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Mordheim Master Skill List
Compiled by The Mordheimer,
based on previous work by Tim Leach.
PDF at
Downloads!
Awhile
back, Tim Leach managed to compile a Skill List of all the skills available in
the Mordheim game system. This list, while not complete, it combined many of the
available Skills from the Rulebook (RB pages 122-123) and Town Cryers (TCx).
This Master Skill List also integrates all available Skills from the Empire in
Flames (EiF) and the Annual 2002 (A02) in one convenient location. Each of the
Skills are described completely (what is the point in having a Master List if
you have to search in 30+ resources to know what they are for?) and their
original reference indicated at the end.
Some of
the Skills here listed were created by numerous contributors to the Mordheim
Yahoo! eGroup, particular gaming groups, and/or fan websites. These Skills are
listed (New.) Some of the Skills contain suggested changes, addendums,
errata and/or deviations from the original writings. This optional changes are
denominated (Suggested Changes) and are just that; suggestions. Take them
to your group, discuss them and give them a try. If you like the changes, do not
forget to email us at
webmaster@mordheimer.com.
Unfortunately, Mr. Tim Leach decided to remove the items that he
developed for his group, due to lack of specific credit on some of the new
skills during the original posting of the Master
Skill List, even when this oversight was corrected less than 48 hours after
publication. Even when all the material was published in a public forum under
clear intend for his writings to be freely distributed, we have
decided to humbly comply with his request. The seven skills he published on the
original medium were removed along with the optional rules
Exotic Goods.
Combat Skills
Strike to Injure:
The warrior can land his blows with uncanny accuracy. Add +1 to all injury
rolls caused by the model in hand-to-hand combat. (RB 122)
Combat Master:
The warrior is able to take on several opponents at once. If he fights
against more than one enemy at a time, he gains an extra Attack in each
hand-to-hand combat phase as long as he is fighting two or more enemy
models. In addition, the warrior is immune to ‘All Alone’ tests. (RB 122)
Weapons Training:
A warrior with this skill is adept at using many different weapons. He may
use any hand-to-hand combat weapon he comes across, not just those in his
equipment options. (RB 122)
Web of Steel:
Few can match the ability of this warrior. He fights with great skill,
weaving a web of steel around him. The model gains +1 to all his rolls on
Critical Hit tables in hand-to-hand combat. (RB 122)
Expert Swordsman:
This warrior has been expertly taught in the art of swordsmanship. He may
re-roll all missed attacks if he is using a sword in the hand-to-hand phase
of the turn that he charges. Note that this only applies when they are armed
with normal swords or weeping blades, and not with double-handed swords or
any other weapons. (RB 122)
Step Aside:
The warrior has a natural ability to avoid injury in combat. Each time he
suffers a wound in close combat he may make an additional saving throw of
5+. This save is never modified and is taken after all other armor saves. (RB
122)
Pistolier:
The warrior is an expert at using all kinds of pistols. If he is equipped
with a brace of pistols of any type (including crossbow pistols), he may
fire twice in the Shooting phase (though note that normal reloading rules
apply). If he has a single pistol then he may fire it in the same turn it
was reloaded. (RB 122 – Official Errata 2002: see
The Ultimate Mordheim Frequently Asked Questions (FAQ) & Errata
for further information)
Eagle Eyes:
The warrior’s sight is exceptionally keen. He adds +6" to the range of any
missile weapon he is using. (RB 122)
Weapons Expert:
The warrior has been trained to use some of the more unusual weapons of the
known world. He may use any missile weapon he comes across, not just the
weapons available from his warband’s list.
Nimble:
The warrior may move and fire with weapons that are normally only used if
the firer has not moved. Note that this skill cannot be combined with the
Quick Shot skill. (RB 122)
Trick Shooter:
The warrior can shoot through the tiniest gap without it affecting his aim.
He ignores all modifiers for cover when using missile weapons. (RB 122)
Suggested Changes: Not useable with Quick Shot.
Hunter:
The warrior is an expert at getting his weapon loaded and ready. He may fire
each turn with a handgun or Hochland long rifle. (RB 122) Suggested
Changes: May be used with Pistolier.
Knife-Fighter:
The warrior is an unrivalled expert at using throwing knives and throwing
stars. He can throw a maximum of three of these missiles in his shooting
phase and may divide his shots between any targets within range as he
wishes. Note that this skill cannot be combined with the Quick Shot skill. (RB
122)
Academic Skills
Battle
Tongue: This
skill may only be chosen by a leader. The warrior has drilled his warband to
follow short barked commands. This increases the range of his Leader ability
by 6". Note that Undead leaders may not use this skill. (RB 123)
Sorcery:
This skill may only be taken by Heroes capable of casting spells. A warrior
with this skill gains +1 to his rolls to see whether he can cast spells
successfully or not. Note that Sisters of Sigmar and Warrior-Priests may not
use this skill. (RB 123)
Streetwise:
A warrior with this skill has good contacts and knows where to purchase rare
items. He may add +2 to the roll that determines his chances of finding such
items (see the Trading section). (RB 123)
Haggle:
The warrior knows all the tricks of bargaining and haggling. He may deduct
2D6 gold crowns from the price of any single item (to a minimum cost of 1gc)
once per post battle sequence. (RB 123)
Arcane Lore:
Witch Hunters, Sisters of Sigmar and Warrior-Priests may not have this
skill. Any warrior with this skill may learn Lesser Magic if he owns a Tome
of Magic. (RB 123)
Wyrdstone Hunter:
The warrior has an uncanny ability to find hidden shards of wyrdstone. If a
Hero with this skill is searching the ruins in the exploration phase you may
re-roll one dice when rolling on the Exploration chart. The second result
stands. (RB 123)
Warrior Wizard:
This skill may only be taken by spellcasters. The mental powers of the
wizard allow him to wear armor and cast spells. (RB 123)
Scribe:
The warrior is a natural adept at writing and making scrolls. Any warrior
with the ability to cast spells or use prayers may take this skill. It
allows them to make a scroll before the battle and inscribe a single spell
or prayer upon it that they are versed in. The scroll may be used just
before they are about to cast the spell or prayer and allows the caster +2
to his difficulty roll. Once used the scroll will crumble to dust and is
useless. Scrolls may not be saved up from battle to battle if they are not
used. (TC7)
Mind Focus:
The warrior possesses a great strength of mind which allows him to
concentrate beyond the levels of most normal men. This skill may only be
taken by a warrior capable of using prayers or casting spells. When using a
spell or prayer the warrior with this skill may reroll one dice roll used in
the difficulty roll. (TC7)
Tactician:
This skill may only be taken by a warband leader. The warrior has a great
tactical mind and can often find the best positions for his warriors to meet
the oncoming attack. In any scenario the warband leader may reposition his
warriors after his opponent has set up and may even advance them up to 12
inch onto the board instead of 8 inch. (TC7)
Hunch:
This skill may only be taken by the warband leader. The warrior has an
uncanny knack of placing his men in the right place at the right time, as if
he senses danger through instinct alone. In any scenario the warband leader
may position up to 3 of his men capable of earning experience in any ruined
building on the board that is at least 12 inch away from an enemy model and
not in the enemy deployment zone. (TC7)
Magical Aptitude:
This skill may only be taken by a warrior capable of casting spells. It may
not be used by Sisters of Sigmar or Warrior Priests. The warrior has a keep
aptitude for magic and can push himself beyond normal limits to produce a
storm of spells. The warrior may attempt to cast two spells each turn as
long as he is not in hand-to-hand combat. After attempting the first spell,
he must take a toughness test. If he passes he may attempt a second spell
that turn or even cast the same spell twice. If he fails he must roll on the
injury table immediately with no saves treating Out Of Action results as
Stunned instead. (TC7)
Drive Chariot: Chariots are very difficult to control and a warrior
must have this skill to drive a chariot effectively in combat. A charioteer
without this skill cannot charge. (TC18)
Strength Skills
Mighty Blow:
The warrior knows how to use his strength to maximum effect and has a +1
Strength bonus in close combat (excluding pistols). As his Strength is used
for close combat weapons, the bonus applies to all such weapons. (RB 123)
Pit Fighter:
The warrior has learned how to fight in enclosed spaces from his time in the
dangerous fighting pits of the Empire. He is an expert at fighting in
confined areas and adds +1 to his WS and +1 to his Attacks if he is fighting
inside buildings or ruins. It’s a good idea to define which bits of your
terrain collection count as ‘buildings or ruins’ at the start of a battle to
avoid confusion later. (RB 123)
Resilient:
The warrior is covered in battle scars. Deduct -1 Strength from all hits
against him in close combat. This does not affect armor save modifiers. (RB
123)
Fearsome:
Such is the reputation and physique of the model that he causes fear in
opposing models. (RB 123)
Strongman:
The warrior is capable of great feats of strength. He may use a
double-handed weapon without the usual penalty of always striking last. Work
out order of battle as you would with other weapons. (RB 123)
Unstoppable Charge:
When he charges, the warrior is almost impossible to halt. He adds +1 to his
Weapon Skill when charging. (RB 123)
Speed Skills
Leap:
The warrior may leap D6" in the movementphase in addition to his normal
movement. He may move and leap, run and leap, or charge and leap, but he can
only leap once per turn. A leaping warrior may jump over opposing man-sized
models, including enemies, and obstacles 1" high, without penalty. The leap
may also be used to leap over gaps, but in this case you must commit the
warrior to making the leap before rolling the dice to see how far he jumps.
If he fails to make it all the way across, he falls through the gap (see
page 28). (RB 123)
Sprint:
The warrior may triple his Movement rate when he runs or charges, rather
than doubling it as normal. (RB 123)
Acrobat:
The warrior is incredibly supple and agile. He may fall or jump from a
height of up to 12" without taking any damage if he passes a single
Initiative test, and can re-roll failed Diving Charge rolls. He can still
only make a diving charge from a height of up to 6". (RB 123)
Lightning Reflexes:
If the warrior is charged he will ‘strike first’ against those that charged
that turn. As the charger(s) will also normally ‘strike first’ (for
charging), the order of attack between the charger(s) and the warrior with
this skill will be determined by comparing Initiative values. (RB 123)
Jump Up:
The warrior can regain his footing in an instant, springing to his feet
immediately if he is Knocked Down. The warrior may ignore Knocked Down
results when rolling for injuries, unless he is Knocked Down because of a
successful save from wearing a helmet or because he has the No Pain special
rule. (RB 123)
Dodge:
A warrior with this skill is nimble and as fast as quicksilver. He can avoid
any hits from a missile weapon on a D6 roll of 5+. Note that this roll is
taken against missiles as soon as a hit is scored to see whether the warrior
dodges it or not, before rolling to wound, and before any effects from other
skills or equipment (such as lucky charms). (RB 123)
Scale Sheer Surfaces:
A warrior with this skill can scale even the highest wall or fence with
ease. He can climb up or down a height equal to twice his normal Movement,
and does not need to make Initiative tests when doing so. (RB 123)
Warband-Specific Special Skills
This
section includes all Skills specific to a particular warband (official,
unofficial and experimental), in alphabetical
order.
Assassins' Skills
Silent Strike: As masters of camouflage the character
is allowed to charge out of hiding and strike silently at his opponent and
then he disappears into the shadows again.
Roll a D6 on a 5+ the character is allowed to charge and attack. The
opponent(s) may strike back. If uninjured, the character disappears to his
original hiding place again. The distance from hiding place and back into
hiding, may not exceed the characters maximum movement (2xM, or 3xM with
sprint, thus if more them half of the movement is spent to charge, no hiding
is possible anymore).
If he fails the die roll he charges out and it is treated like a normal
charge. (New -
by Archeonicus)
Ultimate Kill: The assassin goes for the kill-spot, which is almost an
assured one way trip to the grave yard. The character in hand to hand combat
forgoes all extra HtH-attacks and concentrates on one very well placed
attack. The attack will be +1 to hit, +1 to wound, +1 on the injury roll. This skill can only be used if the character has 2 or more attacks on his
profile. Does not work together with Ultimate specialist or strike to
injure. Does not work with black powder weapons.
(New - by Archeonicus)
Master of Poisons: The assassin is a master in brewing up different
poisons. If the hero does not search for rare items, he has the time to brew
up 3D-1 portions of dark venom or black lotus. He can come up empty, but
those are the hazards of trying these intricate things on the move.
The portions are large enough for one weapon and need to be used for the
next battle as they are less stable then normally purchased poisons.
(New - by Archeonicus)
Shadow Defense: As it is considered bad form to get injured on an
assignment there are special defensive moves that make an assassin even
better in surviving. The character is allowed to parry, with re-roll, with
any weapon he uses. If the weapon already has the ability to parry, it is
allowed to parry with an equal or higher dice roll, which can also be re-rolled.
(New - by Archeonicus)
Ultimate Specialist: These characters are so highly trained that they can
use hand-to-hand weapons in a very efficient way. They gain +1WS and +1 on the injury
roll. Does not work together with Ultimate Kill or Strike to Injure.
(New - by Archeonicus)
Play Dead: Sometimes strange things happen when people have the
misfortune of running into Skaven assassins. A clearly dead corpse is not
there anymore after the fight is over, or dropped weapons or treasures have
disappeared.
As well as being taught to roll with the blows, these characters are taught
to feign death. When avoiding the full effects of a potentially lethal blow
they play dead so they can escape undetected later. The character may re-roll
a result on the serious injury table. If the Shadowblade has this skill he
is even allowed to use his Vanish Into the Shadows skill when he is Stunned. Or
get back to his hiding place when using Silent Strike if he is Knocked Down.
(New - by Archeonicus)
Infiltration:
A Skaven with this skill is always placed on the battlefield after the
opposing warband and can be placed anywhere on the table as long as it is
out of sight of the opposing warband and more than 12" away from any enemy
model. If both players have models which infiltrate, roll a D6 for each, and
the lowest roll sets up first. (RB 93)
Beastmen Raiders Skills
Shaggy Hide: The
Beastman’s massively shaggy hide acts as armor, deflecting sword strokes
and protecting him from harm. The model gains a 6+ Armor Save that can be
combined with other armor as normal. (EiF 74)
Mutant: The
Beastman may buy one mutation. (EiF 74)
Fearless:
Immune to Fear and All Alone tests. (EiF 74)
Horned One: The
Beastman has mighty horns, and can make an additional Attack with its basic
Strength on a turn it charges. (EiF 74)
Bellowing Roar:
Only the Beastman Chief may have this skill. He may re-roll any failed Rout
tests. (EiF 74)
Manhater: Will be
affected by the rules of Hatred when fighting any Human warbands. (EiF 74)
Bretonnian Knights Skills
Virtue of Purity:
Any spell cast against the Knight will be dispelled on the D6 roll of a 4+.
(TC8)
Virtue of Valor:
The Knight may re-roll any missed to hit rolls against an enemy with a
higher strength. (TC8)
Virtue of Discipline:
Once per game, if the Knight is not Out Of Action, Stunned or Knocked Down,
you may re-roll a failed Rout Test. (TC8)
Virtue of Noble
Disdain: The Knight is subject to Hatred of all enemies armed with
shooting weapons. (TC8)
Virtue of the
Impetuous: The Knight gains an additional +D3" to his move when
charging. Roll the dice each time you wish to charge and before moving the
model. (TC8)
Dark Elf Skills
Fury of Khaine:
The Dark Elf is infused with an intense raging thirst for blood and is a
whirlwind in hand-to-hand combat, moving from opponent to opponent. The Dark
Elf may make a 4" follow up move if he takes all of his opponents Out Of Action. If he comes into contact with another enemy this starts a new
combat. This new combat takes place in the following turn and the model
counts as charging. May not follow up in the opponent’s turn. (TC10)
Powerful Build:
The warrior is strongly built for an Elf and is capable of feats of
strength. A warrior with this skill may choose skills from the Strength
table. The Sorceress may never take this skill and no more than two warriors
in the warband may take this skill at any one time. (TC10)
Fey Quickness: Few
can ever hope to match an Elf ’s inhuman quickness and agility. An Elf with
Fey Quickness can avoid melee or missile attacks on a roll of 6. If the Elf
also has Step Aside or Dodge this will increase to a 4+ in the relevant
area. For example, an Elf with Fey Quickness and Step Aside avoids melee
attacks on a 4+ and missile attacks on a 6. (TC10)
Infiltration:
A Skaven with this skill is always placed on the battlefield after the
opposing warband and can be placed anywhere on the table as long as it is
out of sight of the opposing warband and more than 12" away from any enemy
model. If both players have models which infiltrate, roll a D6 for each, and
the lowest roll sets up first. (RB 93)
Master of Poisons:
The Dark Elf is proficient in concocting different poisons. If the Hero
doesn’t search for rare items, he may make D3-1 doses of Dark Venom instead.
There is a chance of getting none, as the hero doesn’t have access to a
stable workplace. The poison must be used in the next battle and cannot be
sold or traded to other warbands as the Dark Elves guard their secrets very
carefully. (TC10)
Dwarves' Skills
Master of Blades:
This Dwarf’s martial skills surpass those of a normal warrior; he has fought
unscathed against hordes of Orcs and Goblins. When using a weapon that has a
Parry special rule, this hero parries successfully if he beats or matches
his opponents highest ‘to hit’ roll, not just if he beats the roll. In
addition, if this warrior is using two weapons that have the Parry special
rule, he is allowed to parry two attacks (if his two dice match or beat the
two highest Attack dice against him) instead of the normal maximum of one.
Note that if this Dwarf has two Dwarf axes (as detailed above) he can
re-roll any failed parries. (A02 24)
Extra Tough:
This Dwarf is notorious for walking away from wounds that would kill a
lesser being. When rolling on the Heroes Serious Injury chart for this Hero
after a game in which he has been taken Out Of Action, the dice may be
re-rolled once. The result of this second dice roll must be accepted, even
if it is a worse result. (A02 24)
Resource Hunter:
This Dwarf is especially good at locating valuable resources. When rolling
on the Exploration chart at the end of a game, the Hero may modify one dice
roll by +1/-1. (A02 24)
True Grit:
Dwarfs are hardy individuals and this Hero is hardy even for a Dwarf! When
rolling on the Injury table for this Hero, a roll of 1-3 is treated as
Knocked Down, 4-5 as Stunned, and 6 as Out Of Action. (A02 24)
Thick Skull:
The Hero has a thick skull, even for a Dwarf. He has a 3+ save on a D6 to
avoid being Stunned. If the save is made, treat a Stunned result as Knocked Down instead. If the Dwarf also wears a helmet, this save is 2+ instead of
3+ (this takes the place of the normal Helmet special rule). (A02 24)
Halflings' Skills
Quiet as a Mouse: The Halfling as adept at staying
as quiet as a mouse whilst hiding. Enemy warriors must use half their
initiative value in inches (rounded down) when trying to detect this hidden
Halfling.
Crude Belch: Having eaten a meal or six, this
Halfling may release a withering belch to distract his enemies. During the
first round of hand to hand combat the Halfling can release his noxious
fumes upon all enemies within base contact. All enemies effected must take a
leadership test. If the leadership test is failed then the putrid odor has
severely affected the warrior's fighting ability and he must miss his first
attack (regardless of whether he has only one attack or not).
Wizened Halfling (leaders only): This old Halfling
is greatly respected by the other members of the warband and they never
question his word. All Halflings may also re-roll any failed leadership test
when within 6" of the leader as well as using his leadership for both tests.
Stealthy (Halfling Thieves Only): The Halfling
Thief can hide even after running, and can run while within 8" of enemy
models if he starts and ends his move hidden.
Skilled Huntsman: The Halfling has been hunting
things ever since he was young (the more food he has, the better!) and has
become well adapted to firing as silently and discreetly as possible. To
represent this a Halfling may try and fire a ranged weapon and remain
hidden. When shooting from hiding roll D6. On a 3+ the Halfling has managed
to keep his actions inconspicuous to the eye of the enemy and may remain
hidden that turn. Note this skill may not be combined with black powder
weapons, they are just too noisy!
Layers of Fat: The Halfling has gained mountains
of flab during his vast experience of eating fine foods and his thick bulk
could swallow a sword whole! The Halfling always has a basic saving throw of
6 regardless of the enemy warrior's strength and on top of any armor he
already wears.
Shifty: The Halfling has long-been skirting in the
shadows, avoiding unwanted attention. So nimble is he that he may surprise
even those who believe they've got them dead-to-rights. The Halfling gains a
bonus attack when charged that strikes first.
Night Goblins' Special Skills
Ded Shooty: The clever little git adds +6" to the
range of any missile weapons he uses (not including nets.) (New -
by Terry Maltman)
Sneaky Git: The greenskin is so sneaky that he can
move D3 of his warband members after all other deployment is complete. Night
Goblin Big Boss only. (New -
by Terry Maltman)
Netter: The goblin is adept at using a net to
disable his enemies. They learn their skill hunting wild cave Squigs in the
depths of the mountains. The technique he has mastered is 'chuck and
charge'. The goblin may declare that he is making a net charge. He throws
the net at a target in the same way as described in the Mordheim rulebook.
If he hits and the target fails to escape the net then target counts as
Knocked Down and the goblin completes his charge. If he misses or the target
escapes then the goblin makes a failed charge. If the failed charge would
take him into base contact then stop him 1" away. A warrior who is caught in
a net will be automatically hit in combat. The goblin must still roll to
wound just as with a Knocked Down enemy. In the warrior's next recovery
phase, unless he is Stunned or Out Of Action he will cut himself out of the
net but cannot do anything else and will go last in combat just as if he had
stood up from being Knocked Down. (New -
by Terry Maltman)
Ogres' Special Skills
Been There, Learned That: the man-eater-kin may
only take this skill once. It allows him to immediately take ONE skill from
the shooting or academic skill list. Remember, one only once!! Note: treat
Pistolier as 'handguneer'. (New -
by Azmodan)
Battle Cry: The Ogre lets cry an enormous roar
causing fear in the most courageous of foes. All enemies within 8" of the
Ogre must take a fear test as if a fear-causing opponent had charged them.
If failed, the model(s) will only hit enemy models (through combat or
shooting) on a roll of a 6 next turn. One Ogre may only possess this skill
at a time and that Ogre may only use this skill once per battle. Enemy
models immune to fear don't have to test. (New -
by Azmodan)
Determined: May only be taken by the leader. The
warband may re-roll their first failed rout test, unless the leader is taken
Out Of Action. (New -
by Azmodan)
Bull's Charge: Can only used by an ogre having a
belly plate. When charging more than 6" away, he can use this ability
instead of his normal attacks. Make one attack at +1 to hit. If you hit
then, the model is automatically Knocked Down, roll to wound at the ogres S,
if you wound then the unfortunate enemy becomes Stunned. This special attack
is resolved before any others. If you use this ability when charging into an
existing combat, then randomly determine which fighting model is hit. (New -
by Azmodan)
Combat Training: May only be taken by a runt. It
enables him to choose combat skill from now on. (New -
by Azmodan)
Hardened Stomach: Butcher only. The stomach gets
hardened after eating various things. Count only every second spell the
butcher tries to cast for the purpose of consulting the Indigestion table
after the game. (New -
by Azmodan)
Wyrdstone Eater: The Butcher learned how to
control the powers that one can gain by eating Wyrdstone. Now he can use the
seventh spell from the lore of gastromancy listed below. He must have the
Wyrdstone shard in his equipment, and if he goes Out Of Action, any
remaining shard he had can be captured just like in the Wyrdstone Hunt
scenario. Wyrdstone can also be eaten in conjunction with an ingredient to
power up the spell. The spell has double range, and throw 3D6 and pick the
two higher as the result. But if it still misfires then to addition to the
normal results, add another dice to the indigestion dice pool. (New -
by Azmodan)
Orcs & Goblins Hordes' Skills
’ard ead:
The warrior has a thick skull even for an Orc. He has a special 3+ save on a
D6 to avoid being Stunned. If the save is made, treat a Stunned result as
Knocked Down instead. If the Orc also wears a helmet, this save is 2+
instead of 3+ (this takes the place of the normal helmet special rule). (A02
13)
Waaagh!:
Orcs are aggressive creatures and some are experts at bulldozing charges.
The warrior may add +D3" to his charge range. (A02 13)
’ere we go!:
Orcs often charge even the most fearsome opponents. The model may ignore
Fear and Terror tests when charging. (A02 13)
da cunnin’ plan:
Only the Boss may have this skill. The warband may re-roll any failed Rout
tests as long as the Boss is not Out Of Action. (A02 13)
well ’ard:
The Orc has a thick, dark-green skin, possibly indicating Black Orc blood.
Such is the toughness of the Orc that he may add +1 to any armor saves.
(A02 13)
’eadbasher:
Orcs have massive physical strength and some of them even learn to aim their
blows at the heads of their opponents, with obvious results. Any Knocked Down results which the Orc causes in hand-to-hand count as Stunned results
instead. (A02 13)
Ostlanders' Skills
Bull Rush:
This warrior is huge, even by Ostlander standards, and can use his massive
girth to overpower his opponents. When he charges, this Hero may attempt to
knock down his opponent rather than making his normal attacks. Roll to hit
once with a +1 to hit modifier, though no ‘to wound’ roll is necessary.
Instead, if the warrior hits with this attack, the opposing model is Knocked
Down. (Models with the Bull Rush skill should have a suitably large
beer-belly modeled out of putty whenever possible.) (A02 46)
Foul Odor:
Ostlanders are one and all prodigious drinkers and none too hygienic! This
warrior rises head and shoulders above the rest. After a lifetime of
drinking, liquor has little effect on him any more... not that this stops
him from consuming massive quantities! His unwashed clothes and sweat reek
of alcohol and all living enemies (not Undead or Possessed) are at -1 to hit
him in hand-to-hand combat. In addition, the warrior cannot carry any open
flames (torch, lantern, etc.) and fire attacks made against him are resolved
at +1 Strength as his beer soaked clothing burns readily. (A02 13)
Taunt:
After years of baiting opponents into drunken brawls the Ostlander has
learned some of most vile insults in the Empire. During the shooting phase
the warrior may choose to taunt one enemy instead of shooting with a missile
weapon or casting a spell. The warrior must be able to see the enemy and
taunting follows all the LOS rules for shooting (you must taunt the nearest
opponent, etc.). The player should insult the enemy model in some manner
whenever possible (perhaps his hat looks like a strangled parrot or his
mother was a Bretonnian.). The enemy then takes a Leadership test. If he
passes, nothing happens but if he fails he must spend his next movement
phase trying to get into close combat with the warrior who taunted him. (A02
13)
Animal Friendship:
Having grown up amidst the animals of the forest this warrior exudes a
certain charm to all ‘normal’ animals (i.e. warhorses, Warhounds, etc.).
Animals will never attack him and up to two Wardogs (see Mordheim book, page
54) that the warrior owns do not count against the maximum number of models
in the Warband. (A02 13)
Blood Oath:
The leader of an Ostlander Warband sometimes takes a Blood Oath never to
leave any of his fallen ‘family’ members behind. Such is his determination
to protect his fallen Blood-kin that it is extremely difficult to cause him
to Rout from the field. Only a Warband’s leader may have this skill, which
allows him to re-roll a single Rout test once per game. (A02 13)
Pirates' Skills
Sea Shanty Singer: The pirate is renowned throughout the seas as
one of the greatest singers aboard a ship, able to raise the spirits of any
crew with his stirring renditions of "The Sloop Johan Bee", "What do you do
with a Drunken Halfling?", and other famous pirate ditties. At the start of
his Close Combat phase he can suddenly burst out in song, distracting one
opponent in base contact of his choosing. That enemy must pass a Leadership
test, or loose 1 Attack that turn. This does not effect Undead or other
non-living creatures, such as Possessed.
(TC9)
Sea Legs: Even in the strongest seas, the pirate has learned to
keep his footing and equilibrium. If he Falls during a battle, he may ignore
the effects of the D3 hits on a roll of 4+ (make a single roll to see if the
any of the hits take effect or not). In addition, if he is Knocked Down or
Stunned within 1" of a precipice he may re-roll his Initiative test to see
if he falls down or not.
(TC9)
Cutlass Master: These short, single bladed swords are the
mainstays of any pirate crew, and in the hands of a trained seaman they are
superb weapons for close quarters fighting. If the pirate is equipped with a
Sword, this skill will give him the additional benefit of also being able to
parry successfully if the player rolls equal to number rolled to hit, not
just higher as normal. This extra ability only apply if the Pirate is not in
the open; i.e.., only when in cover or in a building, within 2" of a terrain
feature like a wall or tree, etc.
(TC9)
Booming Voice (Captain only): The Captain has spent many a battle
bellowing orders to his crew, yelling above the roar of the cannons and the
screams of the enemy. Once per turn, the captain may shout encouraging words
(or threats) at any one pirate within 8" who just failed his test to see if
he runs away from combat, or to stop running away if he was already fleeing.
That pirate may then re-roll the test. This can only be done if the Captain
is on his feet, but not if the Captain is in close combat himself.
(TC9)
Hardy Constitution: Many months at sea, and many months eating
hardtack, have hardened the pirate’s body to effects that would cause a
lesser man to collapse. During the battle, the pirate may ignore any
Critical Hits on a roll of 5+ (the wound is treated as normal is the roll is
successful). If the roll is failed, the Critical Hit is worked out as
normal.
(TC9)
Swashbuckler: The pirate cuts a dashing figure in combat, mixing
dazzling swordplay and acrobatic feats with charm and witty comments. Even
the basest villains in Mordheim respect (and curse) his ability to always
seem to effortlessly slip from their grasp. The pirate may make a Leadership
Test at the end of any Hand to Hand phase (pirate’s or enemy’s turn) if he
is still in base contact with any enemy models. If he passes he may make a
normal movement away from the enemy (he may not run or charge), without the
enemy striking any blows on him. If he fails the test he remains in hand to
hand combat and must fight as normal in the following turn.
(TC9)
Pit Fighters' Skills
Pit Fighter:
All Pit Fighters have the Pit Fighter
skill as described in the Strength Skill List (+1 WS, +1 A when fighting in
ruins, buildings and The Pit).
(TC14)
Free the Slaves!: Pit Fighters hate all slavers. The Pit
Fighters will never sell their captured opponents to the slavers.
(TC14)
In the Pit! Pit Fighters who capture an opponent may
decide to let him fight in the infamous fighting pits of Cutthroat’s Haven.
The Pit Fighter warband may decide to send in one or more of their own
fighters to fight the captive, if the Pit Fighter wins he gains +2
Experience, the warband gets all the captive’s armor and weapons +50gc, if
the Pit Fighter loses then roll to see whether he is dead or injured as
normal (ignore all following results: Robbed, Captured, Hardened, Sold to
the Pits and Survives against the Odds), he will not lose his armor or
weapons, the captive will get the 50gc and the +2 Experience when he wins.
If the captive wins, the audience decides whether he gains his freedom. Roll
a D6 on a 4+ the audience raise their thumbs and he is free. A 1-3 means he
remains the Pit Fighters captive and may be fielded in the pits after future
games.
(TC14)
Sisters of Sigmar's Skills
Sign of Sigmar:
The Sister is favored by the great god Sigmar. Possessed or Undead opponents
lose their first attack against the Priestess in the first round of
hand-to-hand combat (down to a minimum of 1). (RB 83)
Protection of Sigmar:
The Sister has been blessed by the High Matriarch. Any spell which would
affect her is nullified on a D6 roll of 4+. Note that if the spell is
nullified it will not affect any other models either. (RB 83)
Utter Determination:
Only the Matriarch may have this skill, which allows her to re-roll any
failed Rout tests. (RB 83)
Righteous
Fury: The
Sister feels cold fury and utter contempt towards any evil that pollutes the
soil of the holy Empire with its presence. The model hates all Skaven,
Undead or Possessed warbands and all models in them. Suggested Changes:
May be applicable towards other “evil” warbands such as Orcs & Goblins, Dark
Elves, Beastmen, etc. Also, in a case by case scenario, it may applicable to
“neutral” warbands (such as Dwarves Treasure Hunters, Pirates, etc) that are
committing evil acts such as desecrating a tomb, looting a Temple, etc. See
The
Ultimate Mordheim Frequently Asked Questions (FAQ) & Errata
for further information. (RB 83)
Absolute Faith:
The Sister puts her faith in Sigmar, and faces dangers unflinchingly. She
may re-roll any Fear tests and does not have to test if she is fighting
alone against several opponents. (RB 83)
Shadow Warriors' Skills
See in Shadows: The warrior’s senses have become
especially keen from years spent walking the shadows. As long as he has
movement to reach them, the warrior may always roll to charge opponents he
cannot see (instead of the normal 4").
(TC10)
Hide in Shadows: Over time Shadow Warriors have
learned how to freeze in place and remain undetected, even from the
heightened senses of their Dark Elf cousins. An enemy warrior attempting to
detect this warrior when he is Hidden must halve his Initiative before
measuring the distance.
(TC10)
Sniper: Long years of guerrilla warfare against
the Dark Elves have taught Shadow Warriors how to strike from the shadows
without being seen. If Hidden, a warrior with this skill may shoot or cast
spells and still remain Hidden.
(TC10)
Powerful Build: The warrior is strongly built for
an Elf, and is capable of feats of strength not often seen among the people
of Ulthuan. A warrior with this skill may choose skills from the Strength
skills table from now on. This skill may not be taken by Shadow Weavers.
There may never be more than two Elves with this skill in the warband at any
one time.
(TC10)
Master of Runes: The Shadow Weaver has learned to
harness the power of the High Elven runes of power (see Elven Runestones,
below) to a degree few mages attain. When using Elven Runestones, the mage
is +1 to his dispel roll. In addition, the mage can inscribe the weapons and
armor of one of his fellow warriors with Elven runes. One member of the
Warband may re-roll a single failed armor save or Parry roll once per
battle. After a single battle, the runes lose their glamour and must be
redone. This skill may only be taken by Shadow Weavers.
(TC10)
Skavens' Skills
Black Hunger:
The Skaven can draw upon the dreaded Black Hunger, the fighting frenzy which
gives him unnatural strength and speed but can ravage him from inside. The
Skaven Hero may declare at the beginning of his turn that he is using this
skill. The Hero may add +1 attack and +D3" to the total move to his profile
for the duration of his own turn but will suffer D3 S3 hits with no armor
save possible at the end of the turn. (RB 93)
Tail Fighting:
The Skaven may wield a shield, knife or a sword with its tail. The model
gains an extra attack with the appropriate weapon or a +1 bonus to its armor
save. (RB 93)
Wall Runner:
The Skaven does not need to take an Initiative test when climbing up walls
and other sheer surfaces. Suggested Changes: May run or charge up
walls, always striking last when charging in this manner. (RB 93)
Infiltration:
A Skaven with this skill is always placed on the battlefield after the
opposing warband and can be placed anywhere on the table as long as it is
out of sight of the opposing warband and more than 12" away from any enemy
model. If both players have models which infiltrate, roll a D6 for each, and
the lowest roll sets up first. (RB 93)
Art
of Silent Death:
The Skaven has patiently mastered the deadly art of open-hand fighting, as
taught by the mystics of Cathay in the temples of the far East. In
hand-to-hand combat, the Skaven can fight with his bare paws without any
penalties and counts as having two weapons (i.e., +1 attack). In addition, a
Skaven Hero with this skill will cause a critical hit on a To Wound roll of
5-6 instead of just 6. This skill may be used in conjunction with the Eshin
Fighting Claws (+2 Attacks instead of +1). (RB 93)
Troll Slayers' Skills
Ferocious Charge: The Slayer may double his attacks on the turn
that he charges. He will suffer a -1 to hit penalty on that turn.
(TC14)
Monster Slayer: The Slayer always wounds any opponent on a roll
of 4+, regardless of Toughness, unless his own Strength (after all modifiers
due to weapon bonuses, etc) would mean that a lower roll than this is
needed.
(TC14)
Berserker: The Slayer may add +1 to his close combat to hit rolls
during the turn which he charges. (may not be used with Ferocious Charge).
(TC14)
Vampires' Skills
Transfixing Glare: The
Vampire is able to hypnotize a victim using his glowing red eyes, the victim
will remain passive and wait for the Vampire to close. The Glare may be used
on any living model in base contact that is not Immune to Psychology.
The victim must pass a Leadership test on a 2D6 or be transfixed. A
transfixed model may not attack in close combat and is treated as being
Knocked Down for purpose of being attacked. Roll for the Glare at the start
of the combat phase.
(TC11)
Mist Form: A Vampire's human form is only one of
many and a few can transform into a thin mist in the recovery phase. While
in this state the Vampire has a move of 2D6" per turn. He may not attack in
close combat, shoot with a missile weapon or cast spells and he gains no
protection from armor. All to hit rolls against the Vampire need a natural
'6' to hit and all to wound rolls need a natural '6 '. Note that this may
not be modified by any bonuses as it represents the protection of a
non-physical form. The Vampire may reduce the injury roll by -2. If the
Vampire is Knocked Down he immediately reverts to his physical form. The
Vampire may change back to Vampire form in any subsequent recovery phase by
choice.
(TC11)
Ratswarm Form: Some Vampires hold a sway over
nature and they can transform into animals such as a wolf, a swarm of rats
or a giant bat. A Vampire can change form in the recovery phase regardless
of whether the Vampire is Knocked Down or Stunned but he suffers all
penalties for standing up for example. The Vampire may change back to
Vampire form at the start of any subsequent recovery phase.
M
WS
BS
S
T
W
I
A
Ld
6
3
0
3
3
*
*
4
*
* Use the same characteristics as the Vampire.
While in Ratswarm form the Vampire may not use weapons and
does not receive any protection from armor. He cannot shoot with a missile
weapon or cast spells but can attack in close combat without a penalty for
fighting without a weapon. The Vampire should be represented by a Ratswarm
base but treat the Vampire as being the size of a single rat for moving
through alleys or similar small spaces. The Vampire may move through small
holes and gaps that would allow a single rat-sized creature to pass through
and can thus move through walls as most have a small holes in them.
(TC11)
Bat Form: Many Vampires can transform into giant
bats. A Vampire can change form in exactly the same manner as detailed
above.
M
WS
BS
S
T
W
I
A
Ld
8
3
0
3
2
*
*
1
*
* Use the same characteristics as the Vampire.
Whilst in Bat form the Vampire may fly and ignores
movement penalties, he cannot run as such but may move double distance and a
charge move is also doubled. The Vampire may not use weapons and does not
receive any protection from armor. He cannot shoot with a missile weapon or
cast spells but can attack in close combat without a penalty for fighting
without a weapon.
(TC11)
Giant Wolf Form: Many Vampires can transform into
Giant
Wolves. A Vampire can change form in exactly the same manner as described
above.
M
WS
BS
S
T
W
I
A
Ld
9
4
0
4
3
*
*
2
*
* Use the same characteristics as the Vampire.
Whilst in Wolf form the Vampire may not use weapons and
does not receive any protection from armor. He cannot shoot with a missile
weapon or cast spells but can attack in close combat without a penalty for
fighting without a weapon.