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Watchman Schmidt Kapitan Rudolf Scheer Imperial Night’s Watch

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Presentation on theme: "Watchman Schmidt Kapitan Rudolf Scheer Imperial Night’s Watch"— Presentation transcript:

1 Watchman Schmidt Kapitan Rudolf Scheer Imperial Night’s Watch
Armour: SRC breastplate Weapons: sabre (silvered), arc pistol Talents: Leadership +2 Pluck: 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: 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.

2 Watchman Dorff Watchman Mauser
Imperial Night’s Watch Armour: brigandine Weapons: military rifle & bayonet Talents: Bayonet Drill Pluck: 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: 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.

3 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: 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.

4 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: 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.

5 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: 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.

6 Klopp, Thrall Horek, hound
Noble Vampire Company Armour: lined coat Weapons: sword, pistol Talents: Nighteyes, Numb Pluck: 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.

7 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.


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