Signalmen

Signalman (basic)
These specialists accompany units of troops, carrying caged pigeons, trumpets, flags, and other signaling devices, and it’s their job to communicate with other Signalmen around the city. When the Signalmen are in the Den they work for the Master of Signals, tending to the pigeon coops and standing watch for incoming signals.

WS+5 BS+5 AG+5 INT+10 WP+10 FEL+5 A+0 W+2

Skills: Animal Care, Animal Training, Concealment, Dodge Blow, Perform (Musician), R/W, Scale, SSDD.

Talents: Acute Hearing, Flee!, Savvy, Supernumerate.

Trappings: Leather jack, shield, sword. Any 2 of: cage of pigeons, trumpet, signal flags, tinderbox & torches, or mirror.

Career Entrances: Mordheim Miltiaman, any basic career.

Career Exits: Master of Signals, Skirmisher, etc.

Master of Signals (advanced)
An officer in charge of the alarm trumpets and signal drums of Devil’s Den, the Master of Signals communicates with troops outside the walls, sometimes miles away. They also excel at the use of smoke signals, trained pigeons, and mirrors to communicate. The Master of Signals also sends messengers on these excursions who take charge of sending news back home. During battle the Master of Signals scans the field looking for signals to relay.

WS+10 BS+15 ST+5 T+5 AG+20 INT+20 WP+20 FEL+20 A+1 W+4

Skills: Animal Care, Animal Training, AK Geneology/Heraldry, Concealment, Command, Gossip, Gamble, Perception, Performer: Musician, Scale, SS Mordheim Militia, Trade (Luthier).

Talents: Excellent Vision, Inured to Chaos, Keen Senses, Savvy, Supernumerate.

Trappings: Full leather armor, hand weapon, drum or trumpet, mirror, signal flags or d10 pigeons.

Career Entries: Devil’s Den Sentinel, Devil’s Den Skirmisher, Mordheim Militiaman

Career Exits: (various officer careers)