HUNTER
The Hunters are a
proud race, who are spread through the forests and plains of the
old world. They live off the land, and are renowned for their unique
weapons. They live very secludedly and are seldom seen, but occasionally
a hunter will stray from the clan on specific quest or another such
reason. They can be quite intimidating with almost every member
of their clan being around 6 foot and possessing great strength.
The Hunter is skilled
in the ways of the land and animal lore, using what they know to
aid them in battle and survival. Hunters dislike armour, especially
heavy metal armour, and mainly rely on their speed and natural strength
in a combat situation., causing them to be a deadly foe.
EQUIPMENT
Equipment |
Herb Grinding
Tools. |
Weapon |
Dagger, causing
1D4 Wounds. |
Armour |
None. |
Special Rules |
Hunter's Crossbow |
The Hunter is treated
as a Barbarian for most circumstances with the following exceptions:
The Hunter will not
under any circumstances sell his Crossbow or Dagger, for he believes
these are the only true weapons he can trust. If he loses them somehow,
he will instantly lose 1 Luck point.
The Hunters dislike
all forms of armour, preferring to be agile rather than be weighted
down. They can only wear up to 2 points of armour as a suit of armour
(eg. light armour) but they will never wear any armour that restricts
their movement. They will never use shields of any kind, and although
they will wear helmets, they will never a Great Helmet or a Norse
Helm.
SPECIAL
RULES
HUNTER'S
CROSSBOW
The Hunter's Crossbow
is the Hunters main weapon. It looks almost like a large crossbow,
only there are two arrow bolts attached with a firing apparatus
each. The Crossbow is tightly attached to the right forearm of the
Hunter, and is constructed in such a way that he can fire the bolts
without the use of his other hand. The Crossbow has a range of 8
squares. Normally for one volley, both bolts are fired simultaneously
(calculate the damage from each bolt separately and add together
for the total) at a single target (only one to roll to hit is needed).
The Hunter may wish to distribute his bolts between different targets
(one or more bolts each) with one volley. If he wishes to do this,
then he must roll 1D6 before he attacks. If a 4, 5 or 6 is rolled
then he is able to fire at another target. For each target above
2 subtract -1 from the dice roll. A roll to hit is needed for each
different target.
For every 1 Ballistic
Attack gained, the warrior may fire his full volley of bolts once,
(eg. A Hunter with 2 Ballistic attacks may fire 2 full volleys of
bolts at any one or more targets he wishes.)
Reloading the crossbow
takes no extra time, for the Hunters left hand fingers are always
interlocked with new bolts ready to load. When the Hunter wishes
to use another weapon in his left hand such as a sword or dagger,
he will have to sacrifice 1 Attack and 1 Ballistic Attacks to reload
his crossbow. When the Hunter progresses to higher levels he will
construct stronger bows with more bolts.
Hunters have two
different types of attacks. Because they are such expert crossbowmen
they have a separate Ballistic Attack which also increases as they
progress through Battle Levels. Hunters construct new Crossbows
for themselves from the woods when they are experienced enough.
LAND
LORE
The Hunters have
an in depth knowledge of the land and can effectively make provisions.
He uses his Herb Grinding Kit to grind special herbs into powder
and then mixes it with other berries and leaves to make a suitable
meal. Each week travelled in the wilderness the Hunter may try to
make provisions by rolling 1D6:
1-4 The
Hunter is unable to find enough ingredients to make any provisions.
5 The
Hunter finds enough ingredients for 1 provision.
6 The
Hunter finds enough ingredients for 2 provisions.
These provisions
will not go off until after the next adventure.
COURAGE
The Hunters, being
fearless warriors are more courageous than the usual warrior. They
get +1 to all Fear rolls.
UNITE
BEASTS
The Hunter has lived
with animals for his entire life and can, to a degree, communicate
with them, and call them to his aid. If and when a battle occurs
in the wilderness, the Hunter may try this skill by rolling 1D6:
1-3 The
Hunter lets out a mighty call but apparently there are no animals
in the area.
4-5 The
Hunters call alerts a nearby beast who joins the hunter to fight
by his side. Roll once on the appropriate Beast table.
6 The
surrounding area is alive with life and the Hunter's call attracts
2 creatures. Roll twice on the appropriate Beast table.
These animals will
fight as a normal creature, controlled by the Hunter. Animals are
normally scared of larger Monsters and as such may attempt to escape
the battle in order to preserve their life. When any animal reaches
half of its Starting Wounds or below there is a chance it might
run away. Roll 1D6 and add the Hunter's Battle Level. If the result
is 6 or more the animal continues to battle. If the result is less
than six the beast loses morale and runs off. The Hunter must do
this at the end of every turn for each animal under his influence.
The higher the Battle Level of the Hunter, the more chance the animals
will respect him and stay and fight.
THE
OLD WORLD
1 Boar
2 Eagle
3 Crocodile
4 Leopard
5 Lion
6 Bear
[1-3] Black Bear, [4-6] Grizzly Bear
BOAR
Boars are very vicious,
with long sharp tusks that can rip a Warrior to shreds within minutes.
They are normally found in the forests of the Old World, but have
been known to venture into the dungeons to search for food.
|
Boar |
Wounds |
7 |
Move |
7 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Boar |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Boar
Impale.
EAGLE
Eagles are mainly
airborne, swooping down and tearing at their opponents with their
mighty claws.
|
Eagle |
Wounds |
6 |
Move |
8 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
2 |
Armour |
- |
Initiative |
7 |
Attacks |
1 |
Damage |
1D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Eagle |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Eagle
Fly; Claw 6+.
CROCODILE
Crocodiles, although
seemingly slow, attack with deadly speed and accuracy. Many a Warrior
has had their legs ripped off by the crocodiles viciously sharp
teeth.
|
Crocodile |
Wounds |
12 |
Move |
3 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
4 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
1D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Crocodile |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Crocodile
Crocodile Attack.
Crocodile Attack
If a Crocodile attacks
a Warrior and kills him (reduces him to zero Wounds) roll 1D6. On
a roll of 1 or 2 the Crocodile decides to drag his body back to
the swamp and eat it. Remove both models from the board.
LEOPARD
A Leopard is crafty
as it is quick, stealthily moving through the trees until it makes
a sudden fatal attack.
|
Leopard |
Wounds |
10 |
Move |
5 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
7 |
Attacks |
2 |
Damage |
1D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Leopard |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Leopard
Ambush 3+.
LION
The Lion is strong
and proud, and has a large bushy orange mane. Lions spend most of
the day resting, but when they hunt they tear into an opponent with
their sharp claws and teeth.
|
Lion |
Wounds |
12 |
Move |
5 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
4 |
Armour |
- |
Initiative |
6 |
Attacks |
1 |
Damage |
2D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Lion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Lion
-
For every Monster the Lion kills,
the Hunter may add +1 to the morale roll for the Lion to see if
he runs away or not.
BEARS
Bears are large animals
often found deep in the forests of the Old World. Normally they
are peaceful creatures but when they feel threatened they rip into
their opponents with sharp deadly claws. Their strong arms can wrap
around a Warrior and slowly squeeze the life out of him.
|
Black Bear |
Grizzly Bear |
Wounds |
15 |
15 |
Move |
5 |
5 |
Weapon Skill |
3 |
3 |
Ballistic
Skill |
- |
- |
Strength |
4 |
5 |
Toughness |
4 |
5 |
Armour |
- |
- |
Initiative |
3 |
4 |
Attacks |
2 |
3 |
Damage |
2D6 |
2D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Black Bear |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Grizzly Bear |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Black Bear
Hug 6+.
Grizzly Bear
Hug 6+.
Bears are fearless
creatures and therefore do never need to take a morale test.
LOST
KINGDOMS
1 Anaconda
2 Jaguar
3 Chimpanzees
4 Alligator
5 Komodo
Dragon
6 Gorilla
ANACONDA
Anacondas are huge
snakes that either swallow their victims whole or coil around them
and break their bodies into pulp.
|
Anaconda |
Wounds |
8 |
Move |
6 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
4 |
Armour |
- |
Initiative |
6 |
Attacks |
1 |
Damage |
Special |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Anaconda |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Anaconda
Ambush 6+; Anaconda Attack.
Anaconda Attack
When the Anaconda hits
a Warrior it will try and either swallow him whole or constrict
around him. If the Warrior's Strength is 3 or less the Anaconda
will attempt to swallow the Warrior. Roll 1D6. On a roll of 5-6
the victim is swallowed and is out of the game. On a roll of 1-4
the Warrior manages to evade the Anaconda's mouth and instead takes
1D6+5 Damage. If the Warrior's Strength is greater than 3 the Anaconda
will attempt to coil and constrict around him. Roll 1D6. On a roll
of 5-6 the Anaconda wraps its body around the Warrior. The victim
takes 1D6 unmodified Wounds per turn. The snake stays coiled around
the Warrior until the Warrior makes a successful Strength test of
7 at the beginning of the Warriors' Phase.
JAGUAR
The Jaguar is a stealthy
predator, attacking its enemies from the shadows.
|
Jaguar |
Wounds |
9 |
Move |
6 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
6 |
Attacks |
2 |
Damage |
1D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Jaguar |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Jaguar
Ambush 4+.
If the Jaguar ever
leaves the battle due to a failed morale roll there is a chance
he will come back in. At the start of every turn after he has left
roll 1D6. On a roll of 5 or 6 the Jaguar re-enters the combat (roll
for Ambush again) and is immune to any further morale tests.
CHIMPANZEES
When the Hunter calls
Chimpanzees, they aren't actually placed on the board but are located
in the surrounding trees. Roll 1D6 for the number of Chimpanzees
in the trees. Each of these can throw a rock once per turn at a
random enemy. The Chimpanzees have a Ballistic Skill of 3+ and the
damage each rock causes is 1D6. Since they are not actually in the
battle they are not affected by the usual morale roll.
ALLIGATOR
The Alligator is
much the same as its cousin, the Crocodile. The only noticeable
difference is that an Alligator's snout is fatter and less raised
|
Alligator |
Wounds |
12 |
Move |
3 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
4 |
Armour |
- |
Initiative |
5 |
Attacks |
1 |
Damage |
1D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Alligator |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Alligator
-
KOMODO DRAGON
This giant lizard
is about 2 metres long and is a fierce fighter, using its claws
and powerful jaws.
|
Komodo Dragon |
Wounds |
6 |
Move |
3 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
3 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
2D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Komodo Dragon |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Komodo Dragon
-
GORILLA
The great gorillas
of the jungles of Lustria pound their victims into the ground with
their great hands and arms.
|
Gorilla |
Wounds |
10 |
Move |
4 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
4 |
Armour |
- |
Initiative |
5 |
Attacks |
2 |
Damage |
2D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Gorilla |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Gorilla
Hug 6+.
Due to their immense
stature, the Gorilla is hardly worried about a fight. Add +2 to
the morale roll for the Gorilla.
NORSCA
1 Snow
Wolves (1D3)
2 Walrus
3 Ice
Falcon
4 Elephant
Seal
5 Polar
Bear
6 Yeti
SNOW WOLF
Snow Wolves roam
the snowy wastelands of Norsca, hunting in packs. Scavengers, these
animals are hated by the Norse as they are often seen carrying off
livestock in their mouths.
|
Wolf |
Wounds |
3 |
Move |
9 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
3 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
1D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Snow Wolf |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Snow Wolf
Feed; Gang Up.
WALRUS
The Walrus is a fierce
combatant because of its huge tusks and bloated size. Although rather
slow, it can tear a Warrior to pieces with its sharp tusks.
|
Walrus |
Wounds |
6 |
Move |
2 |
Weapon Skill |
2 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
3 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
2D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Walrus |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Walrus
-
ICE FALCON
The Ice Falcon darts
in and out with its razor sharp beak, pinpointing weak points in
its victims and striking with unnerving accuracy.
|
Ice Falcon |
Wounds |
4 |
Move |
8 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
2 |
Armour |
- |
Initiative |
7 |
Attacks |
2 |
Damage |
Special |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Ice Falcon |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Ice Falcon
Fly; Ice Falcon Attack.
Ice Falcon Attack
Because of its pinpoint
accuracy and razor sharp beak, the Ice Falcon will hit its enemies
on a roll of 2+. An attack by the Ice Falcon causes 1D4 unmodified
damage as it always strikes for the head. If a Monster has a helmet
then the damage is modified for armour only.
ELEPHANT SEAL
The Elephant Seal
is a lot larger than a normal seal, but also a lot stupider. Its
ferocity is almost unmatched throughout the Norse wilderness.
|
Elephant
Seal |
Wounds |
6 |
Move |
2 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
3 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
2D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Elephant Seal |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Elephant Seal
-
Elephant Seals are
not really brave, they are just very stupid. Therefore when making
a morale test for the Elephant Seal, add +3 to the dice roll.
POLAR BEAR
Polar bears are cousins
of the bears found in the Old World. They have a thick layer of
white fur to protect them from the freezing cold conditions in Norsca.
|
Polar Bear |
Wounds |
15 |
Move |
6 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
3 |
Attacks |
2 |
Damage |
2D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Polar Bear |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Polar Bear
-
Polar Bears have
strong sense of will and should add +2 to their morale tests.
YETI
Yetis live in caves
in the mountains of Norsca. They rarely let themselves be seen by
man, but when they do it is to kill them and drag them back to their
caves, before eating them.
|
Yeti |
Wounds |
20 |
Move |
6 |
Weapon Skill |
4 |
Ballistic
Skill |
6+ |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
3 |
Attacks |
2 |
Damage |
2D6 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Yeti |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Yeti
Fear 5; Hug 6.
Yetis, on occasion
come to a call of the Hunter. They are unsure of the call when they
approach and then they see a group of Warriors fighting a group
of Monsters. Its first impulse is of course to attack the Warriors,
but then it hesitates, remembering the call of the Hunter. (This
would mean to a beast or animal, "I have lived among the beasts
and helped you, now I call on you to help me. Respect my wishes,
as I respect yours." The Yeti, with its meagre brain, thinks twice.
Roll 1D6. On a 1-4 the Yeti attacks the warriors as normal. On a
5-6 the Yeti is overcome with a strange feeling - is it respect,
or a primitive form of honour? It does not know, but it runs in
to fight at the Hunters side. At the end of the combat, if the Yeti
is still there, it and the Hunter exchange a silent look, then it
runs off into the snow.
SETTLEMENTS
The Hunter can enter
a settlement in exactly the same way as the other warriors can,
and has no shop restrictions. The people actually like the Hunters
in the town, for they know of the noble code of which they live
and also know that they can be trusted - a rare quality.
The Hunter rarely
has an uneventful day in the settlement as he is always busy, so
when one is rolled he must roll 2D6 on the following table:
2-3 This really is an
uneventful day!
4 The Hunter is walking
through the streets when he starts noticing many of the people
in this settlement are very poor. He strides up to a group of
the homeless, a deep pity filling him as they look up. Knowing
he is far better off than the poor people in front of him, he
gives them 1D6 x 100 Gold. The cheers he hears as he walks off
make him swell with pride. Add 1 non-permanent luck.
5 The Hunter stumbles
upon an archery tournament currently underway and decides to join
up, paying the 100 Gold entrance fee. At first the other archers
laugh and scoff at the Hunters Crossbow but allow him in anyway.
Roll 1D6 and add the Hunter's Ballistic Skill (eg. 4+ would be
4). If the total is less than 8 he has won the tournament and
the other archers gasp in astonishment. He walks up and collects
his prize money of 1D6 x 100 Gold. If the Hunter lost then he
walks away in shame 100 Gold poorer
6 The Hunter discovers
that his bladed weapon is rather blunt and decides it needs sharpening.
Finding the Blacksmith he is told that it will cost 100 Gold,
for the Blacksmith is quite busy. The Hunter will pay this if
he has it otherwise that weapon is at -1 damage until sharpened.
7 The Hunter is in a
crowded market when suddenly a woman yells out that her money
has been stolen. Without wasting a moment the Hunter leaps over
two tables laidened with goods, and lands directly in font of
the culprit who looks up at the huge man in front of him. The
Hunter grabs him around the collar and pulls him forward, then
punches him square in the face with his other hand. The unconscious
thief falls to the ground and is soon picked up by the authorities.
The money is returned and although a reward is offered the Hunter
refuses and walks on down the street.
8 The Hunter is approached
by a beautiful maiden who asks the Hunter to marry her. He does
not refuse the demand but states that marriage is against the
beliefs of the Hunters. With that she turns abruptly and storms
off. The Hunter shrugs his shoulders and goes to complete his
business.
9 During the night an
assassin enters the warriors room, but the Hunter is never truly
asleep and knows of the intruder. There is a flash of metal from
under the assassins garments, then suddenly the Hunter has leapt
up and stabbed the assassin in the throat, silencing his screams.
200 Gold and old map is all he has on him. The map shows the way
to a city where everything is half price! The warriors may travel
there after the next adventure, although it takes an extra 1D6
weeks.
10 The Hunter is approached
by four men with bows who state they are going on a hunting expedition
and would like him to come with them. If he does roll 1D6:
1-2 The Hunter has
no luck today. He has a bad days hunting.
3-4 A good days hunting
is had by the Hunter who may add 4 provisions.
5-6 An excellent hunt
gives the Hunter 6 provisions.
11 The Hunter is recognised
by the owner of the general store. He refreshes the Hunters memory
about how he saved him and his cart from marauding Ogres! He regrets
that he way unable to pay you back and calls you over to his shop
where he says any one purchase is the warriors for free, (eg.
a group of provisions or bandages, or a rope etc.)
12 For the good deeds
to the land the Hunter has been awarded 1 piece of Treasure from
the royal treasury by the King himself. Take 1 Treasure Card.
SKILLS
The Hunter 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:
2 TRACKING
Movement is heard
from the next room, but the Warriors fear that they won't survive
another major battle. The Hunter crouches low examining his surroundings
and finds certain kinds of scratches on the flagstones. Rising,
the Hunter states that there is likely a horde of demons in the
following room. The Warriors make a strategic retreat and live to
tell the tale, this time.
When a room has been
placed the Warrior may roll 1D6. On a 4, 5, or 6 the next event
card for that room may be looked at. If the card is Monsters then
the type and amount may be determined so the Warriors know what
to expect.
3 STRENGTHENED
BOW
The Hunter Pulls
his crossbow out and exchanges the firing bands with a stronger
fibrous substance he has discovered in the wilderness.
The Hunters bow now
has an extra range of 3 squares, and +1 Str to bolts Strength. If
the Hunter builds a new crossbow he utilises this skill in it's
construction, therefore adding the same bonuses.
4 MARKSMANSHIP
The Hunter has
been touching up on his marksmanship.
The Hunter now gets
+1 to Ballistic Skill. If already at 1+ then roll again at this
chart.
5 CALL OF THE
WILD
Seeing the oncoming
enemy the Hunter lets out a wild call putting him into a blood rage.
Monsters are thrown asunder and the battle is over almost before
it has begun.
Once per adventure
the Hunter may at the start of any battle make a "Call of the Wild."
If he wishes to then he must roll 1D6. On a 4+ he succeeds and gains
1D6 strength until all monsters on the board are dead.
6 EYE OF THE
EAGLE
Again and again
the crossbows bolts smash uselessly against the Chaos Warriors armour.
Then the Hunter spots a gap in his enemies armour, unloading his
crossbows into it and felling his foe.
The Hunter now knows
the ins and outs of different armour types. Whenever fighting an
enemy with armour, every hit he may roll 1D3 for the amount of armour
that can be ignored.
7 ENDURANCE
OF THE BEAR
Summing up all
his energy the Hunter endures the continuous blows of the enemy.
The Hunter may use
this once per adventure. He must state he is using this skill before
he is attacked. Roll 1D6. This is the number of hits upon the Warrior
(whether they are from Monsters or Events) that this skill is effective.
While active, for every hit inflicted on the Hunter he may roll
1D6. On a roll of 1 the damage is worked out as usual. On any other
number the blow is ignored.
8 BLOW OF THE
LION
The Hunter lets
out a mighty roar calling the powers of the jungle to his aid. A
new found strength flows through his body as he charges into battle.
Once per adventure
the Hunter may roll an extra 1D6 damage dice for each successful
hit.
9 POUNCE OF
THE JAGUAR
The Beastmen waited
in the shadows for the Warriors approach, then suddenly they were
attacked from behind! The Hunter cleaves through their ranks destroying
any chance of their victory.
When new Monsters
are placed on the board the Hunter may roll 1D6. On a 4,5 or 6 the
Hunter has pounced on the Monsters before anyone else has attacked,
effectively meaning he has an extra Warriors' Phase. This over rides
any monsters Ambush or Magic Ambush special abilities.
10 STING OF
THE SCORPION
Having mixed a
frothy poison in the wilderness, the Hunter smears his dagger whilst
in battle. He stabs at the nearest foe, and before long the creature
is spasming on the flagstones in agony.
Once per adventure
the Hunter may utilise this skill. The poisonous substance must
be placed on a sharp weapon. After this is done, the first foe to
be hit suffers the effects of the poison. At the start of every
turn thereafter the creature must take 1D4 unmodified damage until
dead.
11 COURAGE
OF THE TIGER
"The tiger fears
nothing, and nor shall I." - Rackshal, Hunter chief
Whenever a Fear roll
is made, the Hunter may roll 2 dice instead of 1 and choose the
highest. He still keeps the +1 bonus though.
12 STRIKE OF
THE COBRA
The cobra has
been known to strike at more than one animal at a dazzling speed,
for an animal angered is an animal to be feared.
The Hunter may use
this skill once per adventure. He must give up all normal attacks
to do this. It allows him to strike every Monster in an adjacent
square to him. (only with a hand to hand weapon). The Hunter must
still roll to hit as normal.
ROLEPLAY
MODIFIERS
ACTION |
MODIFIER |
Barge
Aside |
+1
|
Bluff
Enemies |
-1
|
Climb
on Shoulders |
+2
|
Climb
Wall |
+3 |
Construction |
+2
|
Crawl |
+1
|
Difficult
Shot |
+4
|
Disarm
Enemy |
0
|
Disarm
Trap |
-1
|
Distract Enemy |
-1 |
Duck |
+2
|
Fight Defensively |
-
|
Hide |
0
|
Hold
Door |
0
|
Identify |
0
|
Improvise
Weapon |
-
|
Interrogate |
0
|
Jump |
+2
|
Kick
Over |
0
|
Leap |
+1
|
Lift
Trapdoor |
0
|
Listen
at Door |
+2
|
Loosen/Tie
Bonds |
0
|
Make
Bandages |
-2
|
Make
Rope |
-1
|
Move
Heavy Objects |
0
|
Pick
Lock |
-4
|
Play
Dead |
+2
|
Read |
-5
|
Search
Object |
-1
|
Search
Rooms |
-1
|
Start
Fires |
+4
|
Stun
Enemies |
0
|
Swing
on Rope |
+2
|
Take
Cover |
-
|
Understand
Speech |
-4
|
Wait/Interrupt |
-
|
Wedge
Door |
0
|
BATTLE
LEVEL TABLE
Battle
Level |
Gold |
Title |
Move |
WS |
BS |
Str |
Dam.
Dice |
T |
Wounds |
I |
A |
Luck |
WP |
P |
Skills |
1 |
0 |
Warrior |
4 |
3 |
4+ |
3 |
1 |
4 |
1D6+5 |
3 |
1 |
0 |
3 |
5+ |
0 |
2 |
2,000 |
Warrior |
4 |
3 |
4+ |
4 |
1 |
4 |
1D6+5 |
3 |
1 |
1 |
3 |
5+ |
1 |
3 |
4,000 |
Champion |
4 |
3 |
3+ |
4 |
1 |
4 |
2D6+5 |
4 |
1 |
1 |
3 |
5+ |
2 |
4 |
8,000 |
Champion |
4 |
4 |
3+ |
4 |
1 |
4 |
2D6+5 |
4 |
2 |
2 |
3 |
4+ |
3 |
5 |
12,000 |
Champion |
5 |
4 |
3+ |
4 |
2 |
4 |
3D6+5 |
4 |
2 |
2 |
3 |
4+ |
3 |
6 |
18,000 |
Hero |
5 |
5 |
2+ |
4 |
2 |
4 |
3D6+5 |
4 |
2 |
3 |
4 |
4+ |
4 |
7 |
24,000 |
Hero |
5 |
5 |
2+ |
4 |
2 |
4 |
4D6+5 |
4 |
2 |
3 |
4 |
4+ |
4 |
8 |
32,000 |
Hero |
5 |
6 |
2+ |
4 |
2 |
5 |
4D6+5 |
4 |
2 |
3 |
4 |
4+ |
5 |
9 |
45,000 |
Lord |
6 |
6 |
2+ |
4 |
2 |
5 |
5D6+5 |
5 |
2 |
4 |
4 |
3+ |
6 |
10 |
50,000 |
Lord |
6 |
7 |
2+ |
4 |
3 |
5 |
5D6+5 |
5 |
3 |
4 |
5 |
3+ |
7 |
CROSSBOW
PROGRESSION
Battle Level |
Ballistic
Attacks |
Bolts |
Strength |
Range |
1 |
1 |
2 |
2 |
8 |
2 |
1 |
2 |
2 |
8 |
3 |
1 |
3 |
2 |
9 |
4 |
1 |
3 |
2 |
9 |
5 |
1 |
3 |
3 |
10 |
6 |
1 |
3 |
3 |
10 |
7 |
2 |
4 |
3 |
11 |
8 |
2 |
4 |
4 |
11 |
9 |
2 |
5 |
4 |
12 |
10 |
2 |
6 |
5 |
12 |
Hunter
by Ben Head.
|