Executioners

by Dave Joria

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

Equipment

Dragoon (See Special Rules)

Weapon

Sword (D6+3)

Armor

None

Pinning

The Executioner escapes pinning on 6+

Special Rules

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

Executioner’s Advancements

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

Advanced Rules

Hand of Justice

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.

Fear

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)

Abilities

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.

Weapons and Armor

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.

Executioner’s Skills

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
This skill allows your warrior to increase the Strength of his blows by trading in his number of attacks.  For each Attack your warrior gives up, he may roll an extra 1D6 Wounds on one of his remaining attacks.  You must declare that your warrior is using this skill before rolling his to hit dice.  This skill may be used once per turn.

3

Doom strike
This skill allows you to +3 to all of your Warrior’s to hit rolls for one turn. May be used once per adventure.

4

Run
This skill allows your Warrior to attempt to increase his speed.  Roll 1D6. On the score of 5 or 6 the Hunter’s movement is doubled and he may not be pinned this turn. Use this skill once per turn

5

Glance
This affect allows your Warrior to try to switch the blow from himself to an another opponent.  Roll 1D6. On the roll of 6 one oncoming attack is taken not by himself but to another target next to the Warrior and the Monster striking the blow.  This may not be used with magic or missile attacks. Use once per turn.

6

Endure
This ability allows your warrior to stand upright and active even when he reaches 0 wounds. As soon as a blow takes him him to 0 wounds or less, roll a D6. If the score is 1, 2, 3, or 4 your Warrior is knocked unconscious as normal. If the score is a 5 or 6 your Warrior is placed on 1 Wound.

7

Duck back
This skill allows your Warrior to add +1 to his roll to escape from pinning.

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.
2-4 +1
5-8      +2
9+ +3

9

Quick Timing
This skill allows your warrior fast thinking when dealing with ambushes and sneak attacks.  If Monsters appear with the ability Ambush, they are placed next to the Warriors as normal.  However, if their is open squares next to the Executioner you may move him, and the Monsters may not follow until the Monster’s phase.  Also, if the Executioner can score equal or less than his Initiative on 1D6 (6 always fails), he has time to yell a warning and the other Warriors can move as well.  This skill may be used once per turn.

10

Frenzy
Each turn, before combat, the Executioner may attempt to become frenzied and enter a state of utter rage for one turn.  Roll 1D6 on the following table.  
Depending on the chart, certain modifiers apply according to Battle-Level. 

2-4 -1 Result
5-8      0 Results
9+ +1 Results

A natural roll of 1 always fails.

1 Your Warrior suffers 1 automatic hit upon himself, same as against Monster, weapon modifiers included, and skills.
2-4 Nothing happens.
5-6 Your warrior gets double his Attacks for this turn.

11

Rapid fire
This skill allows your warrior to get +1 missile attack per turn.

12

Blood-fever
This skill allows your Warrior to trade in all of his attacks each turn for a single blood-fever attack.  Make an attack as normal.  If you hit and kill it with one blow, your Warrior can step forward one square and, if it takes him next to another Monster, he may make another attack.  This process continues until your Warrior fails to kill his opponent. This skill may be used once per turn.

NOTE by Techpriest

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.