Though warriors and challengers of the fierce are common, few are so cruel and twisted that they delight in the death of dozens in cold blood. The only morbid madmen that can kill in such cowardly manner and get thanked are the executioners. Most are butchers, farmers, or warriors, but there are few who have a mind just as twisted as the vermin they are killing. Sometimes when one of these morbid men have a thirst for “justice”, they drift to the catacombs beneath the Old World, were they can kill and no one will care. The Executioners enjoy the gold they collect from their deeds, but not as much as they feeling of twisting their curved daggers in their victim's back.
Wounds |
1D6+6 |
Move |
4 |
Weapon Skill |
3 |
Ballistic Skill |
5+ |
Strength |
3 |
Toughness |
3 |
Initiative |
3 |
Attacks |
1 |
Dragoon (See Special Rules)
Sword (D6+3)
None
The Executioner escapes pinning on 6+
The Hand of Justice
After the Executioner has attacked, roll 1D6. If the score is greater than or equal to the amount of wounds the creature has left, it is automatically slain. If the score is less than the number of wounds left, than nothing happens to the creature. The Hand of Justice can only be used once per turn and only against a Monster the Executioner attacked.
Dragoon Pistol
This is an extremely powerful gun that is lethal when used at short range. The Executioner chooses to fire at a target within sight. The Executioner needs no roll to hit when firing the dragoon pistol. The blast is D6+10 Strength, with no modifiers for armor. However, the blast weakens with distance, so the it gets -1 Strength for every square beyond to first. The Dragoon may be fired at or with a Monster adjacent to him, but the Executioner cannot attack that turn. The dragoon can only be fired once per dungeon.
Enemy’s WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
To Hit Foe | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Battle- Level | Gold | Title | Wounds | WS | BS | Str | Damage Dice | T | I | A | Luck | WP | Skills | Pin | Hand Dice |
1 | 0 | Novice | 1D6+6 | 3 | 5+ | 3 | 1 | 3 | 3 | 1 | 0 | 3 | 0 | 6+ | 1 |
2 | 2000 | Champion | 2D6+8 | 4 | 5+ | 3 | 1 | 4 | 3 | 1 | 1 | 3 | 1 | 6+ | 1 |
3 | 4000 | Champion | 2D6+8 | 4 | 4+ | 3 | 1 | 4 | 3 | 2 | 1 | 3 | 2 | 6+ | 2 |
4 | 8000 | Champion | 3D6+8 | 4 | 4+ | 4 | 1 | 4 | 4 | 2 | 2 | 3 | 3 | 6+ | 2 |
5 | 12000 | Hero | 3D6+8 | 5 | 4+ | 4 | 2 | 4 | 4 | 3 | 2 | 4 | 4 | 5+ | 3 |
6 | 18000 | Hero | 4D6+8 | 5 | 3+ | 4 | 2 | 4 | 5 | 3 | 2 | 4 | 4 | 5+ | 3 |
7 | 24000 | Hero | 4D6+8 | 5 | 3+ | 4 | 2 | 4 | 5 | 3 | 3 | 4 | 5 | 5+ | 4 |
8 | 32000 | Hero | 5D6+8 | 6 | 3+ | 4 | 2 | 4 | 5 | 4 | 3 | 4 | 6 | 5+ | 4 |
9 | 45000 | Lord | 6D6+8 | 6 | 2+ | 4 | 3 | 4 | 6 | 4 | 3 | 4 | 6 | 5+ | 4 |
10 | 50000 | Lord | 7D6+8 | 6 | 2+ | 4 | 3 | 4 | 6 | 4 | 3 | 4 | 7 | 5+ | 5 |
Listed above are the abilities of the Executioner. You may notice that there is a new line, “Hand Dice”. This is the number of dice you roll for the Hand of Justice. Since their is more than one dice, the Hand of Justice attack may affect more than one Monster if you wish. You must nominate how many dice you wish to attack each Monster with before you roll. However, you may choose which dice score goes to whom. As before, the Executioner must be in base contact with the Monster, and the score of one dice can only go to one Monster.
The Executioner’s presence in a settlement is disturbing to the occupants and can cause several strange affects. When you go to a store, roll 1D6.
1-2 | The storekeeper probably had a friend or relation executed, and he doesn’t take kindly to you. He doesn’t let you in the store and the day is wasted. |
3-5 | The storekeeper feels very uncomfortable with you around, and to please you he would sell the last of his stock. All items are at -1 stock points. |
6 | The storekeeper is superstitious and gently wants you out of the store as quickly as he can. Every item is half off. (This does not include training) |
Executioners are simple folk and do not have
many more advantages than a common serf.
Executioners are not too wise and certainly know little of runes
and writing. They are also very fit. The Games Keeper when determining
modifiers for tests should remember that executioners are good
physically and are good when dealing with “physical” Initiative.
They are also poor with “intellectual” Initiative
tests and are very bad when determining
the supernatural.
Executioner’ are very flexible and can handle almost any item. The exceptions are plate armor and longbows. Every other item is acceptable for executioners to carry.
The Executioner has the following skills available as he goes up in battle levels. To determine which skills he takes roll 2D6.
2 |
Mighty Blow |
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3 |
Doom strike |
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4 |
Run |
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5 |
Glance |
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6 |
Endure |
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7 |
Duck back |
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8 |
Ambidextrous Your Warrior may now fight with two single handed weapons. While doing so, he gains the following number of extra attacks in each turn according to his Battle Level. If the weapons differ in the amount of damage they do, you must nominate which the executioner is using for each attack.
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9 |
Quick Timing |
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10 |
Frenzy
A natural roll of 1 always fails.
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11 |
Rapid fire |
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12 |
Blood-fever |
Here is a mini I found that would work great. It is Dark Lord Logar by Reaper Miniatures, part number 2180. As of this writing it is $2.25. It is the same 25mm scale as the other WHQ minis and is made of metal.