|
Axe Master |
The warrior may parry with normal axes as
per normal parrying rules.
|
|
Defensive Flurry |
The Parry rule is changed for this warrior
as follows: after taking normal parries
the warrior may opt to make additional parrys,
using his normal attacks to do so. The warrior
may continue to attempt to parry as many
incoming blows as he has attacks. If the
warrior still has attacks left at the very
end of the HtH phase then he may try to
hit with his remaining attacks. The warrior
can attempt to parry a specific incoming
blow only once, but may attempt to parry
multiple attacks from the same opponent.
This skill can be combined with other parry
affecting skills and weapons. |
|
Disarm |
The warrior may opt to forego his normal
attacks and attempt to disarm a single opponent.
To disarm the opponent, the warrior must
declare what weapon he is disarming and
then roll to hit the foe at a -2 WS for
a single handed weapon and a -3 WS for a
2 handed weapon. If succesful the opponent
must fight without the designated weapon
until he recovers it. The foe recovers his
weapon in the first Recovery Phase out of
HtH. Not vs natural weaponry. |
|
Expert Axeman |
The warrior is adept at keeping his axes
moving in a defensive pattern, thru which
attackers must pass first to attack him.
Thus if the warrior is wielding an axe he
may strike first when being charged. If
the opponent has a similar special abilty,
such as that granted by a spear, strikes
are resolved in Initiative order. If the
warrior wields 2 axes then he may make 2
attacks first when being charged. |
|
Expert Halberdier |
If the warrior wields a Halberd he may add
+1 to his roll to wound.This modifier is
to the die roll itself, so that a 1 counts
as a 2 and a 5 counts as a 6. |
|
Expert Spearman |
If the warrior wields a Spear he gains an
additional Attack with that spear. |
|
Fencing Master |
The Parry rule is changed for this warrior,
as follows: If he equals or beats an opponents
attack roll, it is parried. If he has two
Parrying weapons, he may make two Parries
or reroll a single failed parry. |
|
Finishing Move |
The warrior may opt to forgo his usual number
of attacks and make a single attack at an
additional +2 Strength to its normal strength.
This can be used in conjunction with Mighty
Blow, Weapon Bonuses, and any other Strength
enhancing abilities. The blow is resolved
last AFTER 2 Handed Weapons. Useful for
taking out Knocked Down models with high
Toughness. |
|
Follow Thru |
In any HtH combat where all of the warriors
foes are knocked down, stunned, or taken
out of action the warrior may opt to make
a follow thru move of up to 2 inches in
any direction. This move can bring him into
base contact with another model, and he
will fight in the next HtH phase, but niether
model counts as charging. This move is executed
at the very end of the HtH phase after everyone
has finished striking. If multiple models
have this skill, then they move in Initiative
order. Simultaneous movers from opposing
forces within range automatically move to
intercept one another. |
|
Pugilist |
The warrior may fight barehanded with no
penalty one or two handed. The model always
gets an extra attack for having 2 weapons
when fighting barehanded or with one weapon
and no shield or buckler. Fight barehanded
w/o penalty, +1 Attack |
|
Shield Smash |
The warrior has trained to integrate his
shield into his fighting style. When using
a Shield or Buckler in HtH he may make a
single additional attack resolved at the
warriors Strength. The Shield Smash cannot
cause critical hits. ; +1 Attack |
|
Sweeping Blow |
The warrior may opt to make a single sweep
attack against all the models in base to
base contact with him instead of making
his normal attacks . Rather than rolling
to hit, each foe rolls under thier Initiative
to avoid the blow. Each model failing thier
Initiative roll is hit, and the warrior
rolls to wound each enemy independently
as normal. This manuever can only be executed
with a two-handed weapon (including halberds
and flails, etc.), but no Strength bonuses
granted by the weapons themselves are included. |
|
Dirty Infighting |
The Warrior is a master of dirty tricks.
Biting, kicking dirt, throwing elbows and
knees to the groin, etc. When fighting a
single opponent, the warrior may trade a
single attack for a dirty trick. If this
is done, the opposing warrior must make
an Initiative roll. If it is failed all
of the Heros other attacks are at +1 to
hit for that phase of HtH. |
|
Roll Away |
The warrior is adept at giving himself time
to recover. If the warrior is knocked down
he may make an Initiative roll, if he passes
it he may immediately move 2" away
from his opponent in any direction not blocked
by intervening terrain or other models.
This may save the Hero from taking further
attacks from other opponents. The Hero cannot
move into contact with another enemy in
this fashion |
|
Throw Weapon |
The Warrior may Throw any one handed HtH
weapon Sx2 inches. The weapon strikes at
the Strength of the user, plus weapon modifiers
if any. The Warrior rolls to hit using his
BS, ignoring range and movement modifiers.
This skill is not combinable with any Shooting
Skills, including Eagle Eye. The Warrior
must then fight without the weapon. The
weapon may be recovered after the game if
the warrior does not go Out of Action.
|
|
Take Away |
If the Hero does not already carry 2 HtH
weapons (not including free Daggers), he
may attempt to Takeaway an opponents Weapon.
Instead of making his normal complement
of attacks, the Hero instead makes a single
attack at -2 WS for a 1 handed weapon, -3
WS for a 2 handed weapon. Should he succeed
and if his Strength exceeds that of his
opponent not counting Mighty Blow or weapon
modifiers OR his Intiative exceeds that
of his opponent counting Crimson Shade but
not Ithilmar modifiers he takes the weapon
from his opponent. If the warrior is unable
to use the weapon (not on his Equipment
list), he still may not use it, but deprives
his opponent of the weapon. the opposing
warrior must fight with whatever weapons
he has remaining. |
|
Roll with Blow |
The warrior is adept at taking the sting
off of Concussing blows and falling by rolling
with them. When hit with non-edged weapons
or falling, he is only stunned an a roll
of a 4 rather than 3-4 or 2-4. His Injury
chart vs these attacks is therefore 1-3
Knocked Down, 4 Stunned, 5-6 OoA. This is
usable in conjunction with a Helmet and
Jump up. |
|
Crusty Veteran |
The warrior has learned to compensate for
his old injuries. Heros may ignore the side
effect of one serious injury chosen when
the skill is taken (remove it from the roster
or counteract any minuses with a plus),
Hirelings only leave the band on a role
of '1' rather than 1 or 2. This skill may
only be taken once. |