House Rules

 

Charges: May Charge opponents out of sight up to your Initiative in inches. If you're forced to do a 1/4 turn or more in a charge, you do not automatically attack first, and must determine the order of attack by Initiative.

 

Replacing Leaders: Undead warbands may purchase a new Vampire in the event of the leader's death, however the Necromancer retains leadership. Possesed who lose thier Magisters can replace them, unless there is a Mutant or Bretheren Hero to take leadership. In that event, the new leader gains the ability to learn chaos spells when rolling for skills.

 

Gang Size: All gangs have no ceiling to the number of members, but every member after 16 is an additional -5 gc on the money chart.

 

Skills: Heroes roll for skills, rather than choose, on the following charts. On an advance roll of "2" or "12", a Hero may choose any skill normally available, or roll on any other standard skill table, or on the 'special' table. In addition, Witch Hunters may roll on the prayers of Sigmar table..and any spellcaster except Warrior Priests and Matriarchs can opt to roll for a Lesser Magic spell.

 

Combat Skills

1. Strike to Injure (+1 to injury rolls in hth combat)

2. Combat Master (if fighting multiple opponents, he gains an extra attack for each extra opponent, and is immune to all alone tests)

3. Weapons Training (may use any hth weapon)

4. Web of Steel (+1 to critical hit rolls in hth)

5. Expert Swordsman (choose your favorite weapon, and you can reroll any missed attacks with it when charging)

6. Step Aside (5+ dodge-save in hth combat)

7. Disarm (instead of a regular attack can remove 1 random weapon from opponent on a 5+, this may be parried or dodged as normal, weapon is recovered at the end of the scenario..does not work vs magic or blessed weapons)

8. Impetuous (hero may move d6" after the hth combat phase if he's beaten his opponent, may use this to charge a new opponent...in which case they fight in the next hth phase, but the hero counts as having charged)

 

Shooting Skills

1. Quick Shot (may fire twice if he doesn't move)

2. Pistolier (may fire twice per turn with a brace of pistols or dueling pistols)

3. Eagle Eyes (add +6" to range of all missle weapons)

4. Weapons Expert (may use any missle weapon)

5. Nimble (may move and fire with weapons that normally cannot with. May not be combined with Quick shot)

6. Trick Shooter (ignores cover modifiers)

7. Hunter (may fire each turn with weapons he normally has to every other turn)

8. Knife Fighter (may throw 3 knives per shooting phase..may not be combined with quick shot)

9. Steady Hands (may ignore long range modifiers)

10. Marksman (may target any opponent he wishes)

 

Academic Skills

1. Battle Tongue (only for leader..increases range of leadership skill by 6")

2. Sorcery (only for spellcasters..+1 to spellcasting rolls..not available for Prayers of Sigmar)

3. Streetwise (+2 to rolls to find rare items)

4. Haggle (may deduct 2d6 gold from the cost of one item per visit to merchants)

5. Arcane Lore (Witch Hunters and Sisters of Sigmar cannot have this skill...warrior with this skill may learn Lesser Magic if he owns a Tome of Magic)

6. Wyrdstone Hunter (reroll one dice when exploring)

7. Warrior Wizard (only for spellcasters...may wear armour and cast spells)

8. Medic (may reroll any teammate's injury roll..doesn't work if the medic himself is out of action)

Strength Skills

1. Mighty Blow (+1 St in hth combat)

2. Pit Fighter (+1 to WS and +1 A when fighting inside buildings)

3. Resilient (all attacks in hth against the hero are at -1 ST)

4. Fearsome (causes Fear)

5. Strongman (may use double-handed weapon at no penalty)

6. Unstoppable Charge (+1 to hit when charging)

7. Throw (instead of regular attacks, can roll to hit and instead throw opponent d6" in any direction..thrown model takes a hit at ST equal to 1/2 the distance, unless he hits an obstacle, where he takes a hit at the full distance in ST. May be thrown into another model, where both take the hit, or off a cliff/ledge, where he takes falling damage instead)

 

Speed Skills

1. Leap (add +d6" to move as a leap)

2. Sprint (may run or charge at 3x M)

3. Acrobat (may fall or jump up to 12" on an initiative test at no damage. can reroll a Diving Charge...can still only do a Diving Charge from 6" max)

4. Lightning Reflexes (when charged, attacks go in order of I)

5. Jump Up (may ignor knocked down results, except when a result of a modified stunned result)

6. Dodge (5+ dodge save from missle fire)

7. Scale Sheer Surfaces (can climb up or down at 2x movement)

 

Special Skills

1. Utter Determination (leader only.. may reroll any failed rout test)

2. Infiltration (hero sets up last, anywhere that's out of sight of the opponent and more than 12" away from enemy models)

3. Master of Blades (can parry by matching the opponent's attack, and if using 2 parrying weapons, may also parry up to 2 separate attacks.)

4. Extra Tough (may reroll serious injuries rolls, but must accept the 2nd roll)

5. Scout (may modify one exploration dice by +/-1)

6. True Grit (-1 to injury rolls)

7. Hide in Shadows (if within 1" of a wall or linear obstacle, opposing models must pass an I test to shoot or charge..does not work if within I range in inches of opponent)

8. Exellent Sight (spots opponents at 2x I)

9. Luck (may reroll any dice he makes, up to once per turn, until the new roll ends up worse than the original)

 

 

Blessings of Sigmar

1. Sign of Sigmar (possesed and undead lose 1 attack in the first round of combat down to a minimum of 1)

2. Protection of Sigmar (any spell which would affect the hero is nullified on a 4+)

3. Utter Determination (leader only..may reroll any failed rout test)

4. Righteous Fury (model hates all skaven, undead, or possessed warbands)

5. Absolute Faith (reroll any fear test and immune to all alone tests)

 

Skaven Skills

1. Black Hunger (if used, hero gains +1 attack and +d3 Move for the turn, and takes d3 hits at ST 3)

2. Tail Fighting (may wield an extra shield, knife or sword)

3. Wall Runner (does not neet to take I tests to climb)

4. Infiltration (hero sets up last, anywhere that's out of sight of the opponent and more than 12" away from enemy models)

5. Art of Silent Death (may fight unarmed with no penalties and +1 A, and causes critical hits on a 5 or 6. May be combined with Fighting Claws)

 

Dwarf Skills

1. True Grit (-1 to injury rolls)

2. Ferocious Charge (slayer only... double attacks at -1 to hit when charging)

3. Monster Slayer (slayer only.. wounds on a 4+ or easier irregardless of T)

4. Unstoppable Charge (slayer only.. +1 to hit when charging)

5. Master of Blades (can parry by matching the opponent's attack, and if using 2 parrying weapons, may also parry up to 2 separate attacks.)

6. Extra Tough (may reroll serious injuries rolls, but must accept the 2nd roll)

7. Resource Hunter (may modify one exploration dice by +/-1)

8. Thick Skull (3+ save to avoid being stunned...with a helmet 2+...if saved, he's knocked down instead)

 

Orc Skills

1. Ard Ead (3+ save to avoid being stunned... with a helmet 2+..if saved, he's knocked down instead)

2. Waagh! (may add d3" to his charge)

3. 'ere We Go (may ignore Fear or Terror tests when charging)

4. Da Cunnin Plan (leader only..may reroll rout tests )

5. Well 'Ard (+1 to armour saves, or 6+ save if unarmoured)

6. 'Eadbasher (knocked down results in hth have become stunned on a 4+ roll)