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Lord
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Registered: 08-2004
Posts: 100
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WHQ 2.0 Mordheim style(Skills)


These are the generic skills. Each class will also have 6 or so special skills they may choose from. Ill add those to this post when I get those completed.

quote:


Skill Lists

The Skill lists are used to pick skills earned as advances. Your warrior is restricted to specific Skill lists depending upon his Warrior type and what kind of warrior he is. Each Warrior entry includes a list of skills available to the Heroes.

All warriors have their own strengths and weaknesses which relate to the skills available to them. For example, Dwarfs are good fighters and very strong, but they are not very academically minded.

Most warriors also have access to a unique Skill list, which is clearly indicated in their entry.


Combat Skills

Strike to Injure. The warrior can land his blows with uncanny accuracy. Add +1 To Hit by the model in hand-to-hand combat.

Combat Master. The warrior is able to take on several opponents at once. If he fights against more than one enemy at a time, he gains an extra Attack in each hand-to-hand combat phase as long as he is fighting two or more enemy models.

Weapons Training. A warrior with this skill is adept at using many different weapons. He may use any hand-to-hand combat weapon he comes across, not just those in his equipment options.

Web of Steel. Few can match the ability of this warrior. He fights with great skill, weaving a web of steel around him. The model gains +1 to all his To Wounds rolls in hand-to-hand combat.

Expert Swordsman. This warrior has been expertly taught in the art of swordsmanship. He may re-roll all missed attacks if he is using a sword in the first round of the hand-to-hand phase. Note that this only applies when they are armed with normal swords or weeping blades, and not with doublehanded swords or any other weapons.

Step Aside. The warrior has a natural ability to avoid injury in combat. Each time he suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified and is taken after all other armour saves.


Shooting Skills

Quick Shot. The warrior may shoot twice per turn with a bow or crossbow (but not a crossbow pistol).

Pistolier. The warrior is an expert at using all kinds of pistols. If he is equipped with a brace of pistols of any type (including crossbow pistols), he may fire twice in the Shooting phase (though note that normal reloading rules apply). If he has a single pistol then he may fire it in the same turn it was reloaded.

Eagle Eyes. The warrior’s sight is exceptionally keen. He adds +1 To-Hit for any missile weapon he is using.

Weapons Expert. The warrior has been trained to use some of the more unusual weapons of the known world. He may use any missile weapon he comes across, not just the weapons available from his Warrior list.

Nimble. The warrior may move and fire with weapons that are normally only used if the firer has not moved. Note that this skill cannot be combined with the Quick Shot skill.

Trick Shooter. The warrior can shoot through the tiniest gap without it affecting his aim. He may choose to fire at any target on same board section when using missile weapons.


Hunter. The warrior is an expert at getting his weapon loaded and ready. He may fire each turn with a handgun.

Knife-Fighter. The warrior is an unrivalled expert at using throwing knives and throwing stars. He can throw a maximum of three of these missiles in his shooting phase and may divide his shots between any targets within range as he wishes. Note that this skill cannot be combined with the Quick Shot skill.


Academic Skills

Sorcery. This skill may only be taken by Heroes capable of casting spells. A warrior with this skill gains +1 to his rolls to see whether he can cast spells successfully or not. Note that Warrior-Priests may not use this skill.

Streetwise. A warrior with this skill has good contacts and knows where to purchase rare items. He may add +2 to the roll that determines his chances of finding such items (see the Trading section).

Haggle. The warrior knows all the tricks of bargaining and haggling. He may deduct 2D6 gold crowns from the price of any single item (to a minimum cost of 1gc) once per post battle sequence.

Warrior Wizard. This skill may only be taken by spellcasters. The mental powers of the wizard allow him to wear armor and cast spells.


Strength Skills

Mighty Blow. The warrior knows how to use his strength to maximum effect and has a +1 Strength bonus in close combat (excluding pistols). As his Strength is used for close combat weapons, the bonus applies to all such weapons.

Pit Fighter. The warrior has learned how to fight in enclosed spaces from his time in the dangerous fighting pits of the Empire. He is an expert at fighting in confined areas and adds +1 to his WS and +1 to his Attacks if he is fighting inside buildings or ruins.

Resilient. The warrior is covered in battle scars. Deduct -1 Strength from all hits against him in close combat. This does not affect armour save modifiers.

Fearsome. Such is the reputation and physique of the model that he causes fear in opposing models.

Strongman. The warrior is capable of great feats of strength. He may use a double-handed weapon without the usual penalty of always striking last. Work out order of battle as you would with other weapons.

Unstoppable Charge. When he charges, the warrior is almost impossible to halt. He adds +1 to his Weapon Skill during first round of each close combat.


Speed Skills

Leap. The warrior may leap over one square in the movement phase in addition to his normal movement. He may move and leap, but he can only leap once per turn. A leaping warrior may jump over opposing man-sized models, including enemies, and obstacles 1" high, without penalty. The leap may also be used to leap over gaps such as Pit Traps.

Sprint. The warrior may double his Movement rate once per dungeon.

Lightning Reflexes. If the warrior is charged he will ‘strike first’ against those that charged that turn. As the charger(s) will also normally ‘strike first’ (for charging), the order of attack between the charger(s) and the warrior with this skill will be determined by comparing Initiative values.

Jump Up. The warrior can regain his footing in an instant, springing to his feet immediately if he is knocked down. The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule.

Dodge. A warrior with this skill is nimble and as fast as quicksilver. He can avoid any hits from a missile weapon on a D6 roll of 5+. Note that this roll is taken against missiles as soon as a hit is scored to see whether the warrior dodges it or not, before rolling to wound, and before any effects from other skills or equipment (such as lucky charms).

Scale Sheer Surfaces. A warrior with this skill can scale even the highest wall or fence with ease. He can climb up or down a ledge or platform without taking a penalty to Movement.

4/Aug/2005, 6:53 pm Link to this post Send Email to golembane   Send PM to golembane
 
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Lord
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Registered: 08-2004
Posts: 100
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Re: WHQ 2.0 Mordheim style(Skills)


Ok I change my mind. I'll just attached the special skills to the warriors since they won't be directly effecting others anyways.

Now I just need to start getting the warriors made up....
4/Aug/2005, 6:56 pm Link to this post Send Email to golembane   Send PM to golembane
 


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