Raid and Ruin Heroes

Cover art for 'Nightwatch: Raid and Ruin,' depicting four adventurers with weapons in a dark, dungeon-like setting, holding a lantern and preparing for a cooperative tabletop adventure game.
Four fantasy miniature figures standing in front of a stone with carvings, surrounded by a scenic backdrop of trees and rocky terrain.
Reaper figs with a WizKids Alchemist
Five detailed miniature figures in a fantasy setting, featuring characters with various weapons and attire, standing on a scenic tabletop with rocks and greenery in the background.
A typical Nightwatch Pact. L -> R: Alchemist, Mancer, Blade, Tracker. (and their faithful mule, Pepe)

Choices, Choices

A Nightwatch Hunter at full health gets a Free Move – which can be used anytime during their activation – and a Dice Pool composed of 1D6 , 1D8, and 1D10. When activated, the player select two of those dice to attempt in-game actions. (attack, interact, additional movement, and such) The third die represents the Grit vitality reserve.

Action and Grit dice types can vary from turn to turn, depending on the situation on the tabletop. So can the choice to use Grit offensively or Defensively. I’ve noticed a trend to use Grit for attacks early during a mission then more defensively later when high-tier enemies show up and/or the Hunter is Wounded. So die type choice changes by player style and circumstance.

A tabletop miniature game scene showing a character in a brown and green outfit, standing on a grassy terrain with trees and rocky structures in the background.

This Tracker plans to move up then roll Grit along with his Attack in order to boost accuracy and damage to the Barrow Wight in the distance.

He would select a die type to attack, roll it twice and choose the better result. (Class Skill = Ranged Attack. Two Dice Bonus) He would also roll his Grit die alongside them.

So three dice rolled, two Action dice of the same type, plus one die type for Grit. If at least one of the Attack dice is a 4+ and the Grit die is 4+, then the attack hits with extra effect.

If the Attack roll passes but the Grit falters, then the hit occurs at normal strength. If the Attack roll fails but the Grit succeeds, the attack is still a miss, albeit a spectacular one.

The same dynamic applies to Melee attacks. The Blade below could add a dash of “Cleave” to his attack, hoping to unseam the monstrosity from nave to chaps.

Two miniature figures engaged in a tabletop game, surrounded by detailed terrain features such as rocks and a grassy landscape.

Seeing as Offense/Defense Grit use can change from player to player, turn to turn, the Blade on the left (below) might choose to boost his attack against the Barrow Wight. While the wounded Tracker on the right facing two zombies should probably bolster his defense.

A tabletop scene featuring detailed miniatures, including robed figures and skeletal characters, arranged in a fantasy landscape with trees and rocks.

TDB + Special Skills + Signature Moves
Just like the other Nightwatch games, Hunters receive a Two Dice Bonus related to their class/Guild. They also have skills and abilities particular to their choice within their Guild. For example, a Blade with a great weapon has different enhanced attack options than a dual-wield Blade or a sword-n-board Blade.

The same applies to Trackers with a Longbow, Crossbow/Blackpowder rifle, or dual-wielding pistols/hand crossbows.

Mancers come in two flavors: War Mage or Warder. (you can work out which is which)

And Alchemists can be Surgeons or Bombardiers, depending on your preference for potions or explosives.

A Cleric casting a fire spell against two zombies. The miniature figures are surrounded by detailed rocky terrain and various terrain pieces in a tabletop gaming setting.
War Mage. AKA: the Human Flamethrower.

Cerebral but squishy Alchemists still receive their Endless Flashpowder in the likely event they want to extricate themselves from unwanted physical contact.

Signature Moves are a separate narrative flavoring. I write them especially for each player’s character. This is something particular, peculiar, they can do once per game, in extremis. For example, the Tracker in the upcoming campaign is a Gnoll, so once per game, he can invoke Carrion Eater to restore himself to full health – but only when he’s base-to-base with a downed enemy model.

Tabletop game scene featuring skeletal miniatures and a warrior in a fantasy setting with a scenic background.
A pinch of flashpowder should do the trick.

Variation on a Theme

Cover image of 'The Towers of Blackmere' featuring a tall, dilapidated tower with a lit flame on top, surrounded by a dramatic mountainous landscape in black and white. The title and author's name are prominently displayed.

That’s all for now. More info and AARs on the way.
Thanks for stopping by. Good Hunting.

Three painted miniatures, a warrior with a staff, a knight with a shield, and a hooded figure with a weapon, positioned in front of a large, detailed stone monument in a natural setting.
L->R: Modified Privateer Press mini, modified Avatars of War, old Reaper metal fig, and another PP fig.

***

If you’re inclined and can spare a few bucks, then a cup of coffee, a pot of paint, a mini or two helps to keep the content coming.
Thanks.

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