Hero
Gerudirr
- Race
- dwarf
- Strength (STR)
- 6
- Magic potential (MP)
- 0/0/0
- Resistance (RES)
- 2
- Agility (AGI)
- 6
- Weapons
- axe, dagger
- Proficiency
- +3 axe
- Special ability
- 1 traps
STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility
How they play
The best hitter in the roster: axe +3 and agility 6 mean every swing wounds, far more than most heroes manage. Put Gerudirr in the front rank. Strength 6 is low, so heal between fights and don't let enemy casters focus this hero. Traps 1 gives a one-in-six chance of disarming a trap.
- Axe: wounds 100% of the time, 2.8 wounds per attack. Usable from the front rank.
- Dagger: wounds 100% of the time, 1.3 wounds per attack. Usable from the front rank.
- Resists a spell on a 1K6 roll of 1–2 (33% of the time).
- Not a spellcaster (magic potential 0/0/0).
- Traps 1: disarms a trap on a 1K6 roll of 1 or less (17% of the time).
Figures use the hero's starting stats and leave out magic items and weapon bonuses. They come straight from the rulebook tables.
Full rules: 4.0 Game Setup· Hero stats table (4.3)