
Nightwatch: “We’re the Good Guys.“
If not good, then at least a respectable shade of gray.

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Making Heroes more Heroic
One of the new elements in Raid and Ruin is Grit – a reservoir of heroic vitality that allows Nightwatch Hunters to put extra effort into their actions.
This energy/effort can be used one of two ways during a player’s activation: it can enhance attacks during the player / Nightwatch Phase. Or bolster defense during the enemy / Dark Spawn phase. Players must decide which when they activate the particular model.

- Miniatures by the excellent Knucklebones Miniatures, except where noted.
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.

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.

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.

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.

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.

Variation on a Theme
Nightwatch Raid and Ruin is a stand-alone game. It’s the latest in the line of Nightwatch fantasy skirmish rule sets. RnR is open-setting and mini-agnostic – Meaning you can run your games in any setting, with any miniatures you please.
It’s designed to help experienced players get figs statted and on the table quickly. And offer an easy way to introduce new players to simple, fantasy tabletop combat.
I’ve used it for one-shot skirmish games, combat encounters in RPGs, and have just started a long-term narrative campaign titled The Towers of Blackmere where it will govern the various battles undertaken by the Nightwatch as they try to halt a plague of undead. (Read the Session 0 AAR here)

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

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