COMBAT SKILLS
Strike to Injure:
As Mordheim rulebook.
Combat Master:
As Mordheim rulebook.
Weapons Training:
As Mordheim rulebook.
Web
of Steel:
As Mordheim rulebook.
Expert Swordsman:
The warrior has been expertly taught
in the art of swordsmanship. He now has
access to Sword Forms - immediately choose one Sword Form from the separate
list. From now on, the warrior may
choose to take a Sword Form instead of a skill when he rolls up a new skill as
an experience advance.
Step Aside: As Mordheim rulebook.
SHOOTING SKILLS
Quick
Shot:
As Mordheim rulebook.
Crack Shot:
The warrior is adept at striking vital areas from a distance. He gains +1 to
all rolls on Critical Hit tables with ranged weaponry.
Eagle Eyes:
As Mordheim rulebook.
Weapons Expert: As Mordheim rulebook.
Nimble:
As Mordheim rulebook.
Trick Shooter: As Mordheim rulebook.
Steady Hands: Steady hands mean the warrior is able to fire on the move
without his aim being adversely affected. He does not suffer the usual -1
to-hit modifier when moving and firing. Note that this does not mean a warrior
can run and fire, and cannot be combined with the skills Nimble or Quick Shot.
Knife-Fighter: As Mordheim rulebook.
STRENGTH SKILLS
Mighty Blow: As Mordheim rulebook.
Enclosed Fighting Expert: As Pit Fighter skill in the Mordheim rulebook.
Resilient:
As Mordheim rulebook.
Fearsome:
As Mordheim rulebook.
Strongman: As Mordheim rulebook.
Unstoppable Charge: As Mordheim rulebook.
Battle Tongue: As Mordheim rulebook.
Taunt:
During the shooting phase the warrior
may choose to taunt one enemy model within 12" instead of shooting with a
missile weapon or channeling. The model must be able to see the enemy, and taunting
follows all the LOS rules for shooting (you must taunt the nearest opponent,
etc). The enemy then takes a Leadership test. If he passes, nothing happens but
if he fails he must spend his next movement phase trying to get into close
combat with the warrior who taunted him.
Streetwise:
As Mordheim rulebook.
Haggle:
As Mordheim rulebook.
Discipline:
This skill may only be taken by the warband's leader. The warrior is able to
keep a cool head in battle, and is much respected by his troops. He may re-roll
one failed rout test per battle.
Scavenger:
The warrior has an uncanny ability to turn up funds just when you need them -
and even when you don't! Otherwise, same as Wyrdstone Hunter skill from
Mordheim rulebook.
Dark One's Own Luck: It's uncanny, but this warrior always seems to have that little
bit of luck just when he needs it. He's no Ta’veren, but his compatriots have
been heard to mutter the phrase 'Dark One's Own Luck' around him. Once per
battle the warrior may re-roll one of his dice (to-hit roll, Injury roll,
armour save, etc). This may NOT be a serious injury roll. Only one warrior may
have the Dark One's Own Luck per warband.
SPEED SKILLS
Leap:
As Mordheim rulebook.
Sprint:
As Mordheim rulebook.
Acrobat:
As Mordheim rulebook.
Lightning Reflexes: As Mordheim rulebook.
Jump Up:
As Mordheim rulebook.
Dodge:
As Mordheim rulebook.
Scale Sheer Surfaces: As Mordheim rulebook.