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The Whitechapel Gun Club
~The great marengo Illusionist
Special ability HYPNOTISM: When in contact, before hand to hand combat commences, Marengo rolls 1D6. On a 4-6 he successfully mesmerises his opponent, who is unable to fight back.
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat 4 + 1d6
Fortitude
It’s only a scratch
Flesh wound
Mortal injury
Near fatal blow
Follower
Vim: 3e
The Whitechapel Gun Club
Lady Euthanasia Pokingham-Proditt
Special ability GLAMOUR: Men cannot resist her beauty. Momentarily distracted, men’s die rolls against her - shooting or in combat - always minus 1. Lesbians are also susceptible.
Move Walks 6” Runs 8”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat 4 + 1d6
Fortitude
Scratch Flesh wound
Mortal injury
Near fatal blow
Leader
Vim: 4e
The Whitechapel Gun Club
~Miss Florrie Nightingale D0-Gooder
Special ability HEALING: Each turn, Miss Florrie can expend 1 point of vim to heal one wound to herself or a colleague on her action, on a die roll of 4 - 6.
Move Walks 6” Runs 8”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat 4 + 1d6
Fortitude
Scratch Flesh wound
Mortal injury
Near fatal blow
Follower
Vim: 3e
The Whitechapel Gun Club
~Fanny Daley Ladies’ Maid
Special ability STEALTH: Accustomed to stealing from the pantry in the dead of night, Fanny can silently incapacitate a single enemy without risk of an alarm – if she wins the combat.
Move Walks 6” Runs 8”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat 4 + 1d6
Fortitude
Scratch Flesh wound
Mortal injury
Near fatal blow
Follower
Vim: 3e
The Whitechapel Gun Club
~Dr John Watson MD and sleuth
Special ability HEALING: Each turn, Dr. Watson can expend 1 point of vim to heal one wound to himself or a colleague on his action, on a die roll of 3 - 6.
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat 4 + 1d6
Fortitude
It’s only a scratch
Flesh wound
Mortal injury
Near fatal blow
Leader
Vim: 4e
The Whitechapel Gun Club
~Captain Ishmael Spoons Mariner
Special ability AGILITY: Raised amongst the rigging and wharves, nothing presents an obstacle to Ishmael Spoons. He may cross any difficult terrain without using up any of his vim.
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat 4 + 1d6
Fortitude
It’s only a scratch
Flesh wound
Mortal injury
Near fatal blow
Leader
Vim: 4e
The Whitechapel Gun Club
~Professor Pottering Inventor
Special ability INGENUITY: Each turn, the ingenious Professor Pottering’s group can move up one place in the initiative order without expending any vim. He’s that clever.
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat 4 + 1d6
Fortitude
It’s only a scratch
Flesh wound
Mortal injury
Near fatal blow
Leader
Vim: 4e
The Whitechapel Gun Club
~Lady Penelope Fondling Daredevil
Special ability BRAVADO: Hot air balloonist, explorer and adventurer, Lady Penelope rides her luck and laughs in the face of danger. Once per turn, she can re-roll one of her dice.
Move Walks 6” Runs 8”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat 4 + 1d6
Fortitude
It’s only a scratch
Flesh wound
Mortal injury
Near fatal blow
Leader
Vim: 4e
The Whitechapel Gun Club
~Father Erasmus Unorthodox Patriarch
Special ability SANCTITY: Only Father Erasmus can slay the Vampire, such is the strength of his soul. He is impervious to the Vampire’s glamour, and the Vampire cannot negate his sanctity.
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a - - - -
Combat 6 + 1d6
Fortitude
It’s only a scratch
Flesh wound
Mortal injury
Near fatal blow
Leader
Vim: 4e
The Whitechapel Gun Club
Doktor Mordechai Hzardcy
Special ability PIETY / REMOVE GLAMOUR He is not only impervious to the Vampire’s glamour, he can remove the glamour at will from others within 12” of him.
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a - - - -
Combat 6 + 1d6
Fortitude
It’s only a scratch
Flesh wound
Mortal injury
Near fatal blow
Follower
Vim: 3e
The Transylvanian EnemyCount Ordog ~ The Vampire
Special abilities - VAMPIRE GLAMOUR: Once per turn, Count Ordog can mesmerise any one opponent within line of sight, robbing them of all volition. But human special abilities have no affect against him.
Move Walk 6” Runs 10”
Range - - - -
Hit on a - - - -
Combat 2 + 2d6
Fortitude
Count Ordog cannot be wounded – only slain by a stake through the heart.He may only move outdoors after sundown.He may not cross a crossroads, nor road leading to it.
Leader
Vim: 4eCount Ordog
The Transylvanian EnemyOne-eyed Ivan
Special ability NONEThe Count’s loyal dog, One-eyed Ivan is a lousy shot but fearsome in a hand-to-hand fight…
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 4 - 6 5 - 6 5 - 6 6
Combat 5 + 1d6
Fortitude
Flesh wound
Mortal injury
Near fatal blow
Henchman
Vim: 2eIvan
The Transylvanian EnemyOleg the castle gatekeeper
Special ability NONE
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 4 - 6 5 - 6 5 - 6 6
Combat 3 + 1d6
Fortitude
Flesh wound
Mortal injury
Near fatal blow
Henchman
Vim: 2eOleg
The Transylvanian EnemyTatiana Bigova, housekeeper
Special ability NONETatiana Bigova, castle housekeeper, flourishes the wolf’s head standard of the Principality…
Move Walks 6” Runs 8”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 4 - 6 5 - 6 5 - 6 6
Combat 3 + 1d6
Fortitude
Flesh wound
Mortal injury
Near fatal blow
Henchman
Vim: 2e
The Transylvanian EnemyBrum Shtoka, the chauffeur
Special ability DRIVER - Brum Shtoka, the Count’s ancient chauffeur is permanently drunk on the Old Tokay. But he can drive any vehicle like a demon. In fact, he is a demon. Just not a very good one.
Move Walks 4” Runs 6”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 6 6 6 6
Combat 1 + 1d6
Fortitude
Flesh wound
Mortal injury
Near fatal blow
Henchman
Vim: 1 eBrumShtoka
The Transylvanian EnemyColonel Székely
Special ability - ELECTRO-LANCE FORCE GENERATOR Upon activating his electro-lance at a cost of 1 vim, the Colonel immediately creates an impenetrable force field with a 6” radius around himself.
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 3 - 6 4 - 6 5 - 6 6
Combat 4 + 1d6
Fortitude
Flesh wound
Mortal injury
Near fatal blow
Follower
Vim: 3eSzékely
The Transylvanian EnemyCaptain Kurtz
Special ability – CRACK SHOT Once per turn, Captain Kurtz may expend 1 vim and re-roll his shooting dice
Move Walks 6” Runs 10”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 3 - 6 4 - 6 5 - 6 6
Combat 4 + 1d6
Fortitude
Flesh wound
Mortal injury
Near fatal blow
Follower
Vim: 3eKurtz
The Transylvanian EnemyCaptain Sofia Pavlova
Special ability GLAMOUR: Men cannot resist her beauty. Momentarily distracted, men’s die rolls against her - shooting or in combat - always minus 1. Lesbians are also susceptible.
Move Walks 6” Runs 8”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 3 - 6 4 - 6 5 - 6 6
Combat 4 + 1d6
Fortitude
Flesh wound
Mortal injury
Near fatal blow
Follower
Vim: 3eSofia
The Transylvanian EnemyThe Bridal Guard (4)
Special ability: NONEThe Bridal Guard are the Count’s bodyguard – as well as handmaidens to his unwilling brides.
Move Walk 6” Run 8”
Range Close< 6”
Short< 18”
Long< 36”
Distant< 48”
Hit on a 3 - 6 4 - 6 5 - 6 6
Combat 3 + 1d6
Henchmen
Vim: 2e
Fortitude Soldier 1 Soldier 2 Soldier 3 Soldier 4
Mortal injury
Near fatal blow
1
4
The Transylvanian EnemyVehicle Commander Miriam
Special ability ENGINEER: Only Miriam Vyrzhenko can operate the Infernal Steam Vehicle - the ‘Pokol’ class steam-driven machine-gun-carriage.
Move Walks 6” Runs 8”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 3 - 6 4 - 6 5 - 6 6
Combat 4 + 1d6
Fortitude Flesh wound
Mortal injury
Near fatal blow
Follower
Vim: 3eMiriam
The Transylvanian EnemyThe Infernal Steam vehicle
‘Pokol’ class steam-driven machine-gun-carriage. It has a crew of 4 including a commander, driver, gunner and stoker. To move it requires at least a qualified engineer + a stoker.
Moves8” (uses 1 vim by the driver)
Before moving, from a cold start it takes one entire turn to build up a head of steam
Range Close6” - 12”
Short< 24”
Long< 48”
Distant< 72”
Hit on a 2 - 6 3 - 6 4 - 6 5 - 6
Combat Can crush opponents – roll 1D6 to determine the number of wounds per victim
Note 1: Under 6”, the machine gun lacks sufficient downward elevation, so cannot hit targets at such close range.Note 2: The portholes are armoured glass - cannot be fired through
Follower
Vim: 3e
The Transylvanian EnemyInfernal Steam Vehicle Crew
Special ability: NONE: The lesbian crew of the ‘Pokol’ steam-driven machine-gun-carriage are good shots with their pistols, but don’t have much by way of initiative…
Move Walk 6” Run 8”
Range Close< 3”
Short< 12”
Long< 24”
Distant< 36”
Hit on a 3 - 6 4 - 6 5 - 6 6
Combat 3 + 1d6
Henchmen
Vim: 2e
Fortitude Crew 1Tara
Crew 2Lara
Crew 3Kara
Mortal injury
Near fatal blow
Tara
The Transylvanian EnemyCarpathian Rifle Section (7)
Move Walk 8” Run 10”
Range Close< 6”
Short< 18”
Long< 36”
Distant< 48”
Hit on a 3 - 6 4 - 6 5 - 6 6
Combat 2 + 1d6
Henchmen
Vim: 2e
Fortitude 1 2 3 4 5 6 7
Mortal injury
Near fatal blow
1
Special ability: NONEDumb, unquestioning cossacks in the Count’s unlovely service…
6
The Transylvanian EnemySnivelling Lackeys (5)
Special ability: NONEThe Count’s misshapen slaves may lack weapons, but will attack savagely in defence of their master
Move Walk 6” Run 8”
Range - - - -
Hit on a - - - -
Combat 2 + 1d6
Henchmen
Vim: 2e
Fortitude Lackey 1 Lackey 2 Lackey 3 Lackey 4 Lackey 5
Mortal injury
Near fatal blow
2
3
~The Whitechapel Gun Club House Rules
VimEach figure is blessed with an amount of ‘vim’ (spirit, energy) each turn.
1 vim = 1 action: walk; run; fire a shot; fight hand-to-hand; issue an order; recover; cross an obstacle; use a special ability needing vim. A figure may use any combination of any actions in any sequence.
MovingEach figure walks or runs the distance shown on its card - expending 1 vim.
A figure that runs twice in succession must use 1 vim to recover as his next available action.
Obstacles: Move up to it. Stop. It takes a separate action to cross it.
ShootingEach figure can fire the distance shown on its card according to weapon
Subject to the range, throw the required number on a D6 to hit.Target in hard cover? Deduct 1.
One hit = one wound (see ‘fortitude’ below).
Hand-to-hand
Each figure can fight hand to hand using skill + luck (1D6) shown on its card.
One-on-one combats only. Highest wins. Loser suffers a wound.
Deduct 1 against a second concurrent opponent, 2 against a third, and so on.
FortitudeEach figure is blessed with fortitude (resilience) as shown on its card.
There are 4 levels of wound (depending on fortitude). No remaining fortitude = death.
A figure sustaining any wound must recover as its next available action.
Status Each figure is either a leader, a follower or a henchman.
Leaders can issue orders. Followers can issue and follow.Henchmen can only follow orders.
Orders audible up to 24” Orders remain in force until a new order is issued.
eDraw one playing card per group of figures to determine initiative. Aces High, naturally