Dwarf Skills


Class

Toughness

Drunk

Ferocity

Leadership

Dwarf

General

X

X

X

X

X

Engineeir

X

 

 

X

X

Beastmaster

X

X

X

X

X

Warrior

X

X

X

 

X

Youth

 

 

X

 

 

Runesmith

X

 

  

X

X

Rune Apprentince

X

 

  

 

Slayers

X

X

X

 

X

 

*=Cumulative(Ex. has 2 thick skin skills, he gets +2 save)

Toughness

Skill

1

*Thick Skull. -1S to opponet

2

Hard to Kill: When rolling on injury chart, roll twice and pick the best one.

3

Thick beard/ hair. -1 hit on the model

4

*Thick Skin. +1 save

5

Doesn't die automatically if pursued. fight with a -2WS modifier.

6

*Fat. 6+ rebound

 

Drunk

Skill

Ferocity

Skill

1

Drunk. Follow rule for dwarf drunks. don't havr to roll if you don't want to.

1

'Ard. charge any model

2

Super Drunk. he is too drunk to care about anything. ignore psychology.

2

*Super Charge. +2" to charge

3

Red nose. Sneeze attack +1A for the sneeze, -1to hit S3hit.

3

War Cry. re-roll one attack dice each turn.

4

Acid Beer. one throw 6" s4 2"Blast

4

*Tackle. charge +1S

5

*Thinks he can fly +1M.

5

*B.O. smells bad, -1WS opponet

6

*Bugmans XXXX automatically saves first wound.

6

Raging Mad. Causes Fear.

 

Leadership

Skill

Dwarf

Skill

1

Doesn't have to take panic tests

1

Short. he is too small to be hit with ranged weapons.

2

Leader. 6" away may use his leadership

2

Metal Smith. After each battle roll D6. 4-6 he makes a randomly choosen weapon, ranged weapon or armour.

3

Stand Ground. Won't flee

3

Grudge. He is angry.

4

Inspiring. all friendly models within 6" have +1 Combat Score

4

Slayer skill. use rules from armies book.

5

Very inspiring. all models within 8" get +1WS

5

Natural Magic Resistance. 4+ dispell if spell is within 6"

6

Yelling. yells out old grudges. all models within 8" have hatred.

6

Weapon master. roll two dice for each attack in HtH and pick the best one.

Chaos Skills


Class

Back Stabbing

Ferocity

Mucle

Mutations

Chaos Rewards

General

X

X

X

X

X

Engineeir

 

X

 

X

X

Beastmaster

 

X

X

X

X

Warrior

X

X

 X

X

Youth

X

X

 

 

 

Sorcerer

 

X

 

X

X

Apprentince

X

X

 

 

 

Beastmen

X

X

 

X

X

*=Cumulative(Ex. has 2 thick skin skills, he gets +2 save)

Back Stabbing

Skill

Ferocity

Skill

1

*+1 combat score when attacking from back

1

'Ard. charge any model

2

Tratior. model can attack friendly models and get Exp points from fighting them.

2

*Super Charge. +2" to charge

3

Back Stabber. Deploy in opponet deployment zone, disguised as their race. no one may attack him unless he attacks first.

3

War Cry. re-roll one attack dice each turn

4

Back Stab. strikes first in a challange

4

*Tackle. charge +1S

5

Knife thrower- can throw weapons up to 8" at an enemy model. (you LOSE them after you throw them).

5

*B.O. smells bad, -1WS opponet

6

Executioner - In hand to hand combat if the model wins the combat round role a D6 if it result is 6 the enemy model is out of action.

6

Raging Mad. Causes Fear.

 

Muscle

Skill

Mutation

Type of muntant

1

Throw. if you score a hit in HtH you may throw the model D6" away with S=#" if you hit another model the S is halfed on both models. (rounding down)

1

Scorpion tail. roll higher than opponent's I to hit with the tail. Poison attack, 1S4 hit each turn.

2

Large Biceps. causes fear.

2

Looks scary. causes fear

3

Kick. when charging 1 S3 hit. knockback.

3

Metal skin 4+ unmod. save.

4

Jump. may jump once on modelsfor each hit in HtH. D3 hits each jump.

4

*Extra arm hold one more weapon (+1a)

5

Tear apart. opponet rolls TWICE on injury chart.

5

Razor Sharp Teeth. 1 bite attack. S5 D3 hits Once per game!

6

Grab. if you score a hit you may grab the opponet. roll a D6 and score under your S if sucsesful, you grab him. S test every turn and if fails you drop him. at the end of the battle if you still have to opponet he is automatically captured.

6

Spikes and/or horns. +1 to attack, strength, weapon skill and toughness. -2 to movement and initiative. When charging an enemy you gain D6 strength and D3 attacks for that turn.

Chaos Rewards

Reward

1

Mark of Slaneesh

2

Mark of Nurgle

3

Mark of Tzeench

4

Mark of Khorne

Skaven Skills


Class

Back stabbing

Ferocity

Sneaky

Mutations

Skaven

General

X

X

X

X

X

Engineeir

 

X

X

 

X

Beastmaster

X

X

 

X

X

Warrior

X

X

X

 

X

Youth

X

 

X

 

 

Sorcerer

X

X

X

X

Apprentince

 

X

X

 

 

Giant rats(become Rat Ogers)

 

X

X

 

 

Rat Ogers

 

X

 

X

X

Back Stabbing

Skill

Ferocity

Skill

1

*+1 combat score when attacking from back

1

'Ard. charge any model

2

Tratior. model can attack friendly models and get Exp points from fighting them.

2

*Super Charge. +2" to charge

3

Back Stabber. Deploy in opponet deployment zone, disguised as their race. no one may attack him unless he attacks first.

3

War Cry. re-roll one attack dice each turn

4

Back Stab. strikes first in a challange

4

*Tackle. charge +1S

5

Knife thrower- can throw weapons up to 8" at an enemy model. (you LOSE them after you throw them).

5

*B.O. smells bad, -1WS opponet

6

Executioner - In hand to hand combat if the model wins the combat round role a D6 if it result is 6 the enemy model is out of action.

6

Raging Mad. Causes Fear.

 

*=Cumulative(Ex. has 2 thick skin skills, he gets +2 save)

Sneaky

Skill

Mutation

Type of muntant

1

Sneaky-Deploy any where on the board

1

Scorpion tail-roll higher than opponent's I to hit with the tail. Poison attack, 1S4 hit each turn.

2

*Dodgy-6+ unmod save. and 1+ if you get this skill again(only for shots and HtH)

2

Grotesque mutation. Causes fear.

3

*Duck. -1 to hit.

3

Hard fur 4+ unmod. save.

4

Sneak off- cannot be captured

4

*Extra arm hold one more weapon (+1a)

5

Hard to see-requires a 5+ to hit with ranged weapons and magic spells

5

*Razor Sharp Teeth. 1 bite attack. S5 D3 hits Once per game!

6

6

*Spikes and/or horns. +1A When charging an enemy

Skaven

Skill / Mutation

1

Black Plague - On a role of 5+ any non-skaven model within 3" will suffer a S5 hit with no armour save.

2

Poison Wind - The skaven model has bad gas. Role D6 each turn. On a role of 1 or 2 the model can release it's gas, use the hand flamer 40k template, any models under the template will suffer as if it was hit by a poison wind globe. On a role of a 3 or 4 the model loses a wound. On a role of a 5 the model releases it's gas automatically and anything within 3" will suffer as if it was hit by a poison wind globe. On a role of a 6 the model explodes, killing itslef and anything within 2" has an S4 hit.

3

Rat Ogre Strength. roll d6 before each turn. 4-6 double S 1-3 goes down, because of exaustion

4

Tail- can wield weapon in it's tail.

5-6

over whelm-if two skaven with this skill charge the same model, they get +1Combat score and +1WS

 

Dark Elf Skills


Class

Cunning

Back stabbing

Ferocity

Agile

Dark Elf skills

General

X

X

X

X

X

Engineeir

X

X

 

 

X

Beastmaster

X

 

X

X

X

Warrior

 

X

X

X

X

Youth

X

X

X

 

 

Sorcerer

X

X

X

 

X

Apprentince

X

X

X

 

 

Witch Elves

X

 

X

X

X

 

*=Cumulative(Ex. has 2 thick skin skills, he gets +2 save)

 

Cunning

Skill

1

Looter-D3 extra Gp each battle

2

Play dead-cannot kill model if downed

3

Jumpy-may not stand and shoot at

4

Parry- makes opponet re-roll one attack dice

5

X-tra ammo-re-roll failed ammo rolls

6

Doctor-model heals one injury on an army member after each battle on a D6 roll of 5+

Back Stabbing

Skill

Ferocity

Skill

1

+1 combat score when attacking from back

1

'Ard. charge any model(doen't have to be the nearst target.

2

Tratior. model can attack friendly models and get Exp points from fighting them.

2

Super Charge. +2" to charge

3

Back Stabber. Deploy in opponet deployment zone, disguised as their race. no one may attack him unless he attacks first.

3

War Cry. re-roll any attack dice

4

Back Stab. strikes first in a challange

4

Tackle. charge +1S

5

Knife thrower- can throw weapons up to 8" at an enemy model. (you LOSE them after you throw them).

5

B.O. smells bad, -1WS opponet

6

Executioner - In hand to hand combat if the model wins the combat round role a D6 if it result is 6 the enemy model is out of action.

6

Raging Mad. Causes Fear.

Agile

Skill

Dark elf

Skill

1

*Fast. +1M

1

Rape-after each battle if he surrvives, he can rape, giving him D6 more exp.

2

lightning speed. -1WS to opponet because the opponet can'r see him. he is moving too fast.

2

Drink blood. May stop one turn to drink blood if he killed a model in HtH. x2WS for a turn.

3

Flee fast-roll extra D6" to flee

3

Bezerk-frenzied

4

Stealthy- may not be charged at

4

Executioner-follow the dark elf executioner rule in the armies book.

5

Dodgy. -1to hit.

5

murder- fight with an enemy model in HtH before the battle. the loser may not participate in the battle.

6

Quick-always strike first in HtH

6

Spreds roumers. randomly choose an enemy model before a battle. This model is untrustworthy for the next battle

High Elf Skills


 

Class

Marshal Arts

Cunning

Agile

Leadership

High Elf

General

X

X

X

X

X

Engineeir

 

X

X

X

Beastmaster

X

X

X

 

X

Warrior

 

X

X

 

X

Youth

 

X

X

 

 

Sorcerer

X

 X

 

X

X

Apprentince

X

X

 

Shadow Warrios

X

X

X

X

*=Cumulative(Ex. has 2 thick skin skills, he gets +2 save)

Cunning

Skill

Agile

Skill

1

Looter-D3 extra Gp each battle

1

*Fast. +1M

2

Play dead-cannot kill model if downed

2

lightning speed. -1WS to opponet because the opponet can'r see him. he is moving too fast

3

Jumpy-may not stand and shoot at

3

Flee fast-roll extra D6" to flee

4

Parry- makes opponet re-roll one attack dice

4

Stealthy- may not be charged at

5

X-tra ammo-re-roll failed ammo rolls

5

dodgy -1 to hit.

6

Doctor-model heals one injury on an army member after each battle on a D6 roll of 5+

6

Quick-always strike first in HtH

Leadership

Skill

Marshal Arts

Skill

1

Doesn't have to take panic tests

1

Flying kick D3 hits when charging

2

Leader. 6" away may use his leadership

2

Dodge. Roll under I to dodge missle weapons on a 6, it automatically fails

3

Stand Ground. Won't flee

3

Kung Fu Flip. may disengadge HtH with out getting hit at.

4

Inspiring. all friendly models within 6" have +1 Combat Score

4

High jump may go over any terrian without penaltys

5

Very inspiring. all models within 8" get +1WS

5

Block, One enemy loses 1A

6

Yelling. yells out old grudges. all models within 8" have hatred.

6

Weapons master, may roll two atacks dice and pick the best (for each attack)

1

Aura of Asuryan, cause fear

2

Last sacrifice. May make on extra attack if taken out in hth. Opponent rolls no dice. Exhaustion gives -5 on the injury chart.

3

Merchant. Generates an extra D3 gold after each battle

4

Unafraid, psycho immune

5

Stubborn resistance. If captured then one random enemy must roll on the injury chart

6

Magic sense. May use dispells. If already able to do that then gains +1 to dispell. Cumulative.