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HUNTER

Hunter Miniature

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