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Skip Navigation LinksMordheim>Content>New Skills>Combat Skills
New Combat Skills
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.
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