From amongst the uncounted ranks of warriors step

Size: px
Start display at page:

Download "From amongst the uncounted ranks of warriors step"

Transcription

1 Arch-Militant Man is a total weapon. The mind sees the target, the heart hates the foe, the will commands the muscles to aim and fire. Mankind united in war has greater purpose than man united in peace. Tannen Mortaber, Bounty Hunter From amongst the uncounted ranks of warriors step those for whom a life of bloodshed and war is not a death sentence, but rather a calling. Such men and women are sometimes called Arch-militants, for they have faced death over and over and have mastered every terror the savage galaxy has to offer. Myriad are the roots of the Arch-militant. Many have served amongst the ranks of the Imperial Guard, and somehow survived against all the odds battles and campaigns that have claimed the lives of their entire regiments. Others have risen up from the native stock of hellish death worlds or are the survivors of catastrophes too terrible to contemplate. For every last stand and total defeat, it always appears that one of a handful of warriors will somehow prevail. These are the men and women whose broken but still breathing bodies are recovered from the rubble, who have dug themselves out from beneath a mound of corpses to fight again, those few who the war zone no matter how terrible fails to break but, instead, re-forges into killers without peer. Invariably, they are reassigned to other units, where their invaluable skills, or simply their luck, it is hoped will serve their new compatriots. In time, such individuals may attain the notice of higher commands and become detached special units to undertake do or die missions against the deadliest of foes, while others may go rogue and disappear. Some even come to serve on the personal staff of such worthies as Lord Militants or Inquisitors, and occasionally, alongside influential Rogue Traders as their own personal agents of destruction. Being an Arch-Militant The Arch-militant is an expert in every form of combat. It is no idle boast that there is no weapon they cannot kill with or strip and reassemble in the field. Each has an unerring ability to master even the most exotic of wargear with little or no practice, and fears death little and pain less. But it is not just expertise at arms that sees the Arch-militant succeed where others fail; they are marked with an the inborn gift to sense danger, to anticipate an enemy s actions, and to overcome any foe they might face as if it was meant to be so. An Arch militant worth the name can extricate himself and his companions from even the most seemingly hopeless of situations by a combination of cold professionalism, masterful skill at arms, and sheer bloody-mindedness and luck. Out beyond the fringes of Imperial space, men and women gifted with such abilities are priceless, and very few Rogue Traders would set foot upon an alien world without a heavily armed Arch-militant or two by their side if possible. Arch-Militant Talents The following skills and talents are available only to characters with the Arch-Militant elite advance, and are purchased in the same manner as other skills and talents Killer's Eye Arch-Militant Special Rules The Arch-Militant elite advance has the following rules: Experience Cost 1,000 xp Prerequisites Battle-lorn: Characters who wish to purchase the Arch-Militant elite advance come from starkly different origins, but all share the same destiny of one forged in battle. All characters who take this advance must have pasts that reflect that. The character must have either the Assassin, Desperado or Warrior roles. Instant Changes Gains the Common Lore (War), Linguistics (Imperial Codes) or Linguistics (Mercenary Cant) Skills. Weapon Master: The Arch-Militant chooses one (and only one!) class of weapon. The Arch-militant gains a +10 bonus to hit, +2 to damage, and +2 initiative when using a weapon of his chosen class in Combat. Unlocked Advances A character with the Arch-Militant elite advance also gains access to a special set of talents. These talents are available only to an Arch-Militant character, and are purchased with experience in the same manner as regular talents are purchased. The Arch-Militant can find the weaknesses of his prey with only a few moments of observation. Prerequisites: Perception 35, Nowhere to Hide or Inescapable Attack Specializations: Weapon Skill, Ballistic Skill Aptitudes: Perception, Weapon Skill or Ballistic Skill Effect: When the character makes a Called Shot attack and scores a number of Degrees of Success on the attack roll equal to or greater than the target s Agility Bonus, he immediately inflicts a 1d5 critical damage result on the target in addition to any normal damage. Roll on the appropriate Critical Hit table for the damage type and location struck. Any modifiers to critical damage from Talents or other sources apply as normal. However, the Critical Damage inflicted from this ability does not stack with actual Critical Hits.

2 Take Them Alive The Arch-Militant is well versed in laying his enemies low without killing them, able to incapacitate his targets and limit the damage he inflicts to them. Prerequisites: Perception 35, Nowhere to Hide or Inescapable Attack Specializations: Weapon Skill, Ballistic Skill Aptitudes: Perception, Weapon Skill or Ballistic Skill Effect: When the character makes a Called Shot attack and against an enemy, he may choose to reduce the damage he inflicts after reduction by the target s Armor or Toughness Bonus by a number equal to his Perception Bonus, and inflict a level of Fatigue for each point of damage reduced in this way. In addition, the Arch-Militant s familiarity with nonlethal weaponry means that enemies do not gain the usual bonuses from armor to resist the stunning effect of Shocking weapons, and suffer a 10 penalty to avoid or escape any attack with the Snare quality. Fearful Reputation The Arch-Militant has gained such a terrifying reputation that not only is he well-known, but rightly feared across battlefields scattered across the void itself. Prerequisites: Mastery (Intimidate), Air of Authority Aptitudes: Offense, Defense Effect: It takes both a grand reputation and a considerable degree of personal presence to be able to make your enemies flee before you; they must know without doubt that the enemy they face is someone to be feared and such a feat is not easily accomplished. The Arch-Militant is such a warrior that lesser soldiers tremble upon hearing his might. This character gains the Fear (1) trait. Tactics Aptitudes: Leadership, Intelligence Skill Use: Tactics is the practical application of military knowledge in the field of battle. It differs from the various Lore Skills in that it relates directly to on the ground combat maneuvers and actions rather than a broad theoretical or strategic view of warfare. It also differs from the Command Skill in that Command allows the direction of troops but does not grant any special knowledge in how best to use them. A character can use Tactics at any time when he wants to determine the best military course of action in a combat. This could be anything from the best position to suppress an entrenched enemy before an assault to picking a good landing zone when coming in under fire. Failing a Tactics (Assault) Test, for example, might mean facing a concentration of a defending force or hitting a stronger line of fortifications. Unlike some other skills, Tactics has multiple Specializations. The Specializations for this skill are as follows: Air Combat: Covers atmosphere and near-orbit engagements with air superiority fighters as well as close support and bombing with ground attack aircraft. The Arch- Militant may use his Tactics (Air Combat) instead of the relevant skill tests while Embedded in an Air Forces Unit. Armored Tactics: An understanding of armored warfare, how best to use armor, as well as how best to exploit the weaknesses of such vehicles. The Arch-Militant may use his Tactics (Armored Tactics) instead of the relevant skill tests while Embedded in an Armor, Artillery or Mechanized Infantry Unit. Assault Doctrine: Covers all kinds of assaults, from charging a bunker to opposed amphibious landings. The Arch-Militant may use his Tactics (Assault Doctrine) instead of the relevant skill tests while Embedded in an Ground Warfare Unit that initiates an attack during the player's strategic round. Defensive Doctrine: How to set up a good defensive line, including layering units, creating areas of enfilading fire, and good clear kill zones. The Arch-Militant may use his Tactics (Defensive Doctrine) instead of the relevant skill tests while Embedded in a Ground Warfare Unit that must defense during his enemies Strategic Round. Orbital Drop Procedures: A knowledge of orbital drop doctrine and how to use it to maximize troop concentration and ensure shock and awe in the enemy. The Arch-Militant may use a Tactics (Orbital Drop Procedures) while making an Advance or Cautious Advance Orders; if successful, the Unit does not suffer from the effects of the 'On the Advance' sidebar. The difficulty of the test is determined by the GM. Recon and Stealth: An understanding of the best methods of recon and stealth, such as how to approach a defensive position unseen or quietly destroy sentry positions. The Arch-Militant may use his Tactics (Recon and Stealth) instead of the relevant skill tests while Embedded in a Calvary, Infantry or Mechanized Infantry Units. Void Combat: Covers starship combat between anything from lightly armored escorts up to battle barges and space hulks. It also includes knowledge of high orbit fire support doctrines and the best way to use ships in orbit to aid ground troops. The Arch-Militant may use his Tactics (Void Combat) instead of the relevant skill tests while Embedded in an Air Forces Unit. Dog of War The Arch-Militant is an accomplished warrior that leads his men from the front-lines. Deft, competent, or bloodthirsty, the warrior's sheer presence rallies the men behind him, or pushes them forward through fear of failure. Tier: 1 Aptitudes: Leadership, Weapon Skill or Ballistic Skill Effect: The Arch-Militant adds his Weapon Skill or Ballistic Skill bonus both to the Unit Strength and Morale of a Ground Warfare unit he is embedded with.

3 Lord of War The Arch-Militant competence in the battlefield is nighlegendary. One with the flow and ebb of the chaos of battle, the intuitive and brilliant mind of the Arch-Militant is enough to orchestrate his forces against his enemies with devastating results. Prerequisites: Dog of War Aptitudes: Leadership, Social Effect: The character is able to utilize his Tactics skill in replacement of relevant Skill Tests when performing Orders to Ground Warfare Units. The character does not need to be embedded in the unit, and can issue these skill tests remotely. Knave of Blades The Arch-Militant is a master at using small, low-tech weapons. Such is his skill with them that they act more as a natural extension of his or her body, deftly slicing down his enemies in a flurry of blows and cuts. Prerequisites: Precision Killer (Melee), Inescapable Attack (Melee), Swift Attack or Lightning Attack Aptitudes: Weapon Skill, Finesse Effect: The character may make a Called Shot with a Lowtech weapon that weighs less than 1kg (such as Knife), striking up to his Weapon Skill Bonus in locations and hits (as if the attack were a Swift or Lightning Attack). These strike vital weak points across the enemy, allowing the Arch- Militant's weapon to gain the Crippling (X) trait, where X equals the number of times this talent is purchased, up to a maximum equal to the character's Weapon Skill Bonus. Gun Kata Whether through training, hypno-indoctrination, or sheer talent, the Arch-Militant is able to wield a firearm as though it were an extension of his own hands. This gives him an edge when using such weapons in close quarters. Prerequisites: Precision Killer (Melee), Inescapable Attack (Melee) Aptitudes: Weapon Skill or Ballistic Skill, Finesse Effect: When the character uses Pistols in close combat, he may choose whether to test Weapon Skill or Ballistic Skill when making an attack. He also gains the +30 circumstantial bonus for targeting his opponents in the Point-Blank Range when using these weapons in close combat. Free Runner The Arch-Militant has learned to navigate his environments efficiently and at speed, allowing him to close distances or escape pursuers by moving quickly through broken terrain. Prerequisites: Agility 40 Effect: The character does not halve his movement when moving through moving through difficult terrain, and when attempting to charge or run through difficult terrain, he gain a +20 bonus to Agility Tests to avoid falling prone. Wall Run With catlike grace, the Arch-Militant is able to run briefly along a sheer vertical surface, opening up new avenues for attack and escape. Prerequisites: Agility 45, Free Runner Effect: As part of a full-round Movement action (Full Move, Charge, Run etc.), the character may as a Free Action attempt to run along an adjacent wall or other vertical surface. The character makes a Hard (-20) Agility or Acrobatics Test; on a success, he may move a number of meters equal to his Agility Bonus along the wall (rather than on the floor or other horizontal surface), plus one meter for each degree of success, to a maximum of his normal Move distance for that action. If he is able to move along a horizontal surface for at least four meters before attempting to use this Talent, the Difficulty of the Test is reduced to Challenging (+0). Movement along a wall need not be consecutive; for example, a character with an Agility Bonus of 4 could run two meters along a wall, two meters on the ground, and two meters along the wall again as part of a single Full Action. Note that, barring special equipment or circumstances (such as an exposed pipe or similar handhold to cling to), the character is not allowed to stand on the wall and must end his movement on a horizontal surface. Nimble Blow Where others use brute force to deal damage in melee, the Arch-Militant uses finesse, striking at an opponent's most vulnerable and vital spots to maximize the damage dealt. Tier: 1 Prerequisites: Weapon Skill 35 Specializations: Low-Tech, Shock, Chain, Power Aptitudes: Offense, Finesse Effect: The character chooses a Specialization; When wielding one of these weapons in the chosen Class, the character may choose to apply his Agility Bonus to the weapon's damage, rather than his Strength Bonus. This talent may not be applied to weapons with the Unwieldy quality except at the Game Master's discretion, as there is usually no way to wield such massive tools of destruction with anything that resembles subtlety. Note that there are some exotic melee weapons in the galaxy that do not normally add the user's Strength Bonus to their damage. At the GM's discretion, a character may purchase the Nimble Blow Talent and add his Agility Bonus to such a weapon's damage, but he must pay twice the normal experience cost to do so (representing the difficulty of learning to master such a bizarre implement of death).

4 Berserker The character fights with an unrestrained fury that only the death of all those who stand against him can sate. Prerequisites: Weapon Skill 50, Strength 40, Frenzy Aptitudes: Strength, Offense Effect: When the character makes a charge maneuver, he may instantly enter a Frenzied state as a free action. Blade Dancer The Arch-Militant fights with a deadly, athletic grace; flipping over opponents, deflecting blows, repositioning and killing with swift, precise cuts. Prerequisites: Agility 40, Acrobatics skill, Weapon Skill 40, Assassin Strike, Furious Assault Effect: When attacking with a sword or a knife of any type, including chainswords and powerswords, the character may re-roll a missed attack once per round, and may make an additional parry once per round. In effect, this gives the character a second Reaction that may only be used to parry, thus allowing him to make two parries in a turn. Note he may still only attempt a single parry against any one attack. When the character successfully parries an opponent s attack, he may immediately make an attack against that opponent using the weapon which was used to parry. This attack takes a 10 penalty to the test. Opponents fighting the character in hand-to-hand gain no bonuses for outnumbering. After the character makes a melee attack, he may make an Acrobatics test to make a move equal to half his move rate. This move is as a Free Action and the opponent may not take the customary free attack for the character Fleeing. Gunfighter Saint The character is a gunfighter of terrifying skill; in his hands, pistols seem to have a will of their own, a will that wants only to bring death to the living. Prerequisites: Ballistic Skill 40, Agility 40, Gun Kata Aptitudes: Ballistic Skill, Finesse Effect: When this character is fighting with two pistols at the same time, he may spend a Fate Point to shoot with both pistols at either a single target or multiple targets, automatically hitting with both weapons with Degrees of Success equal to the Arch-Militant's Ballistic Skill Bonus. Peerless Killer The Arch-Militant can kill with a single, immensely powerful blow to the enemy s most vulnerable points or his marksmanship is so developed that he can kill a distant target with a single shot. Prerequisites: Weapon Skill or Ballistic Skill 50, Precision Killer, Killing Strike Specialization: Melee or Ranged Aptitudes: Weapon Skill, Offense Effect: The character adds +2 to all damage he inflicts in either melee or ranged attacks. Further, when the character deals critical damage to an opponent using a melee weapon or ranged attack, he deals an additional 4 points. The character may nominate the location hit by any successful melee attack. The nominated location is automatically the location hit by the attack.

5 Unassailable Grace The Arch-Militant reacts to attacks so quickly and fluidly that he seems to dance through blade swings and gunfire, knocking bullets from the air and pivoting aside from danger. Prerequisites: Agility 50, Mastery (Dodge), Step Aside Aptitudes: Agility, Defense Effect: The character may make an additional reaction per round. In effect, this gives him a second Reaction that may only be used to Dodge, thus allowing him to make two Dodges in a turn. Note he may still only attempt a single Dodge against any one attack. The character may spend a reaction to knock an incoming ranged attack out of the air with a melee weapon, so long as the attack is from a Low- Tech or Thrown weapon. If the character fails to knock the attack out of the air, he may also try to dodge the attack so long as he has a reaction remaining. Additionally, whenever the character charges or runs, all opponents take a 20 penalty to Ballistic Skill Tests made to hit him with a ranged weapon. This penalty lasts until the start of his next turn. Crimelord The Arch-Militant is a respected and feared figure amongst criminal organizations within the sector. His current associations are either not known by his criminal associates, or rumors of his power within the governing powers of the sector only help to enhance his mystique. The character s association with a Rogue Trader and his Dynasty may be extremely useful in acquiring information and less than savory help, but also makes dealings with keepers of Imperial or sector laws extremely difficult. Aptitudes: Social, Leadership Effect: This Talent grants the character the option to re-roll failed Influence Tests when dealing with the underworld and recidivist organizations, and low-life scum such as hive gangs, assassin guilds and smugglers. This Talent, however, may not be used in conjunction with overt displays of Imperial authority. The character s association with the criminal syndicate means that successful Influence Tests made to influence the Adeptus Arbites or Enforcers must be re-rolled. using his influence to manipulate or control members of the Imperial Guard, Imperial Navy, or PDF. Voice Of The Masses The Arch-Militant has cultivated a wide and popular reputation as someone who empathizes with those outside of the spheres of direct Imperial power. Such a reputation may have been acquired from sermons on the importance of all faithful subjects of the God-Emperor, or it may be that he has acquired a reputation as one who has backed the weaker local faction against the might of the great organizations of the Imperium. No matter what its source, such a reputation carries great weight amongst those who stand outside or beneath the iron pillars of Imperial authority. Aptitudes: Social, Fellowship Effect: When the character is using his influence, both subtly and overtly, with any non-adeptus Terra organization or individual, he may re-roll any failed Influence Tests. Warmonger The Arch-Militant is a notorious warmonger who ferments violence and is unceasing in his advocacy of breaking any threat with iron and fire. Such a reputation can win the Arch- Militant many allies amongst the agencies of war within the Imperium. It may also, however, turn others who hold a more subtle and conciliatory philosophy away from aiding him. Aptitudes: Social, Strength Effect: The character may re-roll failed Influence Tests when overtly attempting to requisition weapons and military forces. However, he also suffers a 20 penalty to Influence Tests when attempting to use their influence in any other way Renowned Warrior The Arch-Militant is a warrior famed for his skill and bravery and whose deeds are spoken of with respect by fellow soldiers. Such a hero can use his renown as a tool to manipulate those who idolize him or are awed by his reputation. From persuading Imperial Guard officers to change their plans, to getting access into the restricted records of Battle Fleets, the renown of a warrior earned in blood can open many doors far away from the battlefield. Aptitudes: Offense or Defense, Leadership Effect: The character may re-roll failed tests when overtly

Alignment: Any. Hit Die: d10.

Alignment: Any. Hit Die: d10. Fighter As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge

More information

Alignment: Any. Hit Die: d8.

Alignment: Any. Hit Die: d8. Archer Of history s most persistent necessities, none has colored the art of death more strikingly than the ability to kill from afar. While this innovative concept came in many forms, no method was as

More information

Force Power Cards (front)

Force Power Cards (front) Battle Strike You use the Force to enhance your battle prowess. Time: Swift action. Target: You. DC 15: Gain a +1 Force bonus on your next attack roll and deal an additional 1d6 points of damage if the

More information

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 Charging Attack/Knock-Back [modified house rule]: Decide whether to inflict Damage or shove

More information

Fandex: Penal Legions

Fandex: Penal Legions Fandex: Penal Legions Army Rules: Scum of the Imperium: Even in the generally uncaring manner of the Imperial war machine, Penal Legion units are the lowest of the low. In allied games, Imperial units

More information

BATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION

BATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION Prerequisites: Force Rating 2 + BATTLE MEDITATION BATTLE MEDITATION BASIC POWER The Force user directs allies in battle, making them more effective as a coordinated unit. The user may spend to add one

More information

Free-For-All (Fair Fight)

Free-For-All (Fair Fight) Free-For-All (Fair Fight) In highly-mobile engagements it is not uncommon for forces to suddenly find themselves in contact with the enemy. The freewheeling battles that result are little more than all-in

More information

HIVE OF THE DEAD ADVANCED RULES

HIVE OF THE DEAD ADVANCED RULES HIVE OF THE DEAD ADVANCED RULES The Adventure Sheet The Adventure Sheet is where you can keep track of your Statistics, Equipment, Ammunition and other information relevant to your adventure. You are free

More information

Mutants & Masterminds Combat Cheat Sheet (PL 6)

Mutants & Masterminds Combat Cheat Sheet (PL 6) Actions Mutants & Masterminds Combat Cheat Sheet (PL 6) Adapted from Mutants & Masterminds, Second Edition Brandon Blackmoor, 2009-07-12 The types of actions your hero can perform during a round are standard

More information

Character Classes (draft 10)

Character Classes (draft 10) Character Classes (draft 10) Part of the 4lternity Project (this page intentionally left blank. draw a sesheyan!) By Caoimhe Ora Snow These are character classes based on Alternity

More information

Soldier-4. Traits (see back for details)

Soldier-4. Traits (see back for details) Abilities and Skills Strength 16 +3 Athletics +10 Defenses Traits (see back for details) Soldier-4 Saga Edition RPG Dexterity 16 +3 Acrobatics +3 Initiative +10 Pilot +10 Stealth +3 Constitution 16 +3

More information

LION EL'JONSON Primarch of the Dark Angels WS BS S T W I A LD SV

LION EL'JONSON Primarch of the Dark Angels WS BS S T W I A LD SV Lion Blade Lion Helm Armour of the Order LION EL'JONSON Primarch of the Dark Angels 8 5 6 6 5 6 5 10 2+ Monster Hunter Sire of the Dark Angels Strategic Expertise Bulky Lion Blade Range: - Strength: +1

More information

Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd

Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd Black Belt Deadly even with nothing in her hands, a black belt eschews using the fighter's heavy armor and the monk's mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile,

More information

BURN IT DOWN GRISLY REMINDER DEAD DROP REVENGE PATROL CLAIM TERRITORY CALL TO GLORY OBJECTIVE

BURN IT DOWN GRISLY REMINDER DEAD DROP REVENGE PATROL CLAIM TERRITORY CALL TO GLORY OBJECTIVE GRISLY REMINDER BURN IT DOWN Reveal this Objective when an enemy model is killed by a Melee Attack. Give the model that killed it 1 Head Counter. While in contact with an Objective Marker, this model may

More information

TheTomeShow 15 Swordmage 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP

TheTomeShow 15 Swordmage 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP TheTomeShow Page Character Sheet Player Name TheTomeShow 5 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP Shadar-kai Medium Race Size Age Gender Height Weight Alignment Deity Adventuring

More information

CLASSES BUILDING CHARACTER CHAPTER 3 ADEPT ONE ADEPT PER TABLE THE EMPIRE AGE

CLASSES BUILDING CHARACTER CHAPTER 3 ADEPT ONE ADEPT PER TABLE THE EMPIRE AGE BUILDING CHARACTER As with the fantasy setting of Fantasy Age, classes represent character archetypes that also determine your character s capabilities and develop as you gain experience. These classes

More information

Errata to the Second Printing

Errata to the Second Printing Errata to the Second Printing Savage World, Great White Games, the GWG shark, and the Pinnacle logo are 2009 Great White Games, LLC; DBA Pinnacle Entertainment Group. 1 First Strike The text for the First

More information

OVER THE TOP! Using Normal Flames Of War Missions in the Great War. by Mike Haught. Adding Trenches. Great War Table Size

OVER THE TOP! Using Normal Flames Of War Missions in the Great War. by Mike Haught. Adding Trenches. Great War Table Size OVER THE TOP! Using Normal Flames Of War Missions in the Great War by Mike Haught The Great War booklet covers three distinct, almost cinematic, missions. The story of starts with the Big Push, the attacker

More information

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco 1. The basic game uses a 3' x 3' table. This is fine for very dense combat, like in a major urban campaign, but is too small for a larger attack, like a platoon attack. A platoon attack would be on an

More information

Necromunda Frequently Asked Questions and Errata

Necromunda Frequently Asked Questions and Errata Necromunda Frequently Asked Questions and Errata The Necromunda: Underhive box set is a great introduction to the game of Necromunda, and the rulebook it contains allows players to fight brutal tunnel

More information

This character can spend 1 feat point to. use Battle Plan: Call to Action as a quick action. When he uses this battle plan,

This character can spend 1 feat point to. use Battle Plan: Call to Action as a quick action. When he uses this battle plan, Race INT (Phy INT) Willpower 8 PER ARC POI AGL PRW str PHY spd s Character Portrait archetype Intellectual Gobber Shield INT COMMAND RANGE SPD PRW PER INITIATIVE PHY ARM SPD AGL PER DEF ability modifiers

More information

Critical Bullet and Melee Hit Chart 2

Critical Bullet and Melee Hit Chart 2 Critical Bullet and Melee Hit Chart 2 Expect to be injured in our line of work. Bullet wounds can be most serious, but blade weapons can sometimes be just as deadly. This chart expands upon the previous

More information

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save. Combat Skills Weapons Training: Close Warrior can use all close combat weapons, not just those on his list. This skill does not grant proficiency with shields. Dodge: Great Weapons Warrior has a 6+ ward

More information

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Grax Nephilim Page Character Sheet Player Name Grax Nephilim 4 Infernal Strategist 48,0 Character Name Level Class Paragon Path Epic Destiny Total XP Genasi Medium 30 Male 6'" lbs. Good Kord Race Size

More information

To End All Wars. WW1 Miniature Game V1.2

To End All Wars. WW1 Miniature Game V1.2 To End All Wars WW1 Miniature Game V1.2 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

STEP-BY-STEP RSBM THE FIGHTERS

STEP-BY-STEP RSBM THE FIGHTERS STEP-BY-STEP RSBM In RSBM all matches are to the death. There s a points system (gasp) that allows you to create and rate your gladiators. There s a Fame system to allow your gladiator to get better as

More information

NUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander

NUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander NUMENERA SYSTEM CHEAT SHEET Collated by Justin Alexander http://www.thealexandrian.net BASIC MECHANICS Abilities: Might, Speed, Intellect Task: 1d20 vs. target number DIFFICULTY/ NPC LEVEL DESCRIPTION

More information

Aidan Uth Twynam 8 Paladin Character Name Level Class Paragon Path Epic Destiny Total XP

Aidan Uth Twynam 8 Paladin Character Name Level Class Paragon Path Epic Destiny Total XP Aidan Uth Twynam Page Roy Verweij Character Sheet Player Name Roy Verweij Aidan Uth Twynam 8.000 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium 2 Male.78m 85kg Lawful Good Kiri-Jolith

More information

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom Viking Class D&D 5e Created by Luke Nicholson and Tom Viking Class D&D 5e A daring mountain dwarf stares coldly into a horde of lifeless undead, he wipes the sweat of his forehead and yells a war cry before

More information

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way

More information

Alignment: Any. Hit Die: d10. Parent Classes: fighter and gunslinger

Alignment: Any. Hit Die: d10. Parent Classes: fighter and gunslinger Swashbuckler Unchained Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. Swashbucklers dart in and

More information

GURPS : COMBAT. Maneuvers

GURPS : COMBAT. Maneuvers GURPS : COMBAT Turn Sequence Combatant with highest Basic Speed goes first, then the one with the next-highest Basic Speed and so on. If tied, the one with the highest DX goes first. If still tied, roll.

More information

QUICK REFERENCE SHEETS

QUICK REFERENCE SHEETS QUICK REFERENCE SHEETS 1 QUICK REFERENCE SHEETS Survivor Action Point Table Actions AP Cost Walking (3 ) 1 Turning more than 180 degrees 1 Spotting 1 Running (6 ) 1 Diving (1 ) 2 Crawling (1 ) 1 Going

More information

TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values

TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values TRAVEL & EQUIPMENT Land Travel 1 day of travel on foot = 20 miles 1 day of travel on horseback = 30 miles Difficult terrain = halve all distances Table 5A : Daily Sea Weather D10 Weather Conditions 1-2

More information

UNEARTHED ARCANA Sidekicks

UNEARTHED ARCANA Sidekicks UNEARTHED ARCANA Sidekicks This article gives you a straightforward way to play and level up a sidekick in DUNGEONS & DRAGONS. The rules presented here take a creature with a low challenge rating and give

More information

Tactical Combat Rules By David Newport

Tactical Combat Rules By David Newport Tactical Combat Rules By David Newport Tactical Combat is a game covering company and battalion level actions using 20 th century weapons. The game was designed for World War II action, but it handles

More information

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell Introduction. freewargamesrules.co.uk presents Glory Days! by Craig Cartmell These are a set of rules for fighting the American Civil War at regimental and brigade level. The smallest unit sizes are infantry

More information

Borderlands Warhammer 40,000 Escalation League Rules Booklet

Borderlands Warhammer 40,000 Escalation League Rules Booklet Borderlands is hosting a Warhammer 40,000 Escalation League. The league runs for 8 weeks, with players playing up to 3 games per week and in a tournament each month. The league starts players off with

More information

The Pacifist Invented by Edward Couch

The Pacifist Invented by Edward Couch The Pacifist Invented by Edward Couch The Pacifist is a character who went out into the world much like any other adventurer, seeking fame, fortune, adventure, or a multitude of other goals. However, in

More information

THE MARTIAL PROFESSIONS

THE MARTIAL PROFESSIONS THE MARTIAL PROFESSIONS Knowledge Name Build word KNOWLEDGE SKILLS Knowledge Description Duration Prerequisites Bladed Weaponry 3 This skill allows a person to use any bladed weapon including small weapons,

More information

Green Jackets Rules for Napoleonic Skirmishes

Green Jackets Rules for Napoleonic Skirmishes web.archive.org https://web.archive.org/web/20121011231318/http://www.btinternet.com/~r.denning/wargames/greenj.htm Contents Green Jackets Rules for Napoleonic Skirmishes R.J. Denning 1.Introduction 2.Scale

More information

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR NAME: RACE: RANK: XP: PERSONAL INFO ICONIC FRAMEWORK ATTRIBUTES & DERIVED STATS HINDRANCES AGILITY SMARTS SPIRIT CHARISMA PARRY PACE STRENGTH VIGOR SKILLS GEAR SKILL DIE ITEM STRAIN WT EDGES & ADVANCES

More information

To End All Wars WW1 Miniature Game V1

To End All Wars WW1 Miniature Game V1 To End All Wars WW1 Miniature Game V1 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

Official Errata and FAQs, Version 1.0

Official Errata and FAQs, Version 1.0 Official Errata and FAQs, Version 1.0 This document presents amendments to the rules of and our responses to players frequently asked questions. The Warhammer Underworlds: Nightvault rules replace the

More information

"With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills." Prerequisite: Paladin class

With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills. Prerequisite: Paladin class Astral Weapon http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=43 1 sur 1 04/04/2013 21:53 Astral Weapon "With the power of the Astral Sea flowing through me, and my faith as powerful as

More information

L2 +2 Ranged when using bows or crossbows.

L2 +2 Ranged when using bows or crossbows. Archer Exchanging the need of force for precision, these warriors are skillful at the art of dispatching enemies at a distance. Though other warriors may boast of the ability to slay their foe in a single

More information

COMBAT CARDS. The Easy Way to Assess Your Choices STEVE JACKSON GAMES. An e23 Game Aid for GURPS from Steve Jackson Games

COMBAT CARDS. The Easy Way to Assess Your Choices STEVE JACKSON GAMES. An e23 Game Aid for GURPS from Steve Jackson Games COMBAT CARDS The Easy Way to Assess Your Choices Combat is the most chaotic situation in any roleplaying game. So many targets, so many opportunities... so many options. Half the trick in figuring out

More information

*(( *56 64 % *' (44 3.&%0%2$%&' &0!% !%$ % % % % 3 & & & % % %

*(( *56 64 % *' (44 3.&%0%2$%&' &0!% !%$ % % % % 3 & & & % % % -( ' $!" & & & & -56 + & & -( ' (( 0122 56 6 -(5 2((6(2&( ( &02$ 5 2 6 &0! ( +, +, -56 + +, 56 6 -(/&0(1(2&( Commander Ace McGuire, a veteran space explorer, has seen countless worlds and defeated many

More information

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table QRS QUICK REFERENCE SHEETS Shooting Modifiers table Survivor Action Point Table Actions AP Cost Target Modifier Walking (3 ) Per AP to aim (max APs / +4 modifier) + Turning more than 80 degrees Target

More information

ASLSK Basic Infantry Tactics

ASLSK Basic Infantry Tactics Basic Infantry Tactics ASLSK Basic Infantry Tactics Daniel F. Savarese Last Updated: 2005-03-04 Copyright 2004, 2005 Daniel F. Savarese 1 The original Squad Leader rule book contained a section at the

More information

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently

More information

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers

More information

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as Modified D20 System for Wild Pig Comics WELCOME TO THE FUTURE OF COMBAT Congratulations soldier! You have been given control of a 40 ton fighting machine, known as a Mech. It is a complex machine when

More information

Fighting and Magic Skills

Fighting and Magic Skills Fighting and Magic Skills Fighting Skills: The Standard XP cost progression is 2,3,5,8,13,13,13 etc Pistol (standard XP cost)-the Player owns and is familiar with pistols. At the basic level, the player

More information

Brimstone and Iron. Heroic Combat System.

Brimstone and Iron. Heroic Combat System. Brimstone and Iron. Brimstone and Iron was originally an attempt to unify the rules of Warhammer Fantasy Battle, Warhammer Skirmish and Mordheim. I ve dropped that idea since Games Workshop change the

More information

Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen

Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen WOODSMEN DE ARTOIS Large tracts of Brettonia are covered by forest and woodland. These are owned by the Lords and Barons who let them to tenants to work. The people of the forests are more independent

More information

Bats. A skirmish scenario for Weird Wars: The Nam

Bats. A skirmish scenario for Weird Wars: The Nam Bats A skirmish scenario for Weird Wars: The Nam by Shane Lacy Hensley and Teller Figures painted by Faron Betchley of Little Wars in Fairfax, Virginia This Scenario Requires Savage Worlds to play. This

More information

APPENDIX E TARGET ANALYSIS AND MUNITIONS EFFECTS

APPENDIX E TARGET ANALYSIS AND MUNITIONS EFFECTS APPENDIX E TARGET ANALYSIS AND MUNITIONS EFFECTS This appendix implements QSTAG 224. E-1. OBSERVER RESPONSIBILITIES As the eyes of the artillery and mortars, the observer has two major responsibilities

More information

Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10

Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10 Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10 Dazzle Reflex DC 10 Notice DC 15 Notice DC 20 Notice Drain Fortitude -5 power points -10 power

More information

Allen's Guide to the AMX 13 90

Allen's Guide to the AMX 13 90 Allen's Guide to the AMX 13 90 I. Introduction The AMX 13 90 is the Tier 7 light tank on the French Medium Tree. Currently, as of version 0.7.1, it is the highest-tier light tank in the game. It is researched

More information

Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, B, Blocking,

Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, B, Blocking, Reader, Skylar Evans Player: Scott Gray Male human (Chelaxian) brawler 3 - CR 2 Neutral Good Humanoid (Human); Deity: Desna; Age: 21; Height: 5' 8"; Weight: 170lb. Ability Score Modifier Temporary STR

More information

Warhammer 40, nd Edition

Warhammer 40, nd Edition Warhammer 40,000 2 nd Edition a This is a rewrite of the original Warhammer 40,000 2 nd edition rules from 1993. It is intended to be more concise, and includes clarifications and amendments from all available

More information

Name: Caste: Motivation: Archery Athletics Awareness Dodge Integrity. Melee Resistance Thrown War. Bureaucracy Investigation Lore Occult Medicine

Name: Caste: Motivation: Archery Athletics Awareness Dodge Integrity. Melee Resistance Thrown War. Bureaucracy Investigation Lore Occult Medicine ANIMA BANNER : Caste: Motivation: Spirit Shape: Tell: Gender: ATTRIBUTES PHYSICAL Dexterity Stamina SOCIAL Charisma Manipulation Appearance MENTAL Perception Intelligence Wits EXPERIENCE SPENT TOTAL _

More information

3rd Edition RULES OF PLAY

3rd Edition RULES OF PLAY Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls

More information

Chosen Men Fat. 1. Sequence of play. Base Morale;

Chosen Men Fat. 1. Sequence of play. Base Morale; Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,

More information

...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough

...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough ...& Blenheim Palace Amendments to Black Powder For battles with model soldiers In the Age of Marlborough Black Powder "Black Powder" rules are copyright Warlord Games, and quoted here purely for the purpose

More information

COMMANDS AND COLORS NAPOLEONICS PLUS

COMMANDS AND COLORS NAPOLEONICS PLUS COMMANDS AND COLORS NAPOLEONICS PLUS CAMPAIGN RULES Version 3.00 2018-09-20 Contents LEADERS... 3 Leader Casualty Fate... 3 Leader Replacement... 4 Leadership Quality... 4 CAPTURING A THOPHY... 4 GLORY...

More information

The First Shots of the War

The First Shots of the War The First Shots of the War Turkmenistan is one of the Western oalition s few remaining sources for oil. The refineries in the region have immense value to the countries of the coalition, and that is why

More information

Napoleonic Battles. Introduction

Napoleonic Battles. Introduction Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human

More information

Level 1 Skirmisher Medium natural beast XP 100. Initiative +4 Senses Perception +7

Level 1 Skirmisher Medium natural beast XP 100. Initiative +4 Senses Perception +7 Wolf Medium natural beast 100 Senses Perception +6; low-light vision 31; Bloodied 15 15; Fortitude 13, Reflex 13, Will 12 Speed 8 Bite (standard; at-will) 39 47 55 63 71 Spider Medium natural beast (spider)

More information

FAST AND DIRTY RULES FOR FAST AND DIRTY COMBAT by Ivan Sorensen

FAST AND DIRTY RULES FOR FAST AND DIRTY COMBAT by Ivan Sorensen FAST AND DIRTY RULES FOR FAST AND DIRTY COMBAT by Ivan Sorensen runequester@gmail.com http://games.groups.yahoo.com/group/fastanddirty/ 5th EDITION Version 0.84 made with open source tools 1 INTRODUCTION

More information

NECROMUNDA FREQUENTLY ASKED QUESTIONS AND ERRATA V.1

NECROMUNDA FREQUENTLY ASKED QUESTIONS AND ERRATA V.1 NECROMUNDA FREQUENTLY ASKED QUESTIONS AND V.1 Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn t as clear as it could be. This document

More information

Dungeons v 2.0 Special Abilities Card L M _ ` Speed Special Abilities

Dungeons v 2.0 Special Abilities Card L M _ ` Speed Special Abilities GREEN RED Dungeons v 2.0 Special Abilities Card L M _ ` Speed Special Abilities CHARGE This warrior may make a close combat attack for a cost of 0 speed points, or this warrior may add 4 to his speed value

More information

Reference Revised Combat Rules

Reference Revised Combat Rules Revised Combat Round Reference Revised Combat Rules I. Check for Surprise a. Roll 1d10 (see Surprise Modifiers) with a 1, 2, or 3 meaning surprise. Determine Initiative (once for given encounter) a. Each

More information

Armor Class 16. Fortitude 15. Reflex 11. Will 14. Initiative -1. Speed 6. Action Point. Hit Points (bloodied at 16) Healing Surges (regain 8 HP)

Armor Class 16. Fortitude 15. Reflex 11. Will 14. Initiative -1. Speed 6. Action Point. Hit Points (bloodied at 16) Healing Surges (regain 8 HP) Level 1 Earthbender Roleplaying Notes: Earth is the element of substance, making earthbenders and their people diverse, strong, persistent, and enduring. The key to earthbending is utilizing neutral jing,

More information

Ascendancy LRP Basic Rules

Ascendancy LRP Basic Rules Ascendancy LRP Basic Rules Basic Rules Random Chance Normally if characters are performing an action suitable for their Skills and Talents they will automatically succeed. However, in order to simulate

More information

FAQ and Errata - 15 th March, 2017

FAQ and Errata - 15 th March, 2017 FAQ and Errata - 15 th March, 2017 General Q&A Actions/Reactions: Can an activated model perform actions until exhausted then use their "free" move? No. Models may not declare any actions once they enter

More information

Musket and Pike Users Manual

Musket and Pike Users Manual 1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played

More information

"Chopping Wood " Battle on the Raate Road, Dec39-Jan40. by Steve Keyer of Two Tin Soldiers

Chopping Wood  Battle on the Raate Road, Dec39-Jan40. by Steve Keyer of Two Tin Soldiers "Chopping Wood " Battle on the Raate Road, Dec39-Jan40 by Steve Keyer of Two Tin Soldiers Historical perspective This scenario represents the reduction of a small Russian "motti". In old Finnish, the term

More information

WORLD WAR 1 WORLD WAR 1 BATTLES

WORLD WAR 1 WORLD WAR 1 BATTLES WORLD WAR 1 WORLD WAR 1 BATTLES BELL WORK QUESTION WHAT DO YOU THINK WAS THE MOST SIGNIFICANT CONTRIBUTION CANADIANS AT HOME MADE TO THE WAR EFFORT? REVIEW LIBERAL LEADER WILFRID LAURIER CREATED A 'PARTY

More information

Austerlitz System Rules

Austerlitz System Rules RULEBOOK Design by David Fox Great Battles of the Napoleonic Wars Volume I Austerlitz System Rules 1.0 INTRODUCTION..... 2 2.0 COMPONENTS..... 2 2.1 Game Scale...... 2 2.2 Definitions & Abbreviations.

More information

Written By Michael R. Kimmel NEW FEATS

Written By Michael R. Kimmel NEW FEATS undefeatable 15: Duelist LPJ9561 NEW FEATS Aggressive Duelist s Stance [Combat] You can lower your defenses in order to improve your aggressive swordplay. Prerequisites: Combat Expertise, duelist level

More information

Your shield should always be between you and your opponent your sword should not be used in a defensive manner

Your shield should always be between you and your opponent your sword should not be used in a defensive manner Sword and Shield Unlike other fighting styles that employ one weapon for both offense and defense, Sword and Shield requires the skilled manipulation of two separate objects which both have very different

More information

Official Errata and FAQs, Version 1.3

Official Errata and FAQs, Version 1.3 Official Errata and FAQs, Version 1.3 This document presents amendments to the rules of and our responses to players frequently asked questions. When changes are made, the version number will be updated

More information

[DRAFT] SNAPHANCE RULES FOR PIKE AND SHOT BATTLES

[DRAFT] SNAPHANCE RULES FOR PIKE AND SHOT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Types of Stands 2.1 Combat Stands 2.2 Support Stands 3.0 Command

More information

Employ The Risk Management Process During Mission Planning

Employ The Risk Management Process During Mission Planning Employ The Risk Management Process During Mission Planning TSG 154-6465 Task(s) TASK NUMBER TASK TITLE Taught or 154-385-6465 Employ The Risk Management Process During Mission Planning Supported Task(s)

More information

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0) Baaz Draconian Medium dragon (draconian), usually chaotic evil Armor Class 17 (scale mail, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1)

More information

Official Errata and FAQs, Version 1.4

Official Errata and FAQs, Version 1.4 Official Errata and FAQs, Version 1.4 This document presents amendments to the rules of and our responses to players frequently asked questions. When changes are made, the version number will be updated

More information

Dog-Fighting Rules for GURPS 4th ED

Dog-Fighting Rules for GURPS 4th ED Dog-Fighting Rules for GURPS 4th ED Introduction First off, this system was designed for use with WW2-era aircrafts but could easily be used in post-war or modern times with a few adjustments. GURPS is

More information

Rune Giant, Samurai DR ACID 30 SKILL NAMES ACROBATICS 2 =DEX APPRAISE 4 =INT BLUFF 9 =CHA = +3 + DEX MODIFIER MISC.

Rune Giant, Samurai DR ACID 30 SKILL NAMES ACROBATICS 2 =DEX APPRAISE 4 =INT BLUFF 9 =CHA = +3 + DEX MODIFIER MISC. Rune Giant, Samurai LE CHARACTER NAME ALIGNMENT PLAYER Samurai 4 CHARACTER LEVEL DEITY HOMELAND Giant, Rune Gargantuan Male 124 41' 8" 3000 lbs. Black RACE SIZE GENDER AGE HEIGHT WEIGHT HAIR EYES Ice-

More information

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.) A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming

More information

Advanced Tactics Gold College

Advanced Tactics Gold College Advanced Tactics Gold College Welcome to Advanced Tactics Gold College. A number of lessons are presented that will help the novice player with his strategy and tactics. Probably most of these lessons

More information

Shattered Grounds League 2010

Shattered Grounds League 2010 Shattered Grounds League 2010 by David Carl Each Shattered Grounds league season spans three fast and furious weeks of brutal WARMACHINE and HORDES action. They serve as a great way for players to challenge

More information

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Rork Page Character Sheet Player Name Rork 4 Pit 5,900 Character Name Level Class Paragon Path Epic Destiny Total XP Dwarf Medium 75 Male 4'7" 0 Good Moradin Race Size Age Gender Height Weight Alignment

More information

SNAPHANCE RULES FOR PIKE AND SHOT BATTLES

SNAPHANCE RULES FOR PIKE AND SHOT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 3 1.4 Game Play 3 2.0 Types of Stands 3 2.1 Combat Stands 3 2.2 Support Stands 4 3.0

More information

Player s Handbook. Burning Hands Page 159: The power now deals half damage on a miss.

Player s Handbook. Burning Hands Page 159: The power now deals half damage on a miss. Player s Handbook Dwarf Page 36: When adding up your ability score bonuses, you now gain a +2 bonus to Constitution and your choice of Strength or Wisdom. Eladrin Page 38: When adding up your ability score

More information

Skaven Clan Eshin v.2.4

Skaven Clan Eshin v.2.4 Skaven Clan Eshin v.2.4 Warband Special Rules Pack Tactics (+1 Ld) Skaven warbands add an extra +1 Ld modifier to all rout tests they have to take. Warriors with this rule flee 3D6 instead of the normal

More information

The United States Armed Forces is the main line of defense to protect our country

The United States Armed Forces is the main line of defense to protect our country The United States Armed Forces is the main line of defense to protect our country from the threats of the world. If the armed forces are not well equipped, our soldiers can not fight and protect their

More information

RULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through

RULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through R e a d t h i s FAQ t h o r o u g h ly a n d k e e p i t s e c u r e i t m ay s av e l i v e s RULES Q: In what situations will a squad benefit from corner cover? A: A targeted squad receives corner cover

More information

Bundok and Bayonet Colonial Wargames Rules by Bob Cordery

Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Introduction Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Part 1 - The Basic Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that

More information