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

Still looking for the truth!

Special Agent Fox Mulder
Leader
Shoot: d12
Close Combat: d12
Traits
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.
Weapons
Pistol – 6/12”

Special Agent Dana Scully
Specialist
Shoot: d10
Close Combat: d10
Traits
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.
Weapons
Pistol – 6/12”
Doctor’s Bag

Local Detective
Regular
Shoot: d10
Close Combat: d10
Traits
Steady: You ignore Shock and Wounds penalties when Shooting.
Weapons
Pistol – 6/12”

Beat Cop
Regular
Shoot: d10
Close Combat: d10
Traits
Killer: You may add +1 to Wound rolls when Shooting.
Weapons
Pistol – 6/12”

Beat Cop
Regular
Shoot: d10
Close Combat: d10
Traits
Deadeye: +1 to Shoot rolls.
Weapons
Shotgun – 6/12” Splash

Coolheaded: +1 to all Shaken recovery rolls.

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