|
Fast Strike |
The warrior may choose to make a single
Fast Strike in HtH instead of his normal
complement of Attacks. The warrior picks
which weapon he is striking with and adds
a d6 to his Initiative to determine at what
order the strike is resolved, max of 10.
Not usable with any weapon that requires
2 Hands to use. |
|
Roll Dodge |
The warrior can ignore the 2" Interception
rule when charging in to HtH combat. |
|
Fleet Footed |
The warrior gains +1 to his base Movement. |
|
Flee |
If the Hero breaks and runs while in HtH
combat, his opponents do not get an automatic
hit upon him. Rather, they hit on a 4+.
Additionally, the Hero's player may roll
3d6 instead of the normal 2d6 and pick which
2 dice he prefers to determine the number
of inches the Hero flees. |
|
Monkey Man |
The Hero may ignore obstacles of up to 2"
in height when moving rather than the standard
1". |