADVANCED RULES

Wanted Man:

The Thief is a wanted man. If you rolled Escape or It Wasn't Me you are wanted by the Watch. If you rolled The Drug Master or The Theives Guild you are wanted by Oger Mercinaries. If you rolled Royal Pardon you must collect 1,000 Orc heads, until you do this you may not go to any towns or cities.

Pardon:

A Pardon will cost you 5,000 Gold (or 1,000 orc head for a Royal Pardon from the King of Brettionia). If you pay it you will no longer be wanted by the Watch.

Debt:

If you owe money to the Drug Master or Thieves' Guild then you can pay them back 4,000 Gold and they will no longer follow you.

Thieves Treasure and Equipment:

Threat the Theif exactly like the Elf. If the Elf can use a piece of treasure or ither equipment, then so can the Thief. But remember that the Thief can never wear any armour.

Uneventful Days:

Whenever you arrive at a Settlement there is a chance that somebody will spot you are a thief or you will meet an old friend. Wheneveryou have an Uneventful Day in a Settlement, roll a D6 and look up the results on the chart below:

1. The City Watch: You spot the city watch patrolling the streets. If you are wanted by the watch they will spot you and give chase. Roll a D6 and add your Initiative, if you manage to score a 9 or more you avoid them, though you may do nothing for the next day, while you are hiding out. If you fail you are caught by the watch and must either loss all your equipment and treasure or miss the next adventure. After this you are no longer wanted by the watch.

2. The Oger Thugs: You spot some Oger Thugs in the streets. If you are wanted by them they will spot you and give chase. Roll a D6 and add your Initiative, if you manage to score a 8 or more you avoid them, though you may do nothing for the next day, while you are hiding out. If you fail you are caught by the Ogers and loss all your equipment and treasure. After this you are no longer wanted by the Ogers.

3. Uneventful Day

4. Uneventful Day

5. An Old Friend: You meet an old friend in the settlement and he tells you about a rich merchant who is in town. If you choose to rob the mercnants caravan roll a D6: 1. You are chased by the watch (see 1. The City Watch). 2. You are spotted by the by the watch and are now wanted by the watch. 3-6. You manage to steal two items of treasure from the Merchant.

6. Pick Pocket: You manage to steal 2D6 x 20 Gold from passers by.

THIEF IN SETTLEMENTS

The Theif may visit the General Store, Gambling Den, Alchemist, Temple and Animal Trader. When a Thief visits an Alehouse he dose not have anymodifiers on his roll.

In Towns, Cities and Sea Ports, once per Settlement your Thief may visit the Thieves' Guild special location.

THIEVES' GUILD:

A Thief or Chaos Warriors may visit the Thieves' Guild once per Settlement. The Thieves' Guild is a special location which can be found on an 8+, rather tahn a 7+ (see Warhammer Quest Roleplay Book page 19).

You must pay 20 gold per adventure to stay a member of the Guild, if you don't pay these fees you will be in debt to the Thieves' Guild and may not go to the Thieves' Guild special location.

If you find the Thieves' Guild special location roll 2D6 (+1 if you are a Thief) and consult the following table:

2. On entering the Thieves' Guild you are robbed by a small group of guild thieves and you loss one random item of treasure you are carrying.

3. The thieves challange you to rob a rich merchants cart that is travelling through the settlement. If you except roll a D6 and see the table below:

1. You are chased by the watch (see 1. on Uneventful Days).
2. You are spotted by the watch and you are now wanted by the watch.
3-6. You steal an item of treasure from the merchant.

If you don't except the challange you must leave the settlement straight away.

4. One of the thieves spots an item of treasure he would like. Unless you can roll 7 or more on 1D6 plus your battle level, he will steal the item. Discard this item immediantly.

5. You talk to a veteran thief who teaches you how to sneak around so you can't be seen. See Sneak Skill on Thief Skill table.

6. You are given a grapple hook special weapon by the traing master who explains that it can be used as a weapon as well as an conveniant rope. (See Theif Armoury for details of special weapons.) If you have the grapple hook then you may pick a special wepon at random from those listed.

7. You train long and hard at the Guild practising your skill in throwing, throwing daggers. You now have Throwing Dagger Skill (see Thief Skill List).

8. You train in the artof fighting at the Guild and learn a few extra tricks so you can become a better fighter. You now have Dagger Skill (see Thief Skill List).

9. You are sent on a mission by the Thieves' Guild to steal some money from the local lord of the settlement. Roll 1D6 and add your Initiative if you beat 9 then you have succeeded in your mission and collected your fee of D6 x 50 gold. If you rolled under 9 you are arrested by the watch and must miss the next adventure or loss all your treasure and money.

10. You are taught to improve you pick pocket skills while at the Guild. You now have Pick Pocket Skill (see Thief Skill List).

11. The Thieves Guild will pay back any money you owe to the Drug Master or they will pay your pardon so you are no longer wanted by the watch. They will not give the King of Brettioia his 1,000 Orc Heads.

12. If you pay D6 x 50 Gold you will be trained in the arts of thieves and may get a random skill from the Thieves Skill List. You may re-roll this skill if you already have it.

13. As you enter the Guild you are craked on the back of the head with a bottle. You wake up to see the Watch/Ogers (depending who is after you) standing over you. You have no treasure or money left and will be locked up for 2D6 days. During this time the other party members must either wait for you or go on to the next adventure.

The Theives' Guild Shop:
Only the Thief or Chaos Warrior may but equipment from the Thieves' Guild Shop. Some equipment can only by the Thief these are marked with a *.

Equipment------------Stock----Cost Buy---------Cost Sell

Grappel Hook-----------2---------150--------------70

The Grappel Hook can be used as a rope to get out of pits etc. It can also be used as a weapon which can be thrown or used in close combat. It causes 1d6+5 damage. * (Thief Only).

Black Cloak------------9---------150-------------- /

The Black Cloak can be used if you ahve sneak or hide skill. You will now only fail to sneak or hide on a natural 1. This is because the cloak helps you blend into the darkness. * (Thief Only).

Lock Picking Kit-------9----------50--------------20

The Lock Picking Kit is the same as the Equipment card. See equipment card for special rules.

Rope and Spikes--------9----------50--------------20

The Rope and Spikes can be used just like a normal rope to get out of pits etc. But it can also be used if you have climb skill to walk on the ceiling etc.

Dagger-----------------7----------25---------------5

Normal Dagger that causes 1d6+3 damage.

1D6 Throwing Daggers---6----------20---------------5

The Throwing Daggers can be used once per dagger to throw at the enemy. It causes 1d6+3 damage.

THIEVES AND TRAINING

The Thief will train at the Guild of Thieves. If there isn't a Guild in the Settlement you may not go up a battle level during this visit. When a Thief goes up a level he pays the gold as normal and his statistics go up by the amount shown on the Battle Level Table.

The Thief will roll for his skills on the Thief Skill Table on page 9. Every other time he go's up a battle level he must roll on this table to see what skill he got. He may re-roll any duplicate results.

Any Statistics which are raised by other means, for example a roll in the Thieves' Guild, will not rise again when you go up a battle levelwhen they do go from 6-7 etc.

THIEF SKILLS:

2. Lock Picking- Your Thief has learnt how to improve his lock picking and will now only fail to pick locked doors on a roll of a 1. (Must have lock picking kit.)

3. Sneak- Your Thief has learnt how to sneak around in the shadows. Roll a D6 when sneaking:

1-3. You are seen and attacked by the closest monster.
4-6. You sneak around the monster and may move 4 squarea any where on the board.

You must use this skill at the start of the warrior phase to move your warrior through a group of monsters. If you are already being attacked you must roll to stop being pinned before you can sneak.

4. Dagger Throwing- Dagger Throwing Skill means that you can now throw, throwing daggers more accurately. +1 to you BS when throwing, throwing daggers and throwing daggers will cause an extra +2 damage.

5. Pick Pocket- Pick Pocket skill improves your chances of picking Monsters pockets. When you roll to see if you picked his pocket you will now only fail on a natural 1.

6. Dagger- Dagger Skill means that you are now skilled at fighting with your dagger. When you use your dagger in combat you have +1 WS and it causes +1 damage.

7. Climb- You may use Climb skill if you have the Rope and Spikes. With this skill you can climb on walls and celings. You cannot be pinned while on the celing. At the start of the Warriors phase you must declare that you are using the Rope and Spikes. For this turn you may not be attacked by anybody, but you also cannot attack them except by using missile weapons.

8. Con- You can use Con skill to talk your way out of something. Roll a D6:

1-3. You fail and are attacked by the monster.
4-5. You succeed and he lets you go.
6. You succeed and he gives you his value in gold as an apoligy.

9. Dodge- You are now not effected by pinning the same as the elf. As you can dodge out of the way. He can now never be pinned.

10. Hide- You can now hide Monsters. Roll a D6:

1-3. You are found and attacked.
4-6. You hide in the shadows and are not found.

11. Trap Knowleage- You have a knowledage of traps in dungons if a 'E' Event card is drawn you will not be effected and by it. Any other member of the party will not be effected on a 4+.

12. Awarness- Awarness Skill means that you have an natural instinct to know what is coming up. Roll a D6:

1. You can't see the next event card.
2-4. You can see the next event card.
6. You can see the next two event cards.

ROLEPLAYING GUIDELINES

The Thief is a secretive charecter that is likly not to be trusted by the other warriors. He is likely to be sly and may even steal from his own friends. He will confront problewams by avoiding them.

The Thief is a loner and dosn't really want to work with the warriors. He is greedy and would rather keep anything he finds for him self. he won't share and gold or items.

The Thief relies on speed and skill rater than strenght and iron in adventures to survive. He is good at sneaking around and avoiding dangers. His skills reflect this.

After a while the thief will become loyal to the other warriors aand will nolonger steal from them and the Warriors can begin to trust him. He will now be loyal to the party and will support the other warriors.

Gordo Swiftling climbed up the collapsed stair well, using the Rope and Spikes resently picked up from the Theives Guild in Nuln. When he reached the top he flung down the rope to his companions. Then his ears priked up and he heard the sound of heavy breathing comming from behind a locked door.

He began to pick the lock on the door. By this time his compaions had reached the top of the stair well and the Barbarian 'Wolf' stood behind him. There was a click of the lock and the door swung open. Gordo leaped backwards, flinging 3 of his throwing knives in towards the Orcs standing behind the door. The Barbarian steped foward through the doorway swing his axe at the Orcs.

The Thief sneaked around the fight and stood before the Chaos Sorcerer. The thought of the rewarding money filled Gordos head all that money would be enough to pay back the Drug Master.

The Sorcerer raised his arms to cast an evil spell on Gorod. But as the spell left his hands it was deflected by the elf Ranger who was accompanying Wolf and Gordo. Gordo ceased the moment and took his dagger from his belt and stabbed deep into the Sorcerer's chest.

THIEF BATTLE LEVEL TABLE

Battle Lvl. Gold Title WS BS Str Dam. Dice T Wounds I A Luck WP Pin Skills
1 0 - 4 4+ 3 1 3 1D6+7 6 1 0 1 4+ 0
2 2,000 - 5 5+ 3 1 3 2D6+7 6 2 1 2 4+ 1
3 4,000 - 5 4+ 4 1 3 2D6+7 7 2 1 2 4+ 1
4 8,000 - 5 3+ 4 1 4 3D6+7 7 2 2 3 4+ 2
5 12,000 - 5 3+ 4 2 4 3D6+7 8 3 2 3 3+ 2
6 18,000 - 6 3+ 4 2 4 4D6+7 8 3 3 3 3+ 3
7 24,000 - 6 2+ 4 2 4 4D6+7 9 3 3 3 3+ 3
8 32,000 - 6 2+ 4 2 4 5D6+7 9 4 3 3 3+ 4
9 45,000 - 7 2+ 4 3 4 5D6+7 9 4 3 4 2+ 5
10 50,000 - 7 1+ 4 3 4 6D6+7 9 4 4 4 2+ 6