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BOWMAN OF BERGERAC

By Andrew Lum

Bretonnia has may colourful folk heroes, but none more so than Bertrand the Brigand. The story went that Bertrand was a peasant in the feudal domain of Bergerac and his mastery of the Longbow was of much renown. When the baron of Bergerac went off on a Grail Quest and never returned, the baron�s son assumed control of the land. Encouraged by the baroness, whom was rumoured to be an evil sorceress, the baron�s son started charging excessively high taxes.

Bertrand rallied the peasants of Bergerac and taught them how to use the bow. They defended their village from Orc raiders and other enemies. Bertrand had even earned the favour of the baron�s daughter, but she had been locked up in the castle tower by her evil brother.

One day the village awoke to screaming and cries for help from the baron�s daughter as the castle crumbled and a huge beast over 100 feet long with one eye, flapping wings and the bodies of the baroness and her son in its maw, arose from the ruins about to devour the damsel also. Bertrand took aim with his bow and fired a single arrow which sank deep into the monster�s eye. The damsel was saved as the monster sank back into the ruins of the castle and thrashed about. Burning arrows were fired into the ruins and the monster consumed in the flames.

The baron�s daughter declared Bertrand�s feat worthy of errand, and they were wed. But Bertrand could not become a knight, and there was no longer any castle to hold. Taking only a few relics from the Grail chapel with them, Bertrand lead the peasants away from the village and took to wandering the wilderness of Bertonnia. They wander to this day, standing up for the rights of peasants and righting wrongs. Often they would have to deal with dishonourable knights or barons who charged excessive taxes. The nobility of Bretonnia are divided in their opinion of Bertrand and his band. Some see them as a saviour while others regard them as scoundrels.

Every now and then a member of Bertrand�s Brigand will journey by themselves to far off lands exploring and helping the common folk whenever possible. Some will take to joining other like minded adventures to smite the forces of evil across the land by journeying into dungeons and strongholds. Perhaps the Bowman will meet up with Bertrand�s band many years later with a tale or two of their own to tell around a campfire, downing ale and reminiscing about their once home of Bergerac.

INTRODUCTION

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

The Warhammer Quest rules contain all the rules for using this Warrior in your games. The Advanced rules cover the Bowman�s progression through the battle-levels, including any skills or special rules, and the final section gives rules guides for using the new Warrior with the Roleplay game.

RULES FOR WARHAMMER QUEST

If you wish, you may replace one of the Warriors from the Warhammer Quest game with the Bowman. Simply swap one of the existing Warriors for the Bowman. 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.

STARTING AS A BOWMAN OF BERGERAC

Any player may start the game as a Bowman of Bergerac rather than one of the Warriors in the Warhammer Quest box. All of the rules for creating a new Warrior apply, unless stated elsewhere in this character pack. The profile for a Bowman of Bergerac is as follows:
 
Wounds 1D6+7
Move 4
Weapon Skill 3
Ballistic Skill 4+
Strength 3
Toughness 3
Initiative 3
Attacks 1
Pinning Roll 4+
EQUIPMENT

The Bowman of Bergerac starts with a Magic Quiver filled with enough arrows to last the whole adventure. The arrows in the quiver (and any placed in there by the Bowman) automatically become magical.

WEAPONS

The Bowman of Bergerac starts the game armed with a Sword and a Longbow. The sword causes 1D6 Wounds plus his Strength (3) every time he hits his foe. The Longbow is a Strength 4 ranged weapon.

ARMOUR

The Bowman of Bergerac does not have any armour and therefore has an overall Toughness of 3.

SPECIAL RULES

The Bowman of Bergerac has lived with a Longbow all his life, and has great skill when using it. Whenever an arrow fired by the Bowman slays its foe, it may death blow into the square directly behind hit, and so on. In addition, the Bowman may fire his Longbow at adjacent monsters, though this will incure a -1 to hit penalty and the death blow may not be used. This represents the fact the Bowman does not have the necessary space to take proper aim at his target.

BOWMEN OF BERGERAC AND TREASURE

The Bowman of Bergerac may only use items of treasure that the Barbarian can use.

ADVANCED RULES

MAGIC QUIVER

In addition to the rules for the Basic Game, in between adventures, the Quiver magically refills itself with arrows. Therefore the Bowman never needs to buy normal arrows in between adventures.

ARMOUR

The Bowman of Bergerac may wear any armour with toughness less than or equal to 3. However, he will never use a shield as this would impede upon his style of fighting.

SETTLEMENTS

The Bowman of Bergerac may visit all the normal locations whilst in a settlement, and has an alehouse roll of 2D6.

FLETCHER LOCATION

If the Bowman visits the Fletcher location, there is a chance that he has encountered a Master Fletcher or a Master Bowyer. Roll dice as if he is trying to find a special location. If he rolls a 7 or more, roll another die to see which he has found:
 
1-3
Master Fletcher
4-6
Master Bowyer
If the Bowman does not have a longbow, then he will be given one for free. In addition to what the Bowman can normally purchase at the Fletcher location, the Master locations allow the Bowman to do the following:

Master Fletcher
A master of creating specialty arrows, the Bowman can now buy from an extended selection of arrows as follows:
 

MASTER FLETCHER ARROW TABLE
Undead Bane Arrows (1D6) 200 gold Stock 7
If one of these arrows hit an Undead creature, the Bowman may reroll the damage dice if he doesn't like the first score, though he must keep the second roll. In addition the arrows are +1 Damage against Undead.
Chaos Bane Arrows (1D6) 200 gold Stock 7
If one of these arrows hit a creature of Chaos, the Bowman may reroll the damage dice if he doesn't like the first score, though he must keep the second roll. In addition the arrows are +1 Damage against Chaos creatures.
Orc Bane Arrows (1D6) 200 gold Stock 7
If one of these arrows hit a Greenskin, the Bowman may reroll the damage dice if he doesn't like the first score, though he must keep the second roll. In addition the arrows are +1 Damage against Greenskins.
Arrows of Piercing (1D6) 120 gold Stock 5
If one of these arrows hit, roll another die. On a 1-4 the arrow does normal damage. On a 5 or more the arrow may ignore the targets armour (but not magic armour) when rolling for damage, and on a 6 it ignores all armour.
Giant Killer Arrows (1D6) 120 gold Stock 5
Whenever one of these arrows hits a Large target, the Bowman may add an extra 1D6 to the damage roll.
Obsidian Arrows (1D6) 300 gold Stock 8
These arrows ignore all armour except magic armour and will destroy it on a roll of 4+ on an additional 1D6 roll.
Barbed Arrows (1D6) 300 gold Stock 8
Wicked barbs protrude from the arrowhead, causing as much pain and discomfort as possible to the target. The target may not use ignore pain, ignore blow or tattoos to modify/ignore the damage of these arrows.
Poison Arrows (1) 80 gold Stock 8
These arrows ignore a creature�s toughness on a roll of 4+ on 1D6.
 
Master Bowyer
The Bowman can get a service and some enhancements for his bow if he is lucky enough to find a Bowyer. The Bowman pays 1D6x50 gold to allow the Bowyer to service and check his bow. Only the Bowman�s Longbow may be enhanced in this way and only once per settlement. All of these bow enhancements last for the next adventure only. At the end of that adventure, roll 1D6. On a roll of a 6 the enhancement is permanent. If the Bowman should roll up an enhancement which he already has on his bow, treat the roll as a 1. Roll on the following table to see what modifications are made to the bow:
 
BOWYER ENHANCEMENT TABLE (Roll a D6)
1
 Sorry, no enhancements, but the bow got a good clean.
2
Quargskin Grip: The Bowyer puts a new grip on the bow, making it feel more comfortable to use. Whenever the Bowman rolls a natural 6 on the to hit roll, he gains an additional attack for that turn. Use only once per turn.
3
Restringing: The strings are much tenser and allow greater power. For the next adventure, all arrows fired from the bow do an additional 1 Wound damage when they hit.
4
Streamlining: The Bowyer sands and smoothes down the hardwood, making the bow feel lighter and more natural. For the next adventure the Bowman may reaction strike with his bow.
5
Aiming Notches: Marks are drawn on the side of the bow to allow the Bowman greater accuracy for aimed shots. For the next adventure, whenever the Bowman fires at a target more than 4 squares away with the Longbow, he may add +1 to his to hit roll. In addition, he may add +1 on his to hit roll in Archery contests.
6
Gloss Work: The Bowyer gives the wood a good shiny gloss. The gloss gives magical protection to the wood making it impervious to magic and damage. For the next adventure the Bowman gains Magic Resistance 5+, and his bow may not be destroyed as a result of a Hazard or Event.
 

ARCHERY RANGE

The Archery Range is a special location, and can be found on a roll of 7 or more as for usual special locations. The Archery Range serves as the place where the Bowman trains to go up levels and also as a place where he can test his archery skills by entering competitions. It will cost the Bowman 50 gold to enter the Archer Range and use the facilities.

Archery Competitions
Roll a die when the Bowman visits this location. On a 3+ there is an Archery Competition taking place. There will only ever be one contest happening per settlement visit. Archers can test their skill against each other in the hope of winning fabulous prizes. The Bowman pays 1D6x40 gold if he wishes to enter. If he does, make a Ballistic Skill roll, unmodified (unless his bow has Aiming Notches). If the roll is a success, he may modify the result he rolls on the Competition Outcome Table by a number up to or equal to the difference of his success roll and Ballistic Skill. For example, if the Bowman had a Ballistic Skill of 3+ and rolled a 5 to hit, then he would add +2 to his roll on the Contest Outcome Chart.
 
ARCHERY COMPETITION (Roll 2D6)
2
Accident
3
Disgraceful Effort!
4
Semi Finalist
5
Quarter Finalist
6
Knocked Out
7
Knocked Out
8
Knocked Out
9
Quarter Finalist
10
Semi Finalist
11
Runner Up
12
Winner!

Accident
A fellow competitor accidentally lets his arrow fly early and out of control. You fail to dodge the run away arrow and it hits you square in the buttocks! You must spend the next day recovering in hospital, and pay 1D6x20 in hospital fees, though you do not have to roll Settlement Events for the day at the Archery Range or Hospital, nor do you have to pay living expenses.

Disgraceful Effort
Not only did you get knocked out in the qualifying rounds, but you fail to even hit the target at all today! Feeling so ashamed, you decide to leave the settlement immediately so people won't ridicule you and wait outside for the rest of the party to finish their business.

Knocked Out
Your skill just wasn't at it's full potential and you got knocked out in the qualifying rounds. You vow that you will improve by the time the next competition you enter.

Quarter Finalist
You make it to the quarter finals, though are eliminated by a more skilled competitor. You win a refund of your entry fees.

Semi Finalist
You are knocked out in a much contested and tense semi final round. You are rewarded with double your entry fee and a bottle of Fine Wine (When drunk, you get to add +3 to Fear and +2 to Terror rolls, but are -1 to your to hit rolls for 1D6 turns).

Runner Up
Your great skills take you to the final, though are not enough for you to win it today. The audience applaud your effort and you are rewarded with D3 bottles of Fine Wine (see above) and (your Battle-Level) x 50 gold.

Winner!
The crowd roar as your winning arrow strikes home. You demostrate your great skill and put on a great show for the audience and fellow competitors. You win 1D6 bottles of Fine Wine (see above), 1D6 slices of delicious Bretonnian Sausage (each slice may me eaten to heal 2 Wounds), and (your Battle-Level) x 300 gold.
 

UNEVENTFUL DAYS

The Bowman of Bergerac very rarely has uneventful days, given his unique background as both a hero and a scoundrel. When n a Settlement, if the Bowman rolls an 'Uneventful Day' result on the Settlement Events Table, then he must consult the following subtable to see if anything does actually happen.
 

UNEVENTFUL DAY TABLE (Roll a D6)
1
Recognised as a Brigand! The peopleof this Settlement realise that the Bowman as a robber, and immediately report him to the authorities. Roll another D6 to see what happens:
1
Chased out of Town. The Bowman must leave immediately and wait for the rest of the group outside the town gates.
2
Beat Up! The angry citizens decide they'll beat you up. You start the next adventure with 1D6 less wounds than normal.
3
Put in Gaol. The authorities decide to put you in the town gaol for 1D6 days, after that you are free to go. You do not have to pay Living Expenses or roll for Settlement Events for the duration of your incarceration.
4
Fined! The authorities liberate you of 1D6x50 gold for the trouble you cause.
5
Suspicious. The authorities find they have no case against you, though the towns folk still have their suspicions about you. The cost of anything you buy in the town from now on is doubled.
6
Flogging. You are dragged away for a flogging. Your back is sore and bleeding, and you can barely move. You are �1 Toughness for the duration of the next adventure.
2
Recognized as a Hero of Bergerac. The people living in this Settlement admire the Bowman. He does not have to pay living expenses for the rest of his stay.
3
Old Friend. You bump into a fellow Bowman, and decide to catch up on each other's lives since you last met. You must spend the next day at the alehouse and spend 1D6x10 gold on ale.
4
Charity Work. The Bowman spends his day stealing from the rich to give to the poor. Roll on the following table to see what happens.
 
1
The Bowman is caught! Roll on the sub table above (Recognised as a Brigand) to see what happens to him.
2
The Bowman doesn't manage to steal a single coin! Feeling so upset he immediately gives 10% of his gold to a poor struggling family.
3 - 4
A good days find. The Bowman manages to steal lots of gold, keeping some for himself he earns a pouchful amounting to 1D6x30 gold.
5 - 6
A brilliant days work! The Bowman gives lots of gold to the poor, and keeps for himself a small gem worth 2D6x30 gold.
5
Unknown. The people in this Settlement have never even heard of the Bowmen of Bergerac or Bertrand the Brigand. Not only is today an uneventful day, but you do not have to roll on this table if further Settlement Event rolls are Uneventful Days.
6
It truly is an eventful day.
TRAINING

At the Archery range, the Bowman of Bergerac may be trained up to the next battle-level, if he has enough gold to pay for the training. If Bowman is eligible for a new skill, roll on the following table to determine what it is.
 

SKILL TABLE (Roll a D66)
11-13
Weak Spot: The Bowman sees a vulnerable spot in the enemy's armour, and lets an arrow loose hoping for a devastating hit. 

Whenever the Bowman rolls a natural 6 to hit he may ignore up to 2 points of armour on the target.

14-16
Fast Shot: After letting loose a hail of arrows the Bowman leaps to a vantagepoint to prepare for his next volley of shots. 

The Bowman may fire his bow before, after or during moving. This uses up attacks as usual.

21-23
Quickshot: The Bowman is quick with the bow and needs little time to aim at a target at point blank range.

The Bowman may now fire at targets in adjacent squares without the associated -1 to hit penalty.

24-26
Climbing: Spending much time retrieving arrows as a child, the Bowman has also mastered the art of climbing. 

The Bowman may now climb out of pit traps by himself, though he may not move on the turn which he does.

31-36
Bow Master: Taking careful aim, the Bowman lets fly a volley of arrows into the enemy ranks. 

This skill gives the Bowman the ability to make a number of shots per turn equal to his Attack characteristic rather than the usual one shot per turn.

41-43
First Aid: A master of survival, the Bowman knows how to administer fast and effective first aid techniques.

The Bowman makes 1D6 bandages at the beginning of each adventure.

44-46
Disguise: Being once a member of Bertrand's Brigand has taught the Bowman more than just bow skills. There was often the need to sneak into Baron's Castles in disguise in the hope of rescuing a fair damsel! 

If the Bowman is ever forced to leave a settlement, this skill allows him to re-enter, though he may not visit any special locations whist in disguise and cannot re-enter if he is thrown out again.

51-53
Power Shot: Forearm straining, the Bowman pulls back the tightened bow string, using all his strength against the increased pull of the weapon. 

This skill allows the Bowman to trade in multiple shots (if he has any) for one with increased power, adding +2D6 damage. Use once per combat and only if the Bowman is not pinned.

54-56
Pinion: The Bowman fires a carefully aimed shot which pin's his opponent to the wall. 

The Bowman trades in multiple attacks for one carefully aimed shot. If the target is successfully hit, and is standing directly in front of and adjacent to a wall, roll an extra 1D6 after rolling for damage. If the score is 4 or less, the shot counts as normal. On a 5 or 6 the shot causes normal damage and pins the target to the wall. The target may do nothing for the rest of the turn as it struggles to free itself.

61-63
Duckback: Quickly dodging out of the enemy's grasp, the Bowman is always ready to fall back inorder to place a well aimed shot.

The Bowman may add +1 to his escape pinning roll.

64-66
Killing Blow: A carefully placed shot combined with the right tension in the bow, the Bowman unleashes a arrow to down even the toughest of monsters.

If the Bowman rolls a 6 to hit with his bow he may add +2 to the damage.

 
ROLEPLAYING GUIDELINES

The Bowman of Bergerac comes from a very definite background and a strong code of honour. He will not put up to being push around by the more arrogant adventurers, especially Imperial Nobles and Elf Rangers. At the same time the Bowman will try to be polite if he is not resisted. He has always been part of a group, and will help his fellow adventurers to the best of his ability. Perhaps the Bowman can relate best to Wood Elves, though their aloof nature seems a bit strange to him.

Being from the peasant class himself, the Bowman will try to help the common folk as much as possible. He will never try and take advantage of them, and will stand up for them in the face of injustice. He is also a carouser, enjoying a good ale and a party as much as other adventurers such as the Dwarf or Barbarian.

In combat, the Bowman knows that he is not a high impact hand to hand fighter, instead of standing next to monsters, he will try to maneuver to a better position to pick off enemies with his beloved longbow. Though he can use other weapons, the Bowman will try to refrain from using them. He is often overconfident, and will take shots at the largest and most ferocious creature if possible.

CHARACTERISTIC TESTS
The Bowman resembles the Elf in terms of skill and abilities, but he is not Elven, and will not be as quick to react. In other respects, he is similar to a Barbarian, as they are both Human and not very proficient in magic. The Bowman will be good in situations such as picking a lock, bluffing an enemy, climbing a wall, and especially on difficult shots. On the other hand, tests involving brute strength he will not be so good at such as barging aside. Being a peasant, he will not be very good at reading or interpreting writing on walls and would receive a penalty.
 

BOWMAN OF BERGERAC BATTLE-LEVEL TABLE
 
Battle- Level
Gold
Title
MOVE
WS
BS
Str
Damage Dice
T
Wounds
I
A
Luck
WP
Skills
Pin
1
0 Novice
4
3
4+
3
1
3
1D6+7
3
1
-
3
-
4+
2
2000 Champion
4
3
4+
3
1
3
2D6+7
4
2
1
3
1
4+
3
4000 Champion
4
4
4+
3
1
3
2D6+7
4
2
1
3
2
4+
4
8000 Champion
4
4
3+
4
1
3
3D6+7
5
2
2
3
2
4+
5
12000 Hero
4
4
3+
4
2
4
3D6+7
5
3
2
3
3
3+
6
18000 Hero
4
5
3+
4
2
4
4D6+7
5
3
2
4
3
3+
7
24000 Hero
4
5
2+
4
2
4
5D6+7
5
3
3
4
4
3+
8
32000 Hero
4
5
2+
4
2
4
5D6+7
6
4
3
4
5
3+
9
45000 Lord
4
6
2+
4
3
4
6D6+7
6
4
3
4
6
3+
10
50000 Lord
4
6
1+
4
3
4
6D6+7
7
4
4
4
7
3+
 
© Andrew Lum 1997, 1998