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Skip Navigation LinksMordheim>Content>New Skills>Ulfwerener Skills
Ulfwerener Skills
Regeneration The Ulfwerener is able to heal damage extremely quickly. During each Recovery Phase, if the Ulfwerener is below his max wounds total, he may roll a single d6. If the die result is equal to or less than his Toughness he regains a single Wound. Additionally, if the Ulfwerener is put Out of Action in were form, he ignores the first roll on the Serious Injury chart if it results in anything below a 36, rolling again a second time and ignoring Multiple Injuries. A second Dead result means the Ulfwerener really is dead.
Superhumanly Tough The Ulfwerener is able to ignore lesser attacks, protected by his superhuman nature. Whenever he is wounded, he may roll a single d6. If the die result is equal to or less than his Toughness value minus any armor save modifiers of the attack, he may completely ignore the Wound as if the attack failed to wound in the 1st place. Additionally, Serious injuries possessed by the Ulfwerener's human form are ignored; they are healed during the transformation to were form, but return when transforming back to human form.
Sharp Senses The Ulfwerener's bestial senses allow him to detect Hidden models within TRIPLE Initiative distance and to ignore any penalties imposed for darkness or poor visibility.
Rending Claws The Ulfwerener's claws are supernaturally potent. His roll to wound any creature is never worse than 4+ regardless of relative Strength or Toughness. Additionally, he can strike noncorporeal creatures normally, and can wound creatures that can only be hit or wounded by magical weapons. However, this ability only applies to attacks made by his claws, not attacks made with weapons. Rending Claw attacks do not count as barehanded.
Bounding Leap The Ulfwerener may execute a single 6" leap at any point during a Charge move in addition to his normal movement. This leap must always be exactly 6" and cannot be taken in smaller segments or portioned out into several smaller leaps adding up to 6".
      This leap can be used to take the Ulfwerener over the heads of intercepting or intervening models and can clear obstacles of up to 3" in height. This ability cannot be used under a roof but may be used to leap up or down the levels of a cross-sectioned ruin as long as the Ulfwerener is Charging into HtH combat. No Initiative roll is necessary to do this.
     NOTE: Measure the 6" distance horizontally (flat to the playing surface). Don't arc or arch the measuring tape to account for height; the maximum height of the leap is 3". The Ulfwerener must start and end their movement on solid footing; this ability is not Flight.
Chilling Howl The Ulfwerener can emit a howl during the shooting phase that forces ALL models within 12" of the Ulfwerener (including friendly models) to make an All Alone test unless they are Immune to Psychology, Fear, or All Alone tests, even if they are not actually fighting alone or are even in HtH combat.
     Any and all models failing thier Leadership check flee the normal 2d6" directly away from the Ulfwerener, regardless of deployment edge or nearest table edge and count as being broken as normal. This can only be done in a turn in which the Ulfwerener succesfully charged into HtH combat. Only usable once per battle.
Mastering the Beast The Ulfwerener has learned to control his bestial nature and use it to his own purposes. Therefore, he counts as being Frenzied but does not have to charge the enemy. Additionally if he ever has the Frenzy beaten out of him he may try to regain it in each of his Recovery phases by making a succesful Leadership check. This ability cannot be combined with Bloodlust.
Bloodlust The Ulfwerener feels no pain while Frenzied and therefore ignores all results of Stunned on the injury table, treating them as Knocked Down instead, and does not lose his Frenzy if he is Knocked Down if he can make a Leadership check.This ability cannot be combined with Mastering the Beast.
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