Having hunted and killed every type of sea creature known to man, this seaman tries to find a challenge in the dark caverns of the Old World. Armed with his trusty harpoon, he readies himself to kill anything and everything that gets in his way to fortune.
Wounds | 1D6+8 |
Move | 4 |
Weapon Skill | 4 |
Ballistic Skill | 5+ |
Strength | 4 |
Toughness | 3(4) |
Initiative | 4 |
Attacks | 1 |
Harpoon (for damage see Special Rules), Sword.
Shield, giving him +1 Toughness.
Breaks from Pinning on 6+
The harpoon
the hunter is armed with is much like the spear. In Hand to Hand combat,
though, it causes damage just like a sword. The Hunter can attack through ranks,
though. If thrown like a missile, it hits on 4+. If it hit and causes wounds,
roll a D6. If the dice score is lower than the amount of wounds caused, and
the Monster is still alive, the Monster is Hooked. While hooked, all attacks
against the Monster get +1 to hit, and all Warriors pinned by the hooked Monster
get +1 when breaking pinning. If the Hunter has Hooked a Monster he may pull
it next to him, if their is an empty square adjacent to the Hunter. All Monsters
and Warriors in-between the Monster and the unoccupied are said to be pushed
aside momentarily, and stay in their same place.
At the beginning of next Warrior’s phase, if the Monster is still hooked, the Hunter can make an automatic attack, regardless of who is leader or initiative. Every Monster Phase while a Monster is hooked roll a D6 and add the Monster’s Strength. If the Total is eight or higher, the monster is no longer hooked. If the Hunter fails to hit the Monster, he loses the harpoon until all the Monsters in the room are killed. If a Monster becomes unhooked, The Hunter regains the Harpoon next Warrior’s Phase.
Battle- Level | Gold | Title | Wounds | Move | WS | BS | Str | Damage Dice | T | I | A | Luck | WP | Skills | Pin |
1 | 0 | Novice | 1D6+8 | 4 | 4 | 5+ | 4 | 1 | 3 | 4 | 1 | 1 | 3 | 1 | 6+ |
2 | 2000 | Champion | 2D6+8 | 4 | 4 | 5+ | 4 | 1 | 3 | 4 | 1 | 1 | 3 | 1 | 6+ |
3 | 4000 | Champion | 3D6+8 | 4 | 4 | 4+ | 4 | 1 | 4 | 4 | 2 | 1 | 3 | 2 | 6+ |
4 | 8000 | Champion | 4D6+8 | 4 | 5 | 4+ | 4 | 1 | 4 | 4 | 2 | 2 | 3 | 3 | 6+ |
5 | 12000 | Hero | 4D6+8 | 4 | 5 | 4+ | 4 | 2 | 4 | 5 | 3 | 2 | 4 | 4 | 5+ |
6 | 18000 | Hero | 5D6+8 | 4 | 5 | 3+ | 4 | 2 | 4 | 5 | 3 | 2 | 4 | 4 | 5+ |
7 | 24000 | Hero | 6D6+8 | 4 | 6 | 3+ | 4 | 2 | 4 | 5 | 3 | 3 | 4 | 5 | 5+ |
8 | 32000 | Hero | 6D6+8 | 4 | 6 | 3+ | 4 | 2 | 4 | 6 | 4 | 3 | 4 | 6 | 5+ |
9 | 45000 | Lord | 7D6+8 | 4 | 6 | 2+ | 4 | 3 | 4 | 6 | 4 | 3 | 4 | 6 | 5+ |
10 | 50000 | Lord | 8D6+6 | 4 | 6 | 2+ | 4 | 3 | 4 | 6 | 4 | 3 | 4 | 7 | 5+ |
The Port follows all the other rules for special locations as in the book.
Who Can Visit The Port? Anyone can visit the Port, but as the Leviathan Hunter
is the only one who can buy anything, there is no point.
While a Hunter is at the Port he may buy any of the following items if they are in stock.
Equipment |
(Buy) |
Stock |
1D6 Pieces of Hard Tack |
30 Each |
2 |
Hunter Net |
300 |
6 |
Skiff |
400 |
6 |
Conk Shell |
300 |
8 |
Sea Serpent Cloak |
1,400 |
12 |
Bone Charm |
850 |
10 |
Hard
Tack
This cracker-like substance is often carried
on long sea voyages in hope that a seaman would be so dumb or so drunk that
they’d pass it off as somthing edible. It is vulgar as a food but it is cheap
and doesn’t spoil as quickly as bread. If the Leviathan Hunter is conscience,
and he can eat a piece of hard tack. If he does, he recovers 2 wounds. If the
Hunter is conscience, any other Warrior may eat some hard tack. However, they
are so unused to it that they only recover 1 wound per piece. At the end of
the adventure the Hard Tack only goes bad on 4+. At the end of the following
adventure the Hard Tack goes bad regardless of the dice roll. If you plan to
buy the Hard Tack, you must buy the number of pieces to the D6 (see Time wasting
).
Hunter’s
Net
The Net is often used to ensnare and capture large
sea monsters, but a resourceful hunter can use it in the dark tunnels and dungeons.
When using the net, the Hunter gets +1 Initiative. Roll to hit as normal. If
he hits, the Monster is netted. The Net attack causes no damage to the Monster.
The Hunter may immediately attack, and the Hunter and all Warriors adjacent
to the Monster get +2 to hit it. Also, the Monster may do nothing in the Monsters
phase. If the Monster is not killed it frees itself at the end of the Monsters
Phase. The Hunter may not use the Net attack and the Harpoon attack in the same
turn, regardless of the Hunter’s attacks.
Skiff
This tiny little boat can carry the Warrior’s
and their treasures up or down rivers, streams, and canals. This can take half
of the weeks off a journey, if the river permits. To see if the river permits,
roll a D6. On 4+, the river runs to the settlement and half of the weeks of
the trip are ignored. If it fails, the trip takes just as long. If you plan
to use the Skiff, you do not get any modifiers for weeks from Mules, Horses,
and such regardless of whether the river permits or not. The Skiff increases
expenses buy 2 gold per day, and when leaving a settlement, the skiff is stolen
on a roll of 1.
Conk
Shell
This large shell can be blown like a trumpet to
produce a loud, beautiful call. Some sailors say the conk shell blast has magical
properties, and what better place to test it than when the Hunter may need it
most. Only a Hunter may carry it. The Shell may be blown once per adventure,
any time during the Warrior’s Phase. Roll a D6:
1 |
The Blast has no magical effect, and the loud call attracts more Monsters to investigate. Draw another Event Card/ Roll on the Monster’s Table. |
2-5 |
The Shell’s Blast Echoes about the dungeon at untold decibels as Monster’s clasp their ears in agony. All Monster’s may not move this next Monsters Phase, nor fir missile weapons. They will fight in HtH as normal. |
6 |
The Blast has an uncanny effect as the most ferocious off Monsters cower in fear. For all Monsters that don’t cause Fear or Terror, roll a D6 and add the Monster’s Toughness. If the total is 8 or more, they fight as normal. If it is under 8, they will flee and be discarded. If the Monster causes Fear, it causes -1D6 Fear. If it causes Terror, it has -1D3 Terror. |
Sea Serpent Cloak
This cloak made from a Serpent’s hide is tough
but surprisingly light. It can be worn along with any other piece of armor except
Furs and Plate Armor (Hunters can’t wear Plate Armor). The Cloak itself gives
+3 Toughness, but with any other armor it causes -1 to hit and -2 Initiative.
This does not include any Modifiers from any other piece of armor. Only a Hunter
may wear it.
Bone Charm
If the Hunter gets the Whale Bone Charm, the Hunter gets +D3 Luck Tokens.
When the extra luck tokens run out, the Wizard (if there is one) may try to
recharge it. If their isn’t one, you may try to recharge it but at -1 the results.
Roll a D6. On the roll of 5 or 6, the Charm is recharged, and may get another
D3 Luck tokens. On the roll of 2 to 4, the Charm has failed to be recharged
and it is useless, and may not be recharged again. On the roll of 1, the Charm
explodes causing 1D6 wounds with no modifiers on the Hunter.
Though the Hunters most often deny it, they are very simalar to Barbarians. They have the same tastes and physical attributes. Therefore the Hunter can buy the same items as the Barbarian, and has the same modifiers for Alehouses. They are similar in both mind and body, so they get the same modifiers for more advanced tests.
The Hunter has the following skills available to him as he goes up his Battle-levels. To determine which specific skill he learns when given the opportunity roll 2D6.
2 |
Charge |
3 |
Shot
of Grace |
4 |
Fury |
5 |
Ignore
Blows |
6 |
Duckback |
7 |
Endure |
8 |
Fatal
Blow |
9 |
Run |
10 |
Glance |
11 |
Fisherman |
12 |
Shove |