|
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 |
| |