Smiled Upon by Fate |
Whenever necessary to roll on the Serious
Injury chart for this model, the Halfling
player rolls twice and picks which of the
two results he wants. |
Lucky |
The Halfling has a special Unmodified 6+
save vs any hostile effect. 'Hostile Effect'
is defined as anything that is injurious
to the Halfling in any way to include all
attacks and offensive magics but also things
that are not based on inflicting Wounds.
Whatever the undesirable effect is, on a
6+ it simply has no effect on the Halfling. |
Quick Reflexes |
If the Halfling is armed with a ranged weapon
and is charged by an enemy model he may
make a single ranged attack on the first
model to charge him resolved using his BS
to hit and whatever ranged weapon he is
equipped with to damage before HtH combat
is resolved. |
Tumbling |
If ever Knocked Down, the Halfling may roll
away 1d6" in the direction of his choice
and regain his feet automatically. Foes
in HtH combat do NOT get a free strike as
per a model breaking, and the Halfling does
not count as being broken. If they are able
to get to open space this allows the Halfling
to leave HtH combat with no penalty for
doing so, but if they are still touching
an enemy's base in their new location they
are considered to still be in HtH. |
Bob and Weave |
The Halfling is adept at avoiding blows.
All HtH opponents must roll under their
Initiative to strike the Halfling. If they
fail their Initiative roll they are completely
unable to come to grips with him and therefore
cannot roll to attack him. If they make
their Initiative roll they fight as normal.
This test must be made every HtH combat
phase while the Halfling uses this skill
unless the Halfling is Stunned. The Halfling
can make only 1 Attack while using this
skill, regardless of additional Attacks
on his profile, additional weapons, or any
other factor that might give him more Attacks. |
Find Weakness |
Halflings have keen eyesight and an uncanny
sense of accuracy; additionally they are
able to find chinks in armor and other vulnerable
points on any foe. Some Halflings have trained
themselves to take advantage of these natural
talents to become lethal marksmen. They
always wound their target on a natural roll
of a '6' to wound when using ranged weapons
regardless of relative Strength and Toughness
and it always counts as a critical wound
even if they would normally require a 6
to wound or not be able to wound at all.
This only applies to normal ranged attacks. |