Watchman Schmidt Kapitan Rudolf Scheer Imperial Night’s Watch

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Presentation transcript:

Watchman Schmidt Kapitan Rudolf Scheer Imperial Night’s Watch Armour: SRC breastplate Weapons: sabre (silvered), arc pistol Talents: Leadership +2 Pluck: 2+ Move/Run: 6”/- SV: +3 FV: +4 Speed: +0 Armour Rating: Shoot 12 / Fight 12 Arc pistol: Shoot +4, Pluck mod -1, 6” Sabre: Fight +6, Pluck mod -1 Kapitan Rudolf Scheer Imperial Night’s Watch Leadership +2: Scheer adds 2 to the Initiative rolls for his company, so long as he is not Knocked Down. Arc pistol: Ignores most types of armour, treating its targets as Armour Rating 7. Cannot be used while Fighting. Silvered sabre: Capable of taking Invulnerable figures out of the game. Watchman Schmidt Imperial Night’s Watch Armour: brigandine Weapons: military rifle & bayonet Talents: Bayonet Drill Pluck: 5+ Move/Run: 6”/9” SV: +2 FV: +1 Speed: +0 Armour Rating: Shoot 9 / Fight 9 Rifle: Shoot +5, Pluck mod -1, 24” Rifle & bayonet: Fight +4, Pluck mod -1 Watchman Schmidt Imperial Night’s Watch Bayonet Drill: Capable of Fighting using a rifle with fixed bayonet.

Watchman Dorff Watchman Mauser Imperial Night’s Watch Armour: brigandine Weapons: military rifle & bayonet Talents: Bayonet Drill Pluck: 5+ Move/Run: 6”/9” SV: +2 FV: +1 Speed: +0 Armour Rating: Shoot 9 / Fight 9 Rifle: Shoot +5, Pluck mod -1, 24” Rifle & bayonet: Fight +4, Pluck mod -1 Watchman Dorff Imperial Night’s Watch Bayonet Drill: Capable of Fighting using a rifle with fixed bayonet. Watchman Mauser Imperial Night’s Watch Armour: brigandine Weapons: military rifle & bayonet Talents: Bayonet Drill Pluck: 5+ Move/Run: 6”/9” SV: +2 FV: +1 Speed: +0 Armour Rating: Shoot 9 / Fight 9 Rifle: Shoot +5, Pluck mod -1, 24” Rifle & bayonet: Fight +4, Pluck mod -1 Watchman Mauser Imperial Night’s Watch Bayonet Drill: Capable of Fighting using a rifle with fixed bayonet.

Feldwebel Osman Chaplain Schultz Imperial Night’s Watch Armour: chain shirt Weapons: military rifle, scimitar Talents: Leadership +1, Marksman, Tough* Pluck: 3+(*2+) Move/Run: 6”/9” SV: +2 FV: +3 Speed: +0 Armour Rating: Shoot 10 / Fight 10 Rifle: Shoot +5, Pluck mod -1, 24” Scimitar: Fight +5, Pluck mod -1 Feldwebel Osman Imperial Night’s Watch Leadership +1: Add +1 to Initiative rolls – when Schulz’s Leadership cannot be counted and provided Osman is not Knocked Down at the time. Marksman: When Shooting, Osman ignores any penalties due to cover. Tough: Osman gains a +1 bonus on all Pluck rolls resulting from Shooting or Fighting hits but not on Pluck rolls made for other reasons. Chaplain Schultz Imperial Night’s Watch Armour: chain shirt Weapons: sword (blessed) Talents: Fanatic, Fearless Pluck: 4+ Move/Run: 6”/9” SV: +0 FV: +1 Speed: +0 Armour Rating: Shoot 10 / Fight 10 Sword: Fight +3, Pluck mod -1 Chaplain Schultz Imperial Night’s Watch Fanatic: Schulz can re-roll his first failed Pluck roll of the game. Fearless: Unaffected by the Terrifying Talent. Blessed sword: Capable of taking Invulnerable figures out of the game.

Baron Piotr Yvgenivich Baron Piotr Yvgenivich Noble Vampire Company Armour: lined coat Weapons: sword Talents: Leadership +2, Invulnerable, Terrifying, Nighteyes Mystical Powers: Zone of Shadows Pluck: 3+ Move/Run: 8”/11” SV: +0 FV: +3 Speed: +2 Armour Rating: Shoot 8 / Fight 10 Sword: Fight +5, Pluck mod -1 Baron Piotr Yvgenivich Noble Vampire Company Leadership +2: The Baron adds 2 to the Initiative rolls for his company, so long as he is not Knocked Down. Invulnerable: A hit on the Baron can only produce a Knocked Down result even if he fails his Pluck roll. This invulnerability does not apply if he is hit with a blessed or silvered weapon. Nighteyes: See normally regardless of available light. Terrifying: Other figures must make a Pluck roll to move into contact with this figure or to stand their ground if it moves into contact with them. Zone of Shadows: Provided the Baron makes a successful Pluck roll to cast, during the Shooting phase, thick shadows swirl within 6” of him. These shadows provide Type 3 cover to all figures in the area. Abel, Retainer Noble Vampire Company Armour: brigandine Weapons: axe (large), shotgun Talents: Fanatic, Tough* Pluck: 5+(*4+) Move/Run: 6”/9” SV: +1 FV: +1 Speed: +0 Armour Rating: Shoot 9 / Fight 9 Shotgun: Shoot +3, Pluck mod -1, 9” Shotgun: Shoot +3, Pluck mod 0, 9-12” Axe: Fight +3, Pluck mod -2 Abel, Retainer Noble Vampire Company Fanatic: Abel can re-roll his first failed Pluck roll of the game. Tough: Abel gains a +1 bonus on all Pluck rolls resulting from Shooting or Fighting hits but not on Pluck rolls made for other reasons.

Bogdan, Retainer Klipp, Thrall Noble Vampire Company Armour: brigandine Weapons: combat knife, shotgun Talents: Fanatic, Tough* Pluck: 5+(*4+) Move/Run: 6”/9” SV: +1 FV: +1 Speed: +0 Armour Rating: Shoot 9 / Fight 9 Shotgun: Shoot +3, Pluck mod -1, 9” Shotgun: Shoot +3, Pluck mod 0, 9-12” Knife: Fight +3, Pluck mod 0 Bogdan, Retainer Noble Vampire Company Fanatic: Bogdan can re-roll his first failed Pluck roll of the game. Tough: Bogdan gains a +1 bonus on all Pluck rolls resulting from Shooting or Fighting hits but not on Pluck rolls made for other reasons. Klipp, Thrall Noble Vampire Company Armour: lined coat Weapons: sword, pistol Talents: Nighteyes, Numb Pluck: 5+ Move/Run: 7”/10” SV: +1 FV: +1 Speed: +1 Armour Rating: Shoot 9 / Fight 10 Pistol: Shoot +2, Pluck mod 0, 9” Sword: Fight +3, Pluck mod -1 Klipp, Thrall Noble Vampire Company Nighteyes: See normally regardless of available light. Numb: Ignore first hit taken in the game.

Klopp, Thrall Horek, hound Noble Vampire Company Armour: lined coat Weapons: sword, pistol Talents: Nighteyes, Numb Pluck: 5+ Move/Run: 7”/10” SV: +1 FV: +1 Speed: +1 Armour Rating: Shoot 9 / Fight 10 Pistol: Shoot +2, Pluck mod 0, 9” Sword: Fight +3, Pluck mod -1 Klopp, Thrall Noble Vampire Company Nighteyes: See normally regardless of available light. Numb: Ignore first hit taken in the game. Horrek, hound Noble Vampire Company Armour: hide (lined coat equivalent) Weapons: teeth Talents: Tough* Pluck: 5+(*4+) Move/Run: 12”/18” SV: +0 FV: +2 Speed: +0 Armour Rating: Shoot 8 / Fight 8 Bite: Fight +3, Pluck mod 0 Horek, hound Noble Vampire Company Tough: Horek gains a +1 bonus on all Pluck rolls resulting from Shooting or Fighting hits but not on Pluck rolls made for other reasons.

Jakar, hound Noble Vampire Company Jakar, hound Noble Vampire Company Armour: hide (lined coat equivalent) Weapons: teeth Talents: Tough* Pluck: 5+(*4+) Move/Run: 12”/18” SV: +0 FV: +2 Speed: +0 Armour Rating: Shoot 8 / Fight 8 Bite: Fight +3, Pluck mod 0 Jakar, hound Noble Vampire Company Tough: Jakar gains a +1 bonus on all Pluck rolls resulting from Shooting or Fighting hits but not on Pluck rolls made for other reasons.