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Special Skills

The document outlines various special skills and abilities categorized by different factions such as Sigmarite, Rogue, Khorne, Nurgle, Tzeentch, and Slaanesh, each with unique skills and effects. Each skill has specific requirements and benefits, including combat advantages, movement enhancements, and magical abilities. Additionally, it includes mutation skills that grant further enhancements or abilities to warriors, emphasizing the diversity of character customization in gameplay.

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0% found this document useful (0 votes)
19 views11 pages

Special Skills

The document outlines various special skills and abilities categorized by different factions such as Sigmarite, Rogue, Khorne, Nurgle, Tzeentch, and Slaanesh, each with unique skills and effects. Each skill has specific requirements and benefits, including combat advantages, movement enhancements, and magical abilities. Additionally, it includes mutation skills that grant further enhancements or abilities to warriors, emphasizing the diversity of character customization in gameplay.

Uploaded by

Docteur Half
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Special Skills v.1.

6
Special Skill Lists
Sigmarite 2
Rogue 2
Mutations 3
Khorne 4
Nurgle 4
Tzeentch 5
Slaneesh 5
Dawi 6
Waaagh! 6
Virtues 7
Revenant 7
Scarab 8
Warhird 8
Aspects 9
Gladiator 9
Spawnings 10

1
Sigmarite Skills Rogue Skills
Fanatical Perfect Killer
Warrior is Immune to Fear and Panic and may not Warrior’s attacks (both shooting and close combat)
voluntarily leave close combat. are Armour Piercing (1). Stacks with other Armour
Piercing effects he may have.
Bless Weapons (+1 S)
Warrior’s close combat and shooting attacks have Poisonous Killer
+1 Strength vs. Undead, Ghouls, Daemons, and any Warrior may poison one of his weapons each
warrior with one or more Mutation skills. battle. You may choose which.

Absolute Faith (4+) Silent Killer


Warrior has a 4+ ward save vs. the effects of hostile At the end of any close combat phase (i.e. also
spells. (Other warriors may still be affected.) opponent’s) where this warrior took an enemy out
of action with a close combat attack, this warrior
Sign of Sigmar may flee close combat without his enemies gaining
Warrior starts each battle with 1 Free Power dice. Free Hacks against him.
Must be a priest to choose this skill.
Swift Killer
Righteous Fury Warrior gains +1 Movement, up to a maximum of
Warrior hates all enemies in the first round of each Movement 5, and flees 3D6” instead of the normal
close combat. (I.e. all of their close combat attacks 2D6”.
have +1 to hit.)
Unseen Killer
Utter Determination (5+) Enemies must re-roll their successful armour saves
Warrior has a 5+ ward save against all types of (but not ward or regeneration saves) vs. all of this
attacks as long as he is down to one wound. No warrior’s shots with Blowpipe, Throwing Knives /
effect while warrior is fleeing. (Ward saves cannot Stars, and Crossbow Pistols.
be increased beyond 4+.)
Shadow Lurker
No Retreat – No Surrender! If this warrior has ‘Stealth,’ all enemies suffer an
If this warrior is deployed and not fleeing, the additional -1 to hit for shooting at this warrior
warband may re-roll one failed Rout Test. Multiple while he is in cover. No effect if warrior does not
warriors with this skill may allow multiple Rout Test have ‘Stealth,’ or vs. enemies that ignore ‘Stealth.’
to be re-rolled, though each Rout Test can only be
re-rolled once. Distract / Tail Fighting (-D3 I)
At the start of each close combat phase (i.e. also
Fiery Orator opponent’s) one enemy of your choice that is
If the warrior has the ‘Leader’ ability, other within 1” of this warrior suffers -D3 Initiative to
warriors in the warband that use his Ld instead of strike order that turn. No effect vs. Undead and
their own roll an extra D6 for fear and panic tests Daemons. This ability cannot be used while warrior
and discard the highest D6. Being within 6” of is fleeing.
multiple warriors with this skill does not stack. No
effect if warrior does not have the ‘Leader’ ability. Jump Back
Enemies must re-roll their successful Initiative tests
Templar for charging this warrior without line of sight (e.g.
Warrior may re-roll all of his failed armour saves when he is around a corner, behind a wall, etc.). No
(but not ward or regeneration saves) where the effect vs. enemies that automatically pass such
result was a natural 1. tests (e.g. enemies with the ‘Sixth Sense’ skill).

Divine Power Weapons Training: Assassin


Warrior must be a Priest to choose this skill. When Warrior becomes proficient with Fighting Claws,
rolling to see if he generates Power Dice, he rolls Blowpipe, Crossbow Pistol, and Throwing Knives /
3D6 and discards the lowest result. Stars. If his race is Skaven, he also becomes
proficient with Weeping Blades.
2
Mutation Skills Mutation Skills
a
Extra Head (4+) Acid Ichor
Warrior has a 4+ special save vs. Critical Hits. If this Warrior counts as being armed with a missile
save is successful, treat the critical hit as a normal weapon that has the following properties:
hit instead. (Special saves do not stack beyond 4+.) Range: 6” Strength: 4
Armour Piercing (1)
Metal Skin Quick to Fire: No -1 to hit for moving and
Warrior gains ‘Scaly Skin (6+). No effect if he shooting.
already has Scaly Skin. If the warrior is a Wizard, Cannot be Robbed, Swapped, or Discarded.
this will not prevent him from casting spells.  Warrior may fire this weapon using his BS or
WS, whichever is higher.
Cloven Hoofs
Warrior has +1 Movement, up to a maximum of Breathe Fire
Movement 5, and may re-roll failed Jump Down Warrior counts as being armed with a missile
tests. No effect if he already has Cloven Hoofs. weapon that has the following properties:
Range: Flame Template Strength: 3
Hideous Visage Breath Weapon: All warriors under, or partially
Warrior causes fear. If he already causes fear, under, the template take 1 flaming Strength 3
enemies that have to take a fear test within 1” of hit.
him must roll an extra D6 and discard the lowest Fire only once per battle.
result. Cannot be Robbed, Swapped, or Discarded.

Blackblood Burning Body


Whenever this warrior suffers a wound, all warriors Warrior’s close combat attacks are flaming. He
with 1” of him (friend and foe) take 1 Strength 2 hit cannot hide and loses ‘Stealth’ if he has it.
with armour saves as normal. Warrior can gain  At the end of all close combat phases
experience from taking enemies out of action this (including opponent’s), all warriors (friend or
way, even if he is out of action himself. foe) within 1” of this warrior take 1 flaming
Strength 1 hit with armour saves as normal.
Poison Glands This ability is active even while fleeing.
Warrior may poison one of his weapons each battle
(you may choose which). If warrior is fighting Tentacle (-D3 I)
unarmed, only a single attack will be poisonous At the start of each close combat phase (i.e. also
each round because of this Mutation. opponent’s) one enemy of your choice that is
within 1” of this warrior suffers -D3 Initiative to
Acid Excretion strike order that turn. This ability cannot be used
All of this warrior’s close combat attacks are while warrior is fleeing.
Armour Piercing (1). Stacks with other modifiers.
Great Claw
Horns (+1 S) One of the warrior’s arms now counts as a close
Warrior has +1 Strength the turn he charges. combat weapon with the following properties:
Strength Bonus: +1 Strength in all rounds of
Distensible Maw combat.
 Warrior suffers no penalties for fighting Grip: Only a single attack can be made with this
unarmed. weapon each round, no matter how many
 When striking at enemies that are down to attacks the warrior has on his profile.
1 Wound, this warrior’s first unarmed Cannot be robbed, swapped, or sold.
attack each turn (including opponent’s)  (Fighting with a Claw and a single, one-
wounds automatically (if it hits) and handed weapon gives the warrior +1 Attack
ignores saves of any kind. (and -1 to hit) in the same way as if he were
fighting with two weapons.)

3
Khorne Gifts Nurgle Gifts
Mark of Khorne (4+) Mark of Nurgle
Warrior hates wizards and has a 4+ ward save vs. Warrior causes fear. If he already causes fear,
the effects of hostile spells. enemies that have to take a fear test within 1” of
him must roll an extra D6 and discard the lowest
Locus of Slaughter (+1 S) result.
Warrior has +1 Strength the turn he charges.
Locus of Filth
Blind Rage Warrior may poison one of his weapons each
Warrior is Immune to fear and panic and may not battle. You may choose which.
voluntarily leave close combat.
Cloud of Flies (1”, -1 I)
Spellgreed (12”, +1 A) All enemies that are within 1” of this warrior suffer
Warrior gains +1 Attack for the rest of the battle -1 Initiative to strike order in all rounds of combat.
each time an enemy Wizard casts a spell within 12” No effect vs. Undead and Daemons. Being within
of him. Requires line of sight. 1” of multiple warriors with this skill stacks.

Berserk Fury (+D3”) Nurgling Infestation


Warrior adds +D3” to the maximum distance All of this warrior’s close combat attacks have +1 to
moved when charging, up to a maximum of 12”. wound enemies that are down to 2 Wounds or less.
(I.e. He rolls 2D6, adds the highest roll to his base This does not affect the enemy’s armour save. No
Movement and then adds another D3 to that.) effect vs. Undead and Daemons.

Bloodfever Glorious Filth


Warrior hates all enemies in the first round of each All of this warrior’s poisonous attacks have +1 to
close combat. (I.e. all of his close combat attacks wound (this does not affect the enemy’s armour
have +1 to hit.) saves). No effect vs. enemies immune to poison.

Champion of Khorne Bloated Body


All of warrior’s close combat attacks have +1 to hit Warrior gains +1 Toughness, but suffers -2
in the first round of each close combat and this Movement, down to a minimum of Movement 3.
warrior may not leave close combat voluntarily. He also loses all Speed skills, and can no longer
gain Speed skills.
Skulltaker
Warrior may re-roll ‘Free Hack’ attacks that failed Magnificent Buboes
to wound. Warrior gains the ‘Blackblood’ Mutation. If he
already has the ‘Blackblood’ Mutation, its effects
Slaughterer are poisonous as well.
Warrior may re-roll all failed rolls ‘to wound’ with
Axes and Great Axes the turn he charges. Oozing Slime
Enemies that successfully charge this warrior suffer
Punisher -1 to hit in the first round of combat.
All of warrior’s attacks with Morning Star, Flail and
Combat Whip ignore Ward saves granted by Bouncing Blubber
Shields. All critical hits scored against this warrior have a
-D3-1 modifier to rolls on the critical hits chart.
Mutation
Warrior gains one skill of your choice from the Mutation
Mutations skill list, even if he does not normally Warrior immediately gains one skill of your choice
have access to this list. (This skill can only be taken from the Mutations skill list, even if he does not
once, i.e. it is not possible to obtain more than one normally have access to this list. (This skill can only
mutation from this skill.) be taken once, i.e. it is not possible to obtain more
than one mutation from this skill.)

4
Tzeentch Gifts Slaanesh Gifts
Mark of Tzeentch Mark of Slaanesh
 If warrior is not a Wizard, he gains a 4+ ward Warrior is immune to fear and panic.
save vs. the effects of hostile spells.
 If warrior is a Wizard, he starts each battle Locus of Grace (+1 M, Flee 3D6”)
(and every Pit Fight) with 1 free Power Dice. Warrior gains +1 Movement, up to a maximum of
Movement 5, and flees 3D6” instead of 2D6”.
Locus of Change
Warrior may re-roll all failed characteristics tests Soporific Musk (-D3”)
he has to take that are not Leadership tests. (May Enemies attempting to charge this warrior must
also be used during exploration, i.e. with locations.) deduct D3” from their maximum charge distance,
down to a minimum of 6”. No effect vs. Undead
Tendrils of Tzeentch and Daemons.
 If warrior is not a Wizard, he may re-roll his
first failed roll ‘to hit’ in each close combat Swiftness of Slaanesh (+2 I to Strike Order)
phase where the result was a natural 1. Warrior has +2 Initiative to strike order in the first
 If warrior is a Wizard, he adds +6” to the round of combat.
range of all spells he is attempting to cast.
Lashing Tongue (-D3 I)
Ecstatic Duplication (5+) At the start of each start of each close combat
Warrior has ‘Regeneration (5+)’ as long as he is phase (i.e. also opponent’s) one enemy of your
down to 1 Wound. choice that is within 1” of this warrior suffers -D3
Initiative to strike order that turn. This ability
Protean Form cannot be used while warrior is fleeing.
Shooting at this warrior suffers an additional -1 to
hit as long as the distance exceeds 12”. Allure of Slaanesh (1”, -1 Ld)
All enemies within 1” of this warrior suffer -1 Ld.
Far-seeing Eye of Tzeentch (+6”) Being within 1” of multiple warriors with this skill
Warrior has +6” to the maximum range of all shots stacks. No effect vs. Undead and Daemons.
with shooting weapon that normally have a range
of 12” or more. Word of Pain (Ld Test, S3 Hit, Ignores Armour)
At the beginning of each of your own Close Combat
Incandescent Corona phases (i.e. not opponent’s), one enemy of your
Warrior gains the ‘Burning Body’ Mutation. If he choice that is within 1” of this warrior must take an
already has it, hits from this ability may re-roll 1s Ld test: If failed, he suffers 1 Strength 3 hit with no
‘to wound’ as well. armour saves allowed. This ability must target the
same enemy that the warrior is targeting with this
Master of Magic close combat attacks that round.
Warrior must be a wizard to take this skill. Warrior
gains access to one of the 8 basic Lores of Magic, Caress of Slaanesh
determined at random before each battle in Warrior gains the ‘Great Claw (Arm)’ Mutation. If
addition to his other lore. He always knows the he already has it, attacks with the Claw have an
Signature Spells of both lores and when generating additional +1 to hit in all rounds of combat.
spells before the battle, he may freely decide
which lore each of each of his spells will come Delicate Precision
from. Roll a D8 to see which lore is granted: Warrior may re-roll his first failed roll ‘to wound’ in
 (1) Fire (2) Death (3) Shadow (4) Beasts (5) each close combat phase where the result was a
Life (6) Metal (7) Light (8) Heavens. natural 1. (No effect if he already has this ability.)

Mutation Mutation
Warrior immediately gains one skill of your choice Warrior immediately gains one skill of your choice
from the Mutations skill list, even if he does not from the Mutations skill list, even if he does not
normally have access to this list. (This skill can only normally have access to this list. (This skill can only
be taken once, i.e. it is not possible to obtain more be taken once, i.e. it is not possible to obtain more
than one mutation from this skill.) than one mutation from this skill.)

5
Dawi Skills Waaagh! Skills
Grudgebearer Choppa (+1 S)
Warriors hates all enemies in the first round of Warrior has +1 Strength the turn he charges.
each close combat. (I.e. all of their close combat
attacks have +1 to hit.) Extra ‘ard
Warrior may remove one Campaign Injury from
Extra Tough (4+) himself. This skill may be taken multiple times.
Warrior has a 4+ special save vs. Critical Hits. If this
save is successful, treat the critical hit as a normal Slasha
hit instead. Warrior may re-roll up to one failed roll ‘to wound’
the turn he charges.
True Grit
Warrior may remove one Campaign Injury from Waaagh! (+D3”)
himself. This skill may be taken multiple times. Warrior adds +D3” to the maximum distance
moved when charging, up to a maximum of 12”.
Bombardier (I.e. He rolls 2D6, adds the highest roll to his base
All of warrior’s shots with Cinderblast Bombs have Movement and then adds another D3 to that.)
+1 to hit and an additional +1 modifier to rolls on
the critical hits table. (Does not grant proficiency Basha
with Cinderblast Bombs.) All of warrior’s close combat attacks that are
Concussive add an extra point of Concussion to
Magic Resistance (4+) their effect (e.g. Concussive 1 becomes Concussive
Warrior has a 4+ ward save vs. the effects of hostile 2, Concussive D3 becomes Concussive D3+1, etc.).
spells. (Other warriors may still be affected.) No effect on attacks that are not Concussive.

Tunneler (+3”) Thick Skull


Warrior has +3” to the range to the range he spots All critical hits scored against this warrior have a
hidden enemies. (Stacks with Lantern.) -D3-1 modifier to rolls on the critical hits chart.

Hammerer Stomp
All of warrior’s close combat attacks that are When striking at enemies that have Initiative 1, all
Concussive add an extra point of Concussion to of this warrior’s close combat attacks have +1
their effect (e.g. Concussive 1 becomes Concussive Strength and ignore armour saves. (Enemies whose
2, Concussive D3 becomes Concussive D3+1, etc.). Initiative has been reduced to 1 through e.g.
No effect on attacks that are not Concussive. Concussion also count as having I1 in this regard.)

Shield Wall Darin’


While using a Shield, this warrior may re-roll Warrior may re-roll failed fear and panic tests.
armour saves (but not ward or regeneration saves) (No effect if he also has ‘Stubborn.’)
where the result was a natural 1. (This skill does
not grant proficiency with Shields.) Waaagh! Surge (6”)
Warrior must be a Wizard to choose this skill: +1 to
Ferocious Charge (+D3”) (Slayers Only) all spellcasting rolls to cast spells from the Lore of
Warrior adds +D3” to the maximum distance Big Waaagh! per 2 non-fleeing Orcs and/or Goblins
moved when charging, up to a maximum of 12”. in the warband that are within 6” of this warrior,
(I.e. He rolls 2D6, adds the highest roll to his base up to a maximum of +3 (the Wizard himself is not
Movement and then adds another D3 to that.) counted). Does not require line of sight.
Warrior’s type must be Slayer to choose this skill.
Tuska (D3 S3 Hits)
Deathblow (Axes) (Slayers Only) Enemies that intercept this warrior take D3
All of this warrior’s Critical Hits with Axes, Great Strength 3 hits with armour saves as normal that
Axes, and Throwing Axes automatically result in a are resolved before any normal blows are struck,
‘Deathblow’ result on the critical hits table. but after ‘Stand and Shoot’ attacks.
Warrior’s type must be Slayer to choose this skill.

6
Knightly Virtues Revenant Skills
Virtue of Knightly Temper (+1 S) Dredknight
Warrior has +1 Strength the turn he charges. Warrior may re-roll one failed ‘to hit’ roll in all
rounds of close combat (including opponent’s) and
Virtue of Heroism may not leave close combat voluntarily. (Re-rolled
Warrior hates enemies that cause fear in all rounds dice cannot cause critical hits.)
of combat, and whenever he takes an enemy that
causes fear out of action, roll a D6: On a roll of 4+, Dark Acolyte
he gains an additional +1 XP. Warrior starts each battle (and all Pit Fights) with 1
free Power Dice. Must be a wizard to take this skill.
Virtue of Stoicism
Warrior may re-roll failed fear and panic tests. Nightshroud (-D3”)
(No effect if he also has ‘Stubborn.’) Enemies attempting to charge this warrior must
deduct D3” from their maximum charge distance,
Virtue of Purity (4+) down to a minimum of 6”. No effect vs. enemies
Warrior has a 4+ ward save vs. the effects of hostile that ignore ‘Stealth.’
spells. (Other warriors may still be affected.)
Supernatural Horror
Virtue of Noble Distain Must cause fear to take this skill: Enemies that take
Warrior hates all enemies armed with missile a fear test within 1” of this warrior must roll an
weapons in all rounds of close combat. extra D6 and discard their lowest result.

Virtue of the Impetuous (+D3”) Red Fury (+1 S)


Warrior adds +D3” to the maximum distance Warrior has +1 Strength the turn he charges.
moved when charging, up to a maximum of 12”.
(I.e. He rolls 2D6, adds the highest roll to his base Seneschal
Movement and then adds another D3 to that.) Warrior ignores hits from the ‘Crumble’ rule. No
effect if warrior does not have ‘Crumble.’
Virtue of Empathy
If warrior has the ‘Leader’ ability, all other warriors Forbidden Lore
that use his Ld instead of their own roll an extra D6 Warrior must be a wizard to take this skill: If
for fear and panic tests and discard the highest D6. warrior has access to Dark Magic, he gains access
Being within 6” of multiple warriors with this skill to Necromancy and vice versa: Warrior always
does not stack. No effect if warrior does not have knows the Signature Spells of both lores and when
the ‘Leader’ ability. generating spells before each battle, he may freely
decide which lore each spell will come from.
Virtue of Ferocity
Warrior re-roll all failed rolls ‘to hit’ with Flail or Chill Touch
Morning Star the turn he charges (but not the turn Warrior’s first hit in each Close Combat phase (i.e.
he is charged). also opponent’s) ignores armour saves (but not
Ward or Regeneration saves).
Virtue of the Able
Warrior may re-roll all failed characteristics tests Hunter in the Dark (+1 A) (Vampire Only)
he has to take that are not Leadership tests. (May Warrior’s race must be Vampire to choose this skill:
also be used during exploration, i.e. with locations.) Warrior gains +1 Attack on profile the turn he
charges and he was hidden at the start of the turn.
Virtue of Discipline
If this warrior is deployed and not fleeing, the Beguile (-D3 I) (Vampire Only)
warband may re-roll one failed Rout Test. Multiple Warrior’s race must be Vampire to choose this skill:
warriors with this skill may allow multiple Rout Test At the start of each close combat phase (i.e. also
to be re-rolled, though each Rout Test can only be opponent’s) one enemy of your choice that is
re-rolled once. within 1” of this warrior suffers -D3 Initiative to
strike order that turn. This ability cannot be used
while warrior is fleeing.
7
Scarab Skills Warhird Skills
Scarab of Life-Essence (5+) Kraken Slayer
Warrior has Regeneration (5+) as long as he is All of warrior’s shots with Javelins have an
down to 1 Wound. additional +1 modifier to rolls on the Critical Hits
chart and cause 2 Wounds instead of 1 on
Scarab of Domination ‘Deathblow’ critical hits.
If this warrior is deployed and not fleeing, the
warband may re-roll one failed Rout Test. Multiple Fanatical
warriors with this skill allow multiple Rout Test to Warrior is immune to fear and panic and may not
be re-rolled, though each Rout Test can only be re- leave close combat voluntarily.
rolled once.
Berserk Fury (+D3”)
Scarab of Stinging Warrior adds +D3” to the maximum distance
Warrior may poison one of his weapons each moved when charging, up to a maximum of 12”.
battle. You may choose which. (I.e. He rolls 2D6, adds the highest roll to his base
Movement and then adds another D3 to that.)
Scarab of Usirian (4+)
Warrior has a 4+ ward save vs. the effects of hostile Bloodlust
spells. (Other warriors may still be affected.) Warrior hates all enemies in the first round of each
close combat. (I.e. all of his close combat attacks
Scarab of Eternal Curse (2 S3 Hits) have +1 to hit.)
Whenever this warrior is taken out of action, the
enemy responsible for the attack takes 2 Strength Berserker Rage (+1 S)
3 hits with armour saves as normal. Warrior can Warrior has +1 Strength the turn he charges.
gain experience for taking enemies out of action
this way, even while he is out of action himself. Shield Wall
While using a Shield, this warrior may re-roll
Scarab of Insect Swarm armour saves (but not ward or regeneration saves)
All enemies that are within 1” of this warrior suffer where the result was a natural 1. (This skill does
-1 Initiative to strike order in all rounds of combat. not grant proficiency with Shields.)
No effect vs. Undead and Daemons. Being within
1” of multiple warriors with this skill stacks. Deathblow (Great Axe / Throwing Axes)
All of this warrior’s Critical Hits with Great Axes and
Scarab of Aspah Throwing Axes automatically result in a
All of this warrior’s poisonous attacks have +1 to ‘Deathblow’ result on the critical hits table.
wound (this does not affect the enemy’s armour
saves). No effect vs. enemies immune to poison.

Scarab of Vengeance
Warrior hates all enemies in the first round of each
close combat.

Scarab of the Creator


Warrior may re-roll all armour saves (but not ward
or regeneration saves) where the result was a
natural 1.

Scarab of Vigilance
Warrior gains +1 Movement, up to a maximum of
Movement 4.

Scarab of the Destroyer


When striking at enemies that are down to 1
Wound, this warrior’s attacks with Flail wound
automatically (if they hit) and ignore saves of any
kind.
8
Gladiator Skills Dryad Aspect Skills
Ferocious Ironbark (6+)
Warrior re-roll all failed rolls ‘to hit’ with Flail or Warrior gains ‘Scaly Skin (6+).’ If the warrior is a
Morning Star the turn he charges (but not the turn Wizard, this will not prevent him from casting
he is charged). spells.

To the Death! (5+) Blessing of Ancients


Warrior has a 5+ ward save against all types of  If warrior is not a Wizard, he has a 4+ ward
attacks as long as he is down to 1 Wound. No effect save vs. the effects of hostile spells.
while fleeing.  If warrior is a Wizard, he starts each battle
(and all Pit Fights) with one free Power Dice.
Grizzled
Warrior may remove one Campaign Injury from Shapeshifter
himself. This skill may be taken multiple times. If this warrior has ‘Stealth,’ all enemies suffer an
additional -1 to hit for shooting at this warrior
Close-Quarters Fighting (-D3”, 2” Radius) while he is in cover. No effect if warrior does not
Enemies attempting to charge this warrior must have ‘Stealth,’ or vs. enemies that ignore ‘Stealth.’
deduct D3” from their maximum charge distance,
down to a minimum of 6” as long as this warrior is Malice of Ages
within 2” of any terrain feature. Warriors with this rule hate all enemies in the first
round of each close combat. (I.e. all of their close
Opportunist combat attacks have +1 to hit.)
Warrior may re-roll failed ‘Free Hack’ attacks that
failed to wound. Oaken Crown (+1 S)
Warrior has +1 Strength when charging.
Animal Fighter (+1 S)
All of warrior’s close combat and shooting attacks Razor Saps
have an additional +1 Strength vs. Animals. All of this warrior’s close combat attacks are
Armour Piercing (1). Stacks with other modifiers.
Throw Sand (-D3 Initiative)
At the start of each close combat phase (i.e. also Willow Venom
opponent’s), one enemy of your choice that is One of the warrior’s unarmed attacks, chosen by
within 1” of this warrior suffers -D3 Initiative to you, will be poisonous in each round of close
strike order that turn. No effect vs. Undead and combat. (Poisonous attacks may re-roll 1s ‘to
Daemons. This ability cannot be used while this wound.’)
warrior is fleeing.
Entangling Vines
Body Slam (+1 S) Warrior may re-roll ‘Free Hack’ attacks that failed
Warrior has +1 Strength the turn he charges. to wound.

Killing Jab Wildlife Empathy (-1 S)


When striking at warriors that are down to one Animals attacking this warrior suffer -1 Strength to
wound, this warrior’s attacks with Spiked Gauntlet their attacks. No effect vs. Undead and Daemons.
wound automatically (if they hit) and ignore saves
of any kind. This skill cannot be used while fighting Sylvan Protector
with two Spiked Gauntlets. Warrior hates Orcs, Goblins, Gor, and Ungor in all
rounds of combat.
Tiger Dodge
If warrior has the ‘Dodge: Ranged’ Speed skill, all
shooting at him suffers an additional -1 to hit if the
distance fired was 12” or less (also applies vs.
‘Stand and Shoot’ attacks). No effect vs. enemies
that ignore the ‘Dodge: Ranged’ skill.

9
Spawning Skills
Poison Glands
Warrior may poison one of his weapons each
battle. You may choose which. (Poisonous weapons
may re-roll natural 1s ‘to wound.’)

Blot Toad Familiar


All of this warrior’s poisonous attacks have +1 to
wound (this does not affect the enemy’s armour
saves). No effect vs. enemies immune to poison.

Mark of the Old Ones


 If warrior is not a Wizard, he has a 4+ ward
save against the effects of hostile spells.
 If warrior is a Wizard, he starts each battle
(and each Pit Fight) with 1 free Power Dice.
(Stacks with ‘Contemplation of Eternity.’)

Killer Instinct
All of this warrior’s attacks from the ‘Predator
Attack’ rule hit automatically and have +1 Strength.
No effect if warrior does not have ‘Predator Attack’
rule.

Bloodroar / Gaze of the Old Ones


Warrior causes fear. Can only be taken by warriors
whose race is Saurus or Slann.

Hardened Scales (Saurus Only)


Warrior’s race must be Saurus to choose this skill.
Warrior may re-roll all armour saves (but not ward
or regeneration saves) where the result was a
natural 1.

Camouflage (Skinks Only)


Warrior’s race must be Skink to take this skill. If this
warrior has ‘Stealth,’ all enemies suffer an
additional -1 to hit for shooting at this warrior
while he is in cover. No effect if warrior does not
have ‘Stealth,’ or vs. enemies that ignore ‘Stealth.’

Arcane Mastery (Slann Only)


Warrior’s race must be Slann to choose this skill.
Warrior gains access to one of the 8 basic Lores of
Magic, chosen by you, in addition to his other lore.
He always knows the Signature Spells of both lores
and when generating spells before the battle, he
may freely decide which lore each of each of his
spells will come from.

10
v.1.5.1
Revamped many skills

v.1.5
Revamped many skills and rules on the four Chaos Gods’ Special Skill Lists.
Replaced the Giant Beak Mutation with Burning Body.

11

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