Special Abilities

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Special Abilities for .

45 Adventure
With the Amazing War Stories supplement, new Sub-Abilities have been added. A Sub-Ability is one that can only be taken when a main Ability or specific piece of equipment has been taken first. A Sub-Ability will have the main Ability or equipment listed in brackets [XXX] after it. Combat Ambidextrous: Models with this ability can use two one-handed weapons in combat. Instead of 1 attack for each attack action, this model gets 2. For example, a model with two handguns would be able to make two aimed shots or four snap shots. Battle Cry: Models with this ability let out a terrifying yell when charging into close combat, temporarily paralyzing their opponents. Any enemy model charged by a model with Battle Cry must make a GT check or withdraw from close combat during their subsequent phase (if the model has a Wait action, then it must use the Wait to withdraw). Blade Master: Unlike fencing, which is gentlemanly and controlled, the blade master skill is wild and elegant. A model with Blade Master twirls and waves the sword in a fantastic display of control. Though it seems extraneous in combat, it serves to confuse the defender allowing the model with Blade Master to strike more accurately. Models with Blade Master add +1 to their SH score and can use hero points to change the location of their hit in close combat, but only if using a long blade. Bullet Strike [Rocket Pack Ability]: The model picks its path (lying down a ruler works) and rolls a d10 to see if the Rocket Pack works. A 1 or 2 produce the same effects as stated under the Rocket Pack. On a 3-9 the model moves in a straight line for 6 and then adds the results of the d10 for their remaining movement in inches (so movement will be from 9 to 15). On a result of 10 on the d10, the model moves 16 and rolls a d10 again and adds the number rolled to their movement (producing a movement of 16 to 26). Any model within 1 of the path can be attacked in close combat with the models WS for Fist increased to BW+3. The model does not stop to engage each of these defenders and suffers no ill effects from leaving close combat. Instead of attacking multiple models, an attack can be made on one single model. The target model would have to make a DG test as though dodging a moving vehicle. If the DG test fails, the model is struck with a WS 10 hit, the attacker suffers a WS 5 hit in the attack. For the single model attack to be successful, the attacker must move at least 8 before striking the target. If the target is struck prior to 8 then no damage is done, but the target model is carried along for the remainder of the movement. Concealed weapon: Models with this ability have learned to conceal weapons in unique places, from deadly throwing darts concealed as hair pins to small pistols stuck in garters. Because of this, they often get the jump on an attacker. Whenever this model is attacked in combat, they can expend a hero point and attack before their attacker if they have not already activated this turn. Page 1 Dead Shot: Models with this ability are expert marksmen and know how to hit a specific area of a target. Models with this ability may use Hero Points to alter the hit location roll for any ranged combat shot. Expert Fighter: This skill is similar to Dead Shot except it applies to close combat attacks. Models with this ability have learned to strike at vulnerable areas when in close combat. They may use Hero Points to adjust hit location in close combat. Feint [Pugilist]: If a model with this ability is attacked in close combat and the attacking model misses, the model with Feint can spend a hero point to make a single close combat attack, even if the model has already activated this turn. This replicates a model being drawn into a poor swing only to be taken out with the hidden right (or left) hook. Fencing (+X): Models with this ability are excellent in close combat with a bladed weapon. They add 1 to their SH score if equipped with a short blade, long blade, or two-handed blade and are never forced to withdraw (though they still can choose to) when defending. This ability can also be referred to as knife fighting. Ferocious (+X): Models with this ability are particularly vicious in close combat. They usually have claws or an inhuman bloodlust that drives them into a killing frenzy. Models with this ability get +1 to their WS when using fists/claws. Flying Kick [Martial Arts]: A model with this ability performs a leaping kick when charging into combat. When charging into combat, the model can attack two models within 2 of one another with a single action, or can put more power behind a single attack. If attacking two models, the attacking model is placed halfway between the two defending models at the end of its charge. The player then rolls to attack each model separately. The attacking model can push a defending model back but cannot use any of the other close combat outcomes. If attacking a single model, the attacker can add half of its SHIV rounded down to the Weapon Strength of the attack. Haymaker [Pugilist] (+X): Models with this ability know how to put all their weight behind a single punch, but in doing so, they telegraph to their opponent exactly what is coming (not that this guarantees the defender can get away). Boxers often use this type of punch against an opponent who is on the ropes and no longer able to fight, but refuses to go down. The model gives up X points of SHIV for the attack and adds them to its Weapon Strength. Models must declare this before they roll to hit. High Strength (+X): Models with this ability are stronger than others. Models get +1 to their BW score. Judo Throw [Martial Arts]: This ability represents any kind of Martial Arts throw. A model with this ability adds half of its SHIV, rounded down, to its BRAWN when determining if it can throw a model and how far. So a model with a SHIV of 5 would add 2 to its BRAWN to see if it can throw another model and to its throwing distance. www.pulp-heroes.com

Killer Instinct: Models with this ability have learned through years of experience how to spot and exploit weak points on their targets. If the model expends a hero point, they can double the WS of the weapon they are using for that shot or strike. This must be declared before the hit location is rolled. Leaf in the Wind Defense [Martial Arts]: A model with this ability can choose to solely concentrate on defense this round. By ducking, dodging, weaving, and generally turning their body into rubber a model manages to somehow avoid or minimize all of the attackers attacks. No close combat or ranged attacks may be made by the model but it can still move up to half of its SPEED. Add the models DODGE score to its SHIV when anyone attempts to hit the model with a Ranged or Close Combat attack this round. Martial Arts (+X): Models with this ability are expert in some form of unarmed combat. They can attack with hands or feet. Models with this ability get +1 to SH and attack with no weapon in close combat as though they have a club, even out to 1 range. Also, when knocked down or prone, models with this ability do not halve their SH scores. This cannot be taken in conjunction with Pugilist. Multiple Attacks (+X): Models with this ability are either extremely skilled in close combat and able to strike repeatedly or, in the case of some machines, equipped with more than one weapon to strike with. The model receives one extra close combat attack. It cannot be taken in conjunction with Ambidextrous. Poison: Models with this ability either have a natural venom attack or coat their weapon in some sort of poison. Poison cannot be used on firearms, but any other weapon can be poisoned. If a model is wounded by a poisoned weapon, it must make a BW test at the begnning of each turn or cross off another box in the area initially wounded. Models must continue to make this check until treated by a model with Medical Knowledge or the entire location has been crossed off. For example: a model hit in the Torso during close combat by a poisoned dagger must make a BW test at the beginning of each turn or cross another box off in the Torso location until all boxes in the Torso are crossed off. When the last box in the area is crossed off the poison effect has ended. Pugilist (+X): Models with this ability are expert in some form of boxing. Models with this ability get +1 to their SH score and attack with no weapon in close combat as though they have a club. They do not, however, have the 1 range of the club. This cannot be taken in conjunction with Martial Arts. Quick (+X): Models with this ability have quick reflexes. Models get +1 to the DG score. Rush Attack: Models with this ability can strike in close combat and continue their movement. The model is moved into combat, combat is resolved (with charge bonus) and then the model can continue with any remaining movement. A model must be able to move at least 3 in order to use this ability. The model can move into base contact with another enemy model, but cannot attack in the turn they contact the second model. Page 2

Sharpshooter (+X): Models with this ability get +1 to their HT score. Shiv Thrower: Models with this ability are excellent knife fighters. They prefer the silence of a blade and can throw it with great accuracy. However, they are not great marksmen with a firearm. Models with this ability can use their SH score for any ranged combat attack where they throw a short blade. Sucker Punch [Pugilist] (+X): Models with this ability try to deceive their opponent. When attacking they feign an attack with one hand, while striking quickly with another. The model gives up X points of Weapon Strength and adds them to its SHIV score. Models must declare before they roll to hit. Knowledge Animal Handling: Models with this ability spend most of their time working with and training animals. If in combat with a wild or trained animal, they get +1 to their chance to hit from their intimate knowledge of the behavior of animals. A model with this ability may also take a trained animal. The animal model will remain a part of the group as long as the handler is still alive (see rules for Animals). Assault Engineer: The assault engineer knows how to work with whatever he is given. Using available items, whatever explosive devices are lying around, and a knowledge of how to blow things up, he can make a more powerful explosive from a lesser one (or several lesser ones). By spending an action and passing a BRAINS (BR) test, the model can make a Type 1 explosive into a Type 2 or a Type 4 explosive into a Type 3 (but it cannot be fired and must be placed). If the model rolls a 1 on the d10 then it has made a fatal miscalculation, the charge is armed, and during initiative, the explosive gets a roll as well. It will then explode on its turn (first if it won initiative or last if it did not) to activate at the increased strength and range. Booby Trap: Models with this ability are adept at hiding explosives in mundane objects or rigging them to objects of everyday use. If an event card is drawn by an opposing model, and its a dud or no effect, by expending a hero point, the model with this ability can make it a booby trap instead. The trap would be a Type I explosive. Daredevil Flyer [Rocket Pack Ability]: Models with this ability perform risky high-G maneuvers. They have done them so many times that these stunts become almost commonplace for them, but there is always some element of risk. If a model is about to collide with an object because of an out of control pack or movement that extends too far, or if the model goes out of control on their initial roll, the model can perform a single 90 turn. When the model finishes its movement, it then must pass a BW test or fall unconscious at the spot of its landing. Deception: Models with deception are fast talkers, sympathetic characters, or vamps and can use their action to deceive an enemy model within 3. If the model with deception wins a comparative BR roll versus the target model, then for the remainder of the turn any attacks directed at the model with deception will strike the deceived model instead (this model feels the need to protect the opposing model from all harm.) www.pulp-heroes.com

Demolitions Expert (+X): Models with this ability gain a bonus to their BRAINS (BR) when attempting to arm or disarm an explosive device or to convert a Type I or Type IV explosive into a Type III. Directed Fire: Models with this ability can direct group members to shoot at a weak spot in an opposing model (model being attacked must be designated as having a weak spot). The model with this ability spends an action to direct fire, all other friendly models within 6 are assumed to have Dead Shot against the target model(s). Disguise: Models with this ability are masters of disguisethey can appear as almost anyone. Once per game the model with this ability can be switched with any Grade 1 enemy model that has not made a combat action in the current turn. The players make an opposed die roll, both adding their BR score. If the disguised model wins, then it is switched with the enemy model. The opposing player then places his model no closer than 6 from the model with disguise. If the enemy model wins, then the Disguised model is left in place and can no longer attempt to switch with an enemy model. Engineer: Models with this ability are experts in blowing things up (and preventing them from blowing up). For each action they spend they can attempt to increase the damage and range of a Type II or Type III explosive. The model spends an action and makes a BRAINS (BR) test. If successful, the WS increases by 2, the multiplier by 1, and the range by 1. This only works on charges that are placed, not thrown. If the model rolls a 1 on the d10 then it has made a fatal miscalculation, the charge is armed and during initiative, the explosive gets a roll as well. It will then explode on its turn to activate at the increased strength and range. Models with this ability can also attempt to defuse an explosive device. Again, on a roll of 1 on the BR test, the explosive gets an initiative roll to determine when it will go off next turn. Force of Will: A model with this ability has learned to force itself to do things that would normally be impossible. Whenever this model needs to make a BRAWN test, it can spend a Hero Point to allow it to test against GUTS instead. The model can also use this ability with any BRAINS test to prevent mind control, the effects of gas or poison, to prevent being rendered unconscious by drugs, or to regain consciousness due to wounds. Genius (+X): Models with the Genius ability are smarter than others. They get +1 to their BR score. Hunter: Models with this ability add 2 to their chance, and add 1 to the chance of all friendly models within 6, when attempting to avoid any snare trap, pit trap, or bear trap while outdoors. Models with this ability also gain a +1 when shooting at models with the Camouflage ability outdoors. Iron Will: Models with this ability can force themselves to shake off the effects of wounds. By successfully passing a BR test, the model can use the last marked wound box on their sheet if all the boxes in their Arms or Legs have been crossed off. This roll must be made each turn. If they are rendered Unconscious, they get +1 to their roll to recover. Page 3

Jack of All Trades: Models with this ability know a little bit about a lot of different things. They need to be able to fend for themselves in the world and rely on only a handful of close acquaintances. Because of this loner personality, they have picked up numerous skills along the way. The model can choose three skills from Engineering, Medical Knowledge, Language, Safecracker, and Professorship, and use them as though they have a BRAINS of 1 for that ability. Language: Models with this ability have learned many different languages, both those still used and those long dead. When faced with deciphering a language related clue, warning, etc, models with this ability must pass BR test to decipher it correctly. Mechanic: Models with this ability know the inner workings of machines and vehicles. By spending an action and making a successful BR test, a mechanic can repair a non-working machine. If the item happens to be an invention (see rules for Inventors) then the model must roll using half their BR score. Medical Knowledge: Models with this ability can attempt to heal their comrades. Models with this ability must start the turn in base-to-base contact with the wounded model. They must pass a BR test to restore 1 wound to any location on a wounded model or negate the effects of poison. No other action can be taken by either model during the turn in which the healing is being attempted. Mesmerize: A model with this ability can affect the will of others. By spending an action, a model with this ability can cause any friendly model to become invisible to an enemy model. To cause a model to become invisible, the model with this ability declares a target model within 3. That model must roll a d10 and add their BR score. If they score 10 or less they are unable to act against the designated model for the remainder of the turn. Professorship (+X): There are many sciences and studies that are too infrequently used to warrant getting separate skills. They are being lumped under Professorship. This group of skills covers things like Geology, Archaeology, Paleontology, etc. When this skill is given to a model, it should be noted what their study is in. Models with this ability gain a bonus when attempting to pass a test where this skill would be of use. For example, a model with Professorship (+1 Archaeology) would get +1 to a test where it must decipher ancient Egyptian hieroglyphics. Safecracker (+X): Models with this ability are experts at opening locks of any kind: from doors to complex combination safes. If confronted with a locked door or safe, the model can use a BRAINS test to attempt to open it. The model can increase its chances by taking additional points. So a model with a BRAINS of 3 and Safecracker (+2) would need a 5 or higher to open a lock with no difficulty modifiers. Streetwise: Models with this ability know much about the local history and layout of their home turf. When a model with this ability moves within 4 of an encounter chit, they can use an action to make a BR test to see what the encounter is.

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Tactics (+X): This is an updated version of the ability and changes what appears in the original rulebook. Models with this ability add X to their initiative roll at the beginning of the turn. The model also adds X to their DODGE score to determine the order models activate. So a model with DG 3 and Tactics +1 will have a DG 4 for determining its order of activation. Therefore it will now go before a model with DG 4 that did not win initiative. The bonus is not added to the DODGE score for any tests or combat resolution. Other Skills Camouflage (-X): Models with this ability know how to use the terrain to hide themselves. Any model with this ability that is prone or has not moved more than 1 during their last activation is at 1 to be hit. Cause Fear: Cause Fear comes in three Grades (just like model archetypes). The Grade level reflects which Grade type and lower the Fear effects. Cause Fear (Grade 2) will cause Models of Grade 2, Grade 1, or Grade 1/2 to make a GUTS (GT) check or suffer the effects of panic. Any model that comes within 6 of a Fear-Causing model must take the panic check. Devotion: Models with this ability would take a bullet for the hero (master). If the model with this ability is within 3 of a Grade 3 model that is wounded, the wound can be transferred to the devoted model instead (it is transferred to the exact same location). If the wound kills the Devoted model, then the Grade 3 model can expend one Hero Point and take an immediate action (even if the model already acted this turn or the model would not act yet because of its DG score). Driver (+X): Models with this ability have learned to drive under intense situations. Whenever they must take a DG test while driving a ground vehicle, they add +1 to their DG. Fearful Presence: A model with this ability strikes fear into his minions. They know failure will bring death (or worse!) As such, any model of lower grade that is within 6 of a model with Fearful Presence (who is not currently panicked) need not take a panic test. Fearless: Immune to the effects of Fear and Battle Cry. Hide: Models with this ability can disappear into the shadows or have the ability to blend with their surroundings like a chameleon. Any model with this ability that does not move, can attempt to hide by spending an action. Any time an enemy model, more than 3 away, tries to target the hidden model, they must first make a test against their BR score. If they pass, they can target the model as normal. Failure to spot causes the spotting model to lose the action. Once a model is hidden it can move at half its current movement rate without losing its hidden status. Horsemanship: Models with this skill are excellent riders. They get +1 to their BW score when trying to prevent being thrown from a mount. Ignore Pain: Models with this ability can ignore the pain their wounds cause them. Models with this ability can use the last marked box on their wound chart for their stat rolls until the last Page 4

box in a location is crossed off. At that point, they must abide by the rules for that location. Intimidate: Models with this ability cause enemy models to hesitate in fear. Any enemy model within 6 of an Intimidating model must make a GT test or be unable to act against the Intimidating model. The model can move away from the Intimidating model. Leap: Models with this ability can jump twice as far as a normal model. Double the normal leap distance for models with this ability. Lucky (+X): Models with this ability are always getting themselves into trouble and fumbling at the worst time, but things always seem to work out for them. Models with this ability have 1 Hero Point each turn which only they can use. The Point must be used in the current turn and does not carry over from one turn to the next (you cannot save them). The model also must select one of the following flaws for the model for each Lucky Hero Point they take. Jumpy - Models that are Jumpy are startled by loud noises. Whenever a model who is Jumpy fires a gun, on a roll of 2 on the to hit roll, the model has dropped the gun. However, the model can expend a Lucky Hero Point and the gun fires when it hits the ground. Roll as though the model had fired normally (ignore special effects of a 1 or 2) and determine whether the target was hit. Even if the target model is not hit, it must still make a Morale check as though it were, because the bullet from the dropped gun is ricocheting around. The firing model must spend an action to retrieve the gun on their next turn if they want to use it. Clumsy - Whenever this model is shot at, it can double its DG score by falling down. The DG score is doubled, but the model is considered prone from that point until it spends an action to get up. Butter Fingers - Whenever this model is wounded, it drops whatever it is carrying. Items move up to 6 from the model in the direction chosen by the player. The item can land in the hands of another model. However, if there is an enemy model within 1 of the target point, then the player must expend a Lucky Hero Point in order to get the item to land in a friendly models hands. Otherwise, both players roll a d10 and add their DG score, the higher roll catches the item. Inept fighter - This model gets -1 to their SH score and cannot take this in conjunction with Martial Arts or Pugilist. By expending a Lucky Hero Point, this model, when wounded in close combat, can transfer the damage to any other model within 1, including enemy models, but excluding the attacker. If there are no enemy models within 1, then the model takes the wound. Make-up Artist: This model is not adept enough to Disguise themselves and slip past guards and henchman, but they can make themselves look innocuous enough to go unnoticed. Models with this ability can be left off the board until an opportune moment. By passing a BRAINS test, they can be placed within 3 of any friendly Grade 3 model but not in base contact with any enemy model.

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Meet My Minions: A model with Meet My Minions does not need to place any level 1 or lower models from his team on the table at the start of the game. Any number of these models may be withheld for a pivotal confrontation or ambush. At any point where the villain is confronted with an enemy model within 3 he may simply state Enemy character name, Id like you to meet my minions. A BR test is required. Success allows all the level 1 or lower minion models not in play to be placed within 3 of either the Villain or his nemesis. Placed minions activate as if they had been in the game by the normal initiative rules. Minions who are placed after their logical initiative turn are assumed to be waiting/ready. Minions cannot be initially placed in base contact with enemy models but can move into contact when it is their turn to go. Failure indicates the Villain looks around, but his minions have decided to not show at the right moment. The minions instead are placed by the opposing player anywhere on the board but at least 12 away from any enemy models (but not in traps or any spot that would cause immediate damage to the minion). Also, when the villain is knocked unconscious or unable to communicate he can not have his minions appear. Mountaineering: Models with this ability climb at 2 per action and add 1 to their DG and BR score when making any roll that involves climbing. Models with this ability also add 1 to their ability to avoid all dangerous encounter chits when in the mountains. Mounted: Models with this ability always start the game mounted on an animal. The mount may be killed or may bolt from the board, but unless specified in the scenario, they always begin the next game with a mount again. Motivate: A model with this ability has trained people for many years. They are quick reads of their students and no just what to say to get them going. If the model with this ability passes a BRAINS test, then any one model within 3 gets +1 to its SHIV score for the remainder of the turn. Nerves of Steel (+X): Models with this ability add +1 to their GT score. Night Vision: Models with this ability can see well in darkness. They have a 50% greater range (18) of seeing in the dark. Nimble: Models with this ability have excellent balance and the ability to quickly recover if knocked off-balance. Models with this ability may re-roll any failed test against their DG score (tests that add DG with other stats cannot be re-rolled). The player must abide by the results of the second roll. Observant: Models with this ability are trained to observe their surroundings and always be aware of whats going on. The model with this ability can roll under their BR score if they are within 3 of an encounter chit to determine what it is. Models with this ability also gain a +1 when attempting to spot models with the Hide special ability. Sprint (+X): Models with this ability are faster than normal humans. Models add +1 to their SP score. Stealth: Models with this ability have trained to get in close to their enemy without detection. On the first turn of the game, Page 5

models with this ability can perform one additional Move (or Charge) action. It can only be used once and it must take place in the first turn of the game. Superior Construction [Rocket Pack Ability]: Models with this ability have a rocket pack of superior construction. Once per game, they can re-roll a failed rocket pack test. Supreme Effort (+X): Models with this ability can overcome great physical adversity to perform actions as though unwounded. By taking this ability the model can change the stats in its last wound box to its starting stats. For example; if a model starts with an HT of 3 and an SH of 3, and in the last box on its Arms Wound Chart the numbers would be 1 and 1, they can be changed to 3 and 3, just like its starting box. Unlike other abilities with the +X designation, the one for Supreme Effort represents the number of wound locations for which it can be used. For example, a model that takes +2, can alter the stats in its Torso and Arms locations. A model with +3 could alter Head, Arms, and Legs. Taxi [Rocket Pack Ability]: Models with this ability have a slightly more powerful engine in their rocket pack. They can carry one other friendly model while moving and suffer no loss of movement. Undying Loyalty: Models with this ability are devoted to the person they follow. As long as their hero (or master) is around they wont run from a fight. Models with this ability never take a morale check as long as a friendly Grade 3 model is conscious and still on the board. Use Invention: Use Invention is a new ability that allows a model to use an Invention without having the Inventor archetype in play. Zombie: Models with this ability have no free will and no physical sensations. As such, they are immune to any test that requires a BRAINS or GUTS check, also, poisons have no effect on them. They cannot use weapons of any sort and they cannot check clues (but they can trigger traps). Zombies can carry items but only after the item has been given to them by a non-zombie model. Virtues Hes Not a Killer: A model with this ability goes out of its way to not take a life. If an attack would kill an enemy model, the model with this Virtue must spend Hero Points to shift the attack (similar to the Dead Shot ability) to another location on the target. If the model has no Hero Points to spend, then the attack is reduced to WEAPON STRENGTH (WS) of 2 as the attacker tries to avoid killing the model. Man Down!: A model with this Virtue will always come to the aid of a fallen comrade. If a member of the models team that is within 12 is rendered unconscious or killed, then the hero with this Virtue must come to its aid if an enemy model is within 6 of the killed or unconscious model, even if this means leaving close combat (the atttacker receives a free attack on the model leaving). The model with this virtue must move into base contact with the fallen model before it can act normally again. www.pulp-heroes.com

Physical Handicap: This Virtue covers a number of possibilities and players are encouraged to think up new ones as well, but remember, these need to be drawbacks since they allow an archetype to get additional abilities or Hero Points. These could be anything from an old war wound, model moves at SP -2, to nearsighted, model cannot see beyond 12. Other examples could include: Lost an arm, SH at -2, Hideous appearance, friendly models make GUTS checks at -2. Serum Backlash: The Super Soldier serum used by the Allies and Axis forces as well as the medical procedures performed by the Russians, are not without risk. They are experimental procedures at best and there is always the chance that one could backfire and damage the model. Any time a model makes a DODGE (DG), BRAWN (BW), or close combat attack, if they roll a 1, then the models enhanced attributes have gone haywire. The model takes 1 wound to the location affected. So, if Sgt. Grant is trying to break down a steel door, he makes a BW test. If he rolls a 1, then his enhanced muscles have overexerted themselves and Sgt. Grant crosses 1 box off his Torso. There are no saves and the roll cannot be negated by Hero Points. Take Your Best Shot!: A model with this Virtue will never attack another human model first. It will not attack until the opposing model has attacked it or another friendly model within 6 first. Non-human models can be attacked normally. Weakness: A model with a Weakness can be easily damaged by the item in question. For example, a Vampire has garlic or holy water and a werewolf has silver. If a model with a Weakness is hit by the item, then its WEAPON STRENGTH (WS) is tripled for the attack. For example; a pistol does WS 3, if it was a silver bullet fired at a werewolf with a weakness to silver, it would do WS 9. Flaws Arrogance: The model with this Flaw is, of course, extremely arrogant. This is the type of character who will flaunt his evil plan to the captured hero because he is confident the hero could never escape. Whenever this models side discovers a clue or retrieves the prize, all friendly models within 12 of the model with the Flaw (including the Flawed model) lose their next action as they all stop to listen to the villain expound on the greatness of his side/army/race, etc. Bloodlust: The effects of the transformation on this model have blurred the line between man and animal. Whenever this model is wounded in combat, it must make a BRAINS (BR) test. If it fails, then it must charge the nearest enemy model. If the nearest enemy model cannot be reached in one turn then the model must continue to take BR tests until a model can be reached in close combat. The player can choose to attack a friendly model instead, but the attack cannot stop until the target model is wounded. Coward: This villain is all bravado until the first time something bad happens, then its every man for himself. All initial GUTS (GT) tests are at -2. Follow-up tests are at the normal GT score. So, if a model is wounded in combat, it would take a GT test at -2. If the test is failed, then on the subsequent test to recover, the GT score reverts to normal.

Physical Handicap: This Flaw covers a number of possibilities and players are encouraged to think up new ones as well, but remember, these need to be drawbacks since they allow an archetype to get additional abilities or Hero Points. These could be anything from an old war wound, model moves at SP -2, to nearsighted, model cannot see beyond 12. Other examples could include: Lost an arm, SH at -2, Hideous appearance, friendly models make GUTS checks at -2. Serum Backlash: The Super Soldier serum used by the Allies and Axis forces, as well as the medical procedures performed by the Russians are not without risk. They are experimental procedures at best and there is always the chance that one could backfire and damage the model. Any time a model makes a DG, BRAWN (BW), or close combat attack, if they roll a 1, then the models enhanced attributes have gone haywire. The model takes 1 wound to the location effected. So, if the Draugr Dietrich is trying to break down a steel door, he makes a BW test. If he rolls a 1, then his enhanced muscles have overexerted themselves and he crosses 1 box off his Torso. There are no saves and the roll cannot be negated by Hero Points. Trust Issues: This model trusts no one, not even its most loyal henchmen. If any model other than the model with the Flaw gets the object goal of the scenario, the two models must move toward each other by the shortest route, so that the item can be handed off to the model with the Flaw. If the item is a clue to the location of the prize then the model who discovered it cannot move on until the model with this Flaw has moved into base contact to get the information as well. Weakness: A model with a Weakness can be easily damaged by the item in question. For example, a Vampire has garlic or holy water and a werewolf has silver. If a model with a Weakness is hit by the item, then its WEAPON STRENGTH (WS) is tripled for the attack. For example; a pistol does WS 3, if it was a silver bullet fired at a werewolf with a weakness to silver, it would do WS 9.

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