Mulder and Scully for Tales of Horror
"Things are getting strange, I'm starting to worry
This could be a case for mulder and scully
Things are getting strange, now I can't sleep alone" - Catatonia
This could be a case for mulder and scully
Things are getting strange, now I can't sleep alone" - Catatonia
Still looking for the truth! |
Special Agent Fox Mulder
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Leader
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Shoot: d12
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Close Combat: d12
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Traits
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Leader: They give a +1 to the die roll to any model attempting
to make a roll to recover from being Shaken or Wounded. The model must be
within 12” and within line of sight (not blocked by terrain) of the Leader to
give this “encouragement”. A natural roll of “1” still causes model to rout
when attempting to become Unshaken, and expire from their wounds if rolling
to get up from a wound.
Veteran: You use a d12 for all rolls.
Occult Expert: +1 Shoot & Close Combat against non-humans.
+1 to Occult Tasks.
Fearless: You ignore Fearful Presence, and ignore the penalty
for multiple Shock markers. For example, if you had 3 Shock markers, your
Recovery roll would still only be at a -1.
Lucky: You may re-roll any die roll once a turn.
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Weapons
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Pistol – 6/12”
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Special Agent Dana Scully
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Specialist
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Shoot: d10
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Close Combat: d10
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Traits
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Doctor: May heal adjacent models. Action roll 5+, if
successful the wounded figure heals one wound. If 1 or less, loses a wound.
Nerves of Steel: You ignore your first Shaken result.
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Weapons
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Pistol – 6/12”
Doctor’s Bag
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Local Detective
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Regular
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Shoot: d10
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Close Combat: d10
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Traits
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Steady: You ignore Shock and Wounds penalties when Shooting.
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Weapons
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Pistol – 6/12”
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Beat Cop
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Regular
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Shoot: d10
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Close Combat: d10
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Traits
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Killer: You may add +1 to Wound rolls when Shooting.
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Weapons
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Pistol – 6/12”
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Beat Cop
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Regular
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Shoot: d10
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Close Combat: d10
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Traits
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Deadeye: +1 to Shoot rolls.
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Weapons
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Shotgun – 6/12” Splash
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Coolheaded: +1 to all Shaken recovery rolls.
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