MERCHANT
Merchants
are driven by greed, and greed alone. They care nothing for the
well-being of others so long as their pockets are always lined with
Gold. They are expert negotiators, convincing customers that their
products are only the best and are worth the extra money they charge.
Merchants travel all over the Warhammer World searching for lost
treasures that they can sell at extremely high prices. Dungeons
are the ideal places for merchants, due to the fact that many fabled
items of treasure are usually found in dungeons.
EQUIPMENT
The
Merchant begins with 200 x Battle Level Gold that he may use to
hire a Bodyguard before his first adventure. In fact, if the Merchant
ever has no Gold he is so shaken up that he is at -1 to hit until
he manages to acquire some more himself (other Warriors cannot simply
give him Gold to console him!) The Merchant can use any items of
treasure, except treasure that is only useable by a specific Warrior.
The
Merchant's starting weapon is the Scimitar, causing 1D6+Str Wounds.
Monsters are at -1 to hit the Merchant while he is wielding the
Scimitar.
Due
to it’s immense weight, the Merchant finds it very difficult
to wander around with heavy armour. To represent this, the Merchant
may never have more than +2 additional Toughness due to Armour.
SPECIAL
RULES
BARTER
The
Merchant is experienced in bartering. He can convince even the smartest
customer to part with more gold that the item is actually worth.
He is also an expert con-artist, able to convince someone that the
rusty old sword he is selling is actually a fabled magic item.
At
any time during the adventure when the Merchant buys an item or
a service (except for training up a Battle Level) he may attempt
to haggle and get the item or service at a reduced price. Roll 1D6
on the following table to determine if he is successful:
1
The Merchant’s skill in haggling leaves a lot to be desired
and he is conned himself! He must pay double the original cost.
2-5
The Merchant cannot convince the trader to alter the price. However,
he may continue haggling if he wants by rolling again on this
table.
6
The Merchant manages to convince the trader to reduce the cost
by 50%!
If
the Merchant attempts to sell an item he may attempt to haggle and
get more money than the item is actually worth. Roll 1D6 on the
following table to determine if he is successful:
1
The Merchant’s skill in haggling leaves a lot to be desired
and he is conned himself! He receives half of the item’s
Gold value.
2-5
The Merchant cannot convince the buyer that the item is actually
worth more. However, he may continue haggling if he wants by rolling
again on this table.
6
The Merchant manages to convince the buyer that the item he is
selling was once owned by a famous hero and receives double the
item’s value.
TRADE
The
Merchant is always on the look out for a bargain so he can take
it back with him and sell it at an increased price. If an event
occurs, either in the Dungeon, Wilderness or Settlement that involves
a person of good alignment, the Merchant may attempt to trade with
them. Select a Treasure Card and roll 1D6 on the following table
after resolving the event (unless the person has somehow died…):
1-4
The Merchant is unsuccessful in establishing a trade.
5-6
With a bit of quick talking the Merchant manages to convince the
person that the item he is offering to trade is of great value.
Discard the Treasure Card and draw another one of the same type.
GREED
Merchants
are probably the greediest self-centred people in the whole of the
Warhammer World. The Merchant will never give away any of his items
of treasure, even those borrowed from other Warriors (“What?
That’s not your’s, I’ve had that item for ages!”)
He must sell the items to the other Warriors instead! They must
pay the amount the object is worth, or in the case of an item not
having a Gold value, 50 Gold. This does not apply to using items
on other Warriors.
GOLDEN
EYE
The
Merchant is never one to allow Gold to ‘slip through his fingers’.
When rolling for Gold after a battle, if he does not roll any 1s,
the Merchant may swap any of his original dice for that belonging
to another Warrior. Only one dice swap per Warrior is allowed at
a time.
COWER
Merchant’s
are fat, greasy, often balding men who fear direct confrontation
with the denizens of the dungeon, which is why they take a Bodyguard
into the dungeon to do most of the fighting for them. Because of
their innate ability to tremble at the knees whenever any sort of
creature proposes to attack him, Merchants have the Cower ability.
Once monsters have been placed, the Merchant can move 1 square in
any direction, ignoring Pinning (but not the Aura of Slaanesh) This
is to represent the Merchant ducking for cover behind his Bodyguard
or getting to a position where monsters can’t hurt him. He
cannot do this if Monsters have the Ambush ability.
BODYGUARD
The
Merchant does not like to ‘get his hands dirty’ and
can hire a Bodyguard to accompany him to do all the fighting. Bodyguards
can be hired at the Alehouse or the Waterfront Tavern for 100 x
Battle Level Gold per adventure and they are the same Battle Level
as the Merchant. He does not need to roll to see if he can find
one as there are always adventurers willing to earn a bit of Gold.
Refer to the Bodyguard Battle Level Table for the Bodyguard’s
statistics. Note that a player starting as a Merchant character
for the first time may choose to start the game with a Bodyguard,
but must subtract the appropriate amount of Gold from his starting
total to begin with.
The
Merchant can only ever have 1 Bodyguard accompanying him on an adventure.
Each Bodyguard moves immediately after the Merchant moves, regardless
of whether another Warrior has a higher Initiative. Bodyguards start
with a simple Sword (Str 3) and Shield (+1 Toughness) and cannot
use any other equipment, although other equipment may be used on
them (eg. healing potions, magic items, bandages etc.)
A
Bodyguard has a Warrior counter to represent him and in combat Monsters
get placed according to the one-on-one rule. The number of Monsters
do not have to be adjusted for the additional Bodyguard and he do
not receive any Treasure or Gold for combats. The Merchant receives
half Gold for Monsters that his Bodyguard kills. Upon reaching a
Settlement, the Merchant will dismiss his Bodyguard, who has more
than likely already started complaining about the terrible work
conditions.
SETTLEMENTS
The
Merchant loves Settlements, there are so many people to sell to
and so many opportunities to make money. The first thing the Merchant
must do when arriving in a Town or a City is to visit The Merchant’s
League, a new Special Location available only to the Merchant.
He
may also visit the following locations: Alehouse (-3 modifier),
Alchemist’s Laboratory, Gambling House and Temple. In addition,
he may also visit the Trading Post, a Special Location introduced
in White Dwarf 196. Normally this location can only be visited in
a harbour in a Seaport, but the Merchant manages to find one in
the streets of a normal Settlement. However, he can only locate
the Trading post in a City on a roll of 7+ as normal. There will
be no Antique Weapons or Slaves available for trade though while
trading anywhere other than a Seaport!
Another
Special Location he may visit is Luigi & Salvatore from the
Imperial Noble rulebook. None of the rules for entering L &
S apply to the Merchant, he just strides in as if he owns the place.
He must still roll on the table to see how much he is actually charged
for any items bought, though he may haggle if he so desires. Note
that the Merchant does not have to buy Fine Robes…
MERCHANT'S
LEAGUE
The
Merchant’s League is a place where shop owners, traders, barterers,
pedlars and merchants meet to exchange news and items, and tales
of financial and economic interest with each other. Each League
Headquarters is run by a Merchant Prince, usually one of the most
wealthiest people in the city. Here, people can buy investments,
purchase shares in various businesses, or simply indulge in the
finer things in life while chatting to other rich and famous merchants.
To
gain entry into the League, the Merchant must roll on the following
table.
1
“My goodness, man! What do you think you are doing setting
foot in the halls of the mighty Merchant Prince?!?!?! You are
but a mere beggar! Be-gone, peasant!” The Merchant is rebuffed
at the great oaken doors and is not granted entry.
2-3
The Merchant may make 1 roll on the Merchant’s League Table,
but must pay a tribute to the Merchant Prince of 1D6 x 100 Gold.
4-6
The Merchant may make 1 roll on the Merchant’s League Table,
for a small fee of 1D6 x 10 Gold.
Merchant’s
League Table
2 An old enemy of the Merchant’s marches
up to him, insulting and poking him in the belly, saying he
will never amount to anything in this fast paced world of trading.
Roll 2D6. If the result is greater than the Merchant’s
Battle-Level, he cringes up in sheer loathing before breaking
down into tears and running away. For the next adventure, the
Merchant only gets half Gold for all Monsters he kills. In addition,
he is so ashamed he will not hire a Bodyguard for the next adventure,
and any that he has hired already are dismissed. If the result
is less than or equal to the Merchant’s Battle Level,
the Merchant simply laughs at his enemy and pokes him in the
eye, causing much laughter in the room.
3
The Merchant is greeted by none other than Falzon Curtblade,
an old friend of sorts. The Merchant tries quickly to make his
excuses and flee, but to no avail. It is too late, and the Merchant
spends the entire night falling asleep as Curtblade recites
tales of high adventure. He begins next adventure with 1 point
of Luck less.
4
A visiting dignitary offers to play the Merchant at cards. If
he accepts, roll 1D6 for the Merchant and 1D6 for the Dignitary.
The Merchant may roll 2D6 if he has the Poker Face Skill. If
the Merchant gets the highest score, he has won the game and
may gain 1D6 x 10 Gold for each point higher than the Dignitary.
If he loses, he must pay the Dignitary 1D6 x 10 Gold for each
point he has less. If the result is a tie, both players draw
even.
5
The Merchant manages to invest some money in a small business
venture, totalling 1D6 x 50 Gold. From now on whenever the Merchant
returns to the League, before rolling any dice on this table,
roll 1D6 on the following table to see how the business is doing.
A Merchant can have any number of business’s going at
one time.
1
The business has gone bust, and the Merchant makes a loss
of 1D6 x 100 Gold. He is not required to make any further
rolls on this table for that business.
2
The business makes no money this time around.
3
The Merchant makes 1D6 x 10 Gold profit.
4
The Merchant makes 1D6 x 20 Gold profit.
5
Business is going well. The Merchant makes 1D6 x 50 Gold.
6
The business is a complete success, and the Merchant makes
1D6 x 100 Gold pieces.
6
A group of Caravan merchants are here, discussing trading routes
with another group. The Merchant overhears a titbit of information
that allows the next Wilderness journey to be halved, rounding
fractions up.
7
The Merchant spends a nice warm evening by the fire, chatting
to some fine young ladies. He may gain 1 point of Luck, which
can be used in the normal way. Once it is used, it cannot be
regained.
8
A rather large pompous fat merchant approaches the Merchant
and begins to speak to him of great treasures to be had. Either
the man is drunk to be giving all of this information away to
a complete stranger, or he is lying. At the end of the next
adventure, roll 1D6 after the Objective Room Monsters have been
killed. If the result is a 1 to 3 the Merchant has been lied
to and there is no extra Treasure here. However, if the roll
is a 4 to 6 the Merchant may take 1D3 Objective Room Treasure
Cards and pick which one he wants to keep for himself. The others
are discarded.
9
While helping himself to a large plate of Bretonnian sausage
rolls, the Merchant notices he is being looked at by a group
of people who are gathered around a thick scroll. Curiosity
controls the Merchant’s next action and he wanders over
to find out what people are looking at. It appears the Merchant
has made the cover of “Merchant Weekly.” For the
remainder of his stay in this Settlement, at the start of every
day, roll 1D6. If the result is a 1, the Merchant is approached
by fans and spends the entire day signing autographs, and can
not visit any locations. On any other roll the Merchant is adored
from afar, with people throwing him 1D6 x 20 Gold as a gift
for being famous.
10
The Merchant is offered a partnership in a business. Roll 1D6
on the Business table to see which business it is. For a small
fee of 1D6 x 1000 Gold, he may make a roll on the Profit table
each time he returns to the Merchant’s League, before
any other rolls are made. A Merchant may have any number of
business’s going at once.
Business
Table
1 An abattoir.
2
A Fashion Shop, selling nothing but purple pantaloons and
other ridiculous clothes.
3
A Pet Shop franchise, selling cute little puppies and baby
lizards, amongst other creatures.
4
A very expensive Jewellery shop.
5
A chain of restaurants called “McSigmars”, selling
burgers and small strips of fried potato called ‘chips’.
6
A Sporting Stadium franchise, called “Crankee Stadium”,
being the host to some of the most famous Blood Bowl Teams
around.
Profit
Table
1
The business makes no money this time around. Keep track of
the number of 1’s rolled. If the result is equal to
the number of the business purchased, the business goes bankrupt,
and the Merchant must lose 1D3 x 1000 Gold to cover the loss.
2
The Merchant makes a small profit. He may roll any number
of dice that he wishes and multiply the result by 50 for the
amount of Gold he gains. However, if any dice come up with
a 1 he was earned nothing this time.
3
There have been some interesting business deals undertaken
while the Merchant was away adventuring. The Merchant may
take 1 Treasure Card for his share of the profits.
4
Due to some quick thinking and conniving by the Merchant’s
partner, the Merchant manages to gain (1D6 + Business Roll)
x 100 Gold.
5
Some of the business transactions done by the Merchant’s
partner are indeed great, worthy of a Merchant Prince. The
Merchant may gain 1 Treasure Card and (1D6 + Business Roll)
x 100 Gold.
6
The Merchant is delighted to find he has earned 1 Treasure
Card for each number that the business was worth. For example,
if the Merchant purchased a share in a Jewellery shop, he
would gain 4 Treasure Cards.
11
The Merchant is surprised when a lone nobleman approaches him
and invites him in to sit with the Merchant Prince in the inner
sanctum. If the Warrior pays 2D6 x 100 Gold into the Merchant
Prince’s coffer he may join in. The Merchant enjoys a
night of conversation and fine food, and in the process gains
1 point of Initiative, Willpower or Pinning. This increase is
permanent.
12 A mighty Merchant Prince, fresh in from
the steppes of Kislev, tells the Merchant of his adventures.
The Merchant Prince is the finest swordsman around, and has
practiced for hours on end to be able to protect his caravan
business. For a small fee of 2D6 x 100 Gold, the Warrior may
spend a few hours with the Prince, learning the oft forgotten
aspect of being a Merchant. Combat! The Warrior may spend 1D3
days doing nothing else but training. He needs not pay living
expenses or roll on the Settlement Events table. At the end
of his training, he will have gained 1 point of Weapon Skill
or Ballistic Skill, or a roll on the Imperial Noble’s
Sword Skill Table (if you have it).
UNEVENTFUL
DAY
If
while rolling on a Settlement Table the Merchant gets an Uneventful
Day roll 1D6 on the following table instead:
1
The Merchant recognises someone he once sold an item to. The man
seems very angry, and shakes a broken piece of equipment at the
Merchant. Draw a Dungeon Room Treasure Card at random from the
discard pile. This is the item that is faulty. The Merchant has
no other choice than to refund the man his money (the amount shown
on the card).
2
The Merchant is arrested for dealing in counterfeit goods. The
other Warrior can bail him out by each paying 1D6 x 50 Gold. If
they cannot (or will not) pay, the Merchant must remain in jail
for 1D6 days during which he does not need to pay living expenses
or roll on the Settlement Events Table.
3
The Merchant manages to acquire a chest of old goods at a bargain
price of 100 Gold. Roll 1D6 on the following table to determine
what is in the chest:
1
Nothing - the chest was empty!
2
A pile of old rags.
3
Some fine silk clothes. The Merchant may sell them for 1D6 x
20 Gold.
4
An assortment of old weapons. They may be sold for 1D6 x 50
Gold.
5
1D3 ancient maps. These detail the fastest ocean routes from
the Old World to other continents. The Merchant can trade these
for passage on sea-going vessels in lieu of payment. In addition,
the voyage will now take 1 month less.
6
A treasure trove! There are 1D3 Treasure Cards in the chest.
4
The Merchant purchases some items and manages to sell them for
a hefty profit of 1D6 x 50 Gold.
5
While searching through his backpack to see what items he can
sell, the Merchant comes across an item that he had never paid
much attention to before. Suddenly he realises that the item is
worth much more than he realises. Randomly choose a Treasure Card.
This card is actually worth an extra 50% more than stated.
6
The Merchant manages to set up trade negotiations with a nearby
village. He will supply them with arms and armour in return for
a handsome fee. Roll 2D6 + 6. This is the amount of weapons and
armour the Merchant manages to acquire to sell to the village.
For each item, the village pays him 30 Gold.
SKILLS
The Merchant 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
KEEN EYE
The Merchant knows valuable treasure when he sees it. Whenever he
is required to draw a Treasure Card roll 1D6. On a roll of 4, 5
or 6 he may draw another and choose the one he wants. The other
card must be discarded.
3 TRADE WITH MONSTERS
The Merchant can con a Monster into believing his Magic Weapon or
Magic Item is inferior and can offer to trade one of his own objects
for it. When Monsters are placed the Merchant can choose one of
them with a Magic Weapon or Magic Item and roll 1D6. If the result
is a 4-6 the Monster hands the item over to the Merchant in exchange
for another of the same type (eg. a Magic Weapon can only be traded
for another weapon). The Merchant can only attempt a trade once
per combat and cannot use the item himself - it just stops the Monster
from using it!
4
CONCEALED WEAPON
The Merchant is cunning and always hides a concealed dagger in his
boot. It causes (Damage Dice) +1 damage. He may use this as a weapon
to make an extra Attack each turn but at –1 to hit. He will
always have his dagger, even if all of his items are taken away
from him.
5
DISTRACT MONSTERS
The Merchant always carries the latest issue of Playmerchant magazine,
a selection of scrolls of artwork of women in seductive poses. Once
per turn the Merchant may hold up the centrefold in front of an
adjacent humanoid opponent. (Not females, Undead or daemonic). Roll
1D6. If the result is a 5-6 the Merchant’s opponent is distracted
and loses all of his Attacks this turn
6
RUN
The Merchant can exert his podgy body and push himself to his limits.
He gains +1 Move and +1 to all Pinning rolls. This skill may be
gained more than once.
7
OVERWEIGHT
A taste for the finer life has finally caught up with the Merchant.
He is now so fat that his extra flab gives him the Ignore Blows
6+ ability. This skill may be gained more than once, adding +1 to
the Ignore Blows number, up to a maximum of Ignore Blows 4+.
8
ATTACK OF OPPORTUNITY
The Merchant is a master at seizing any opportunity granted to him.
Whenever another Warrior reduces a Monster to a number of Wounds
equal to or less than the Merchant’s Battle Level with his
last Attack and the Merchant is adjacent to the same Monster, he
may immediately make a single additional Attack out of turn against
that Monster.
9
LACKEY PUSH
The Merchant is crueller than most, and if the opportunity presents
itself, he will happily shove the hired help in front of an incoming
blow. Once per turn, the Merchant may drag his Bodyguard into the
way, thus taking the damage that the Merchant would normally take.
He must decide to use this ability before damage is resolved and
only if his Bodyguard is in an adjacent space next to the Merchant.
The Bodyguard model does not physically move from his current position.
10
POKER FACE
The Merchant is a master of bluffing his opponents. When in the
Gambling House, he wins on a roll of 5 or 6, instead of just a 6.
In addition, he may bet up to 200 Gold per Battle-Level, instead
of the usual limit.
11
BARGAIN HUNTER
The Merchant is a bargain hunter, and knows how to track down a
good deal. The Merchant always manages to find shops that sell exactly
what he needs at a reduced rate. He never has to roll to see if
an item is in stock and in addition, he manages to find the best
deals. All items are also permanently 20% off. The Merchant can
still haggle on this price.
12
FAMOUS
The Merchant’s adventures have spread far and wide, and all
able bodied henchmen come from miles around simply to have the opportunity
to join with him. When hiring a Bodyguard, the Merchant can now
employ a Bodyguard at one level higher than his current Battle Level.
Due to his overwhelming admiration for the Merchant the Bodyguard
will accept the same pay as normal.
REPRESENTING
YOUR WARRIOR
While
designing this Warrior, the miniature I had in mind was that of
Sheik Yadosh from the Dogs of War expansion for Warhammer Fantasy
by Games Workshop. Another good miniature is the Merchant from the
original Talisman game or the Merchant from Mordheim. Other than
that, any fat ‘nobleman’ type of miniature will do,
painted in a colour scheme to give the impression that he is wearing
expensive clothes. eg. dark purple robes.
ROLEPLAYING
TIPS
Merchants
of the Warhammer World are fat, greedy and mean and probably the
most self centred people in the whole of the Warhammer World. They
are more accustomed to living the fine life rather than adventuring
in dungeons. However, if there is a chance that a great treasure
is to be found there, they hire a bodyguard and are off! Anything
that can be sold is worth the risk! Merchants are snobbish and normally
associate only with others of the same high class; they only put
up with the other Warriors for protection. On an adventure, Merchants
always think in terms of the gold that can be made and riches to
be found, never the thrill of the adventure itself.
ROLEPLAY
MODIFIERS
ACTION |
MODIFIER |
Barge
Aside |
-2 |
Bluff
Enemies |
+2 |
Climb
on Shoulders |
-2 |
Climb
Wall |
-2 |
Construction |
0 |
Crawl |
0 |
Difficult
Shot |
-1 |
Disarm
Enemy |
-3 |
Disarm
Trap |
-2 |
Distract
Enemy |
+1 |
Duck |
0 |
Fight
Defensively |
- |
Hide |
-1 |
Hold
Door |
-1 |
Identify |
-2 |
Improvise
Weapon |
- |
Interrogate |
0 |
Jump |
-2 |
Kick
Over |
0 |
Leap |
-2 |
Lift
Trapdoor |
-1 |
Listen
at Door |
0 |
Loosen/Tie
Bonds |
0 |
Make
Bandages |
0 |
Make
Rope |
-1 |
Move
Heavy Objects |
-1 |
Pick
Lock |
-1 |
Play
Dead |
0 |
Read |
+3 |
Search
Object |
+2 |
Search
Rooms |
+2 |
Start
Fires |
0 |
Stun
Enemies |
0 |
Swing
on Rope |
-2 |
Take
Cover |
- |
Understand
Speech |
0 |
Wait/Interrupt |
- |
Wedge
Door |
0 |
MERCHANT
BATTLE LEVEL TABLE
Battle
Level |
Gold |
Title |
Move |
WS |
BS |
Str |
Dam.
Dice |
T |
Wounds |
I |
A |
Luck |
WP |
P |
Skills |
1 |
0 |
Barterer |
3 |
2 |
6+ |
3 |
1 |
2 |
1D6+5 |
3 |
1 |
1 |
3 |
6+ |
1 |
2 |
2,000 |
Trader |
3 |
2 |
6+ |
3 |
1 |
2 |
2D6+5 |
3 |
1 |
2 |
3 |
6+ |
2 |
3 |
4,000 |
Trader |
3 |
3 |
5+ |
3 |
1 |
2 |
2D6+5 |
4 |
1 |
3 |
3 |
6+ |
2 |
4 |
8,000 |
Trader |
3 |
3 |
5+ |
3 |
1 |
3 |
3D6+5 |
4 |
2 |
3 |
3 |
6+ |
3 |
5 |
12,000 |
Salesman |
3 |
3 |
5+ |
3 |
2 |
3 |
3D6+5 |
4 |
2 |
4 |
3 |
5+ |
3 |
6 |
18,000 |
Salesman |
3 |
3 |
5+ |
3 |
2 |
3 |
4D6+5 |
4 |
2 |
5 |
3 |
5+ |
4 |
7 |
24,000 |
Salesman |
4 |
3 |
5+ |
3 |
2 |
3 |
4D6+5 |
5 |
3 |
5 |
3 |
5+ |
5 |
8 |
32,000 |
Salesman |
4 |
4 |
5+ |
3 |
2 |
3 |
5D6+5 |
5 |
3 |
5 |
3 |
4+ |
6 |
9 |
45,000 |
Merchant |
4 |
4 |
4+ |
4 |
3 |
3 |
5D6+5 |
6 |
3 |
5 |
4 |
4+ |
6 |
10 |
50,000 |
Merchant |
4 |
5 |
4+ |
4 |
3 |
3 |
6D6+5 |
6 |
3 |
6 |
4 |
4+ |
7 |
BODYGUARD
BATTLE LEVEL TABLE
Battle Level |
Gold |
Title |
Move |
WS |
BS |
Str |
Dam Dice |
T |
Wounds |
I |
A |
Luck |
WP |
P |
Skills |
1 |
0 |
Lackey |
4 |
3 |
5+ |
3 |
1 |
3 |
1D6+4 |
3 |
1 |
0 |
2 |
5+ |
0 |
2 |
2,000 |
Henchman |
4 |
3 |
5+ |
3 |
1 |
3 |
2D6+4 |
3 |
1 |
0 |
2 |
5+ |
0 |
3 |
4,000 |
Henchman |
4 |
4 |
4+ |
3 |
1 |
3 |
2D6+4 |
4 |
1 |
0 |
3 |
5+ |
0 |
4 |
8,000 |
Henchman |
4 |
4 |
4+ |
4 |
1 |
4 |
3D6+4 |
4 |
2 |
0 |
3 |
5+ |
0 |
5 |
12,000 |
Bodyguard |
4 |
5 |
4+ |
4 |
2 |
4 |
3D6+4 |
5 |
2 |
0 |
3 |
4+ |
0 |
6 |
18,000 |
Bodyguard |
4 |
5 |
3+ |
4 |
2 |
4 |
4D6+4 |
5 |
2 |
0 |
3 |
4+ |
0 |
7 |
24,000 |
Bodyguard |
4 |
6 |
3+ |
4 |
2 |
4 |
4D6+4 |
5 |
2 |
0 |
3 |
4+ |
0 |
8 |
32,000 |
Bodyguard |
4 |
6 |
3+ |
4 |
2 |
4 |
5D6+4 |
5 |
3 |
0 |
3 |
3+ |
0 |
9 |
45,000 |
Mercenary |
4 |
6 |
2+ |
4 |
3 |
4 |
5D6+4 |
5 |
3 |
0 |
4 |
3+ |
0 |
10 |
50,000 |
Mercenary |
4 |
6 |
2+ |
4 |
3 |
4 |
6D6+4 |
5 |
3 |
0 |
4 |
3+ |
0 |
Merchant
by Andrew Brockhouse
and Michael Brockhouse. |