special abilities
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With theAmazing War Stories supplement, new Sub-Abilities
have been added. A Sub-Ability is one that can only be taken
when a main Ability or specic piece of equipment has been
taken rst. A Sub-Ability will have the main Ability or equipment
listed in brackets [XXX] after it.
Cmbat
Ambdexts: Models with this ability can use two one-handedweapons 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.
Batte Cy: 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).
Bade Maste: Unlike fencing, which is gentlemanly and
controlled, the blade master skill is wild and elegant. A modelwith 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.
Bet Stke [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 movementin 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 isstruck prior to 8 then no damage is done, but the target model is
carried along for the remainder of the movement.
Cceaed weap: 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.
Dead Sht: Models with this ability are expert marksmen and
know how to hit a specic area of a target. Models with this
ability may use Hero Points to alter the hit location roll for any
ranged combat shot.
Expet Fghte: 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.
Fet [Pgst]: 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.
Fecg (+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 knifeghting.
Fecs (+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 sts/claws.
Fyg Kck [Mata Ats]: 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 anothe
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. Theplayer 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.
Haymake [Pgst] (+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 ght, but refuses to go down. The model gives up X points
of SHIV for the attack and adds them to its Weapon StrengthModels must declare this before they roll to hit.
Hgh Stegth (+X): Models with this ability are stronger than
others. Models get +1 to their BW score.
Jd Thw [Mata Ats]: This ability represents any kind o
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.
SPECiAl ABiliTiES For .45 ADvEnTurE
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Ke istct: 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 the Wd Defese [Mata Ats]: 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.
Mata Ats (+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.
Mtpe 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.
Ps: Models with this ability either have a natural venom
attack or coat their weapon in some sort of poison. Poison cannot
be used on rearms, 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.
Pgst (+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.
Qck (+X): Models with this ability have quick reexes. Modelsget +1 to the DG score.
rsh 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.
Shapshte (+X): Models with this ability get +1 to their HT
score.
Sh Thwe: Models with this ability are excellent knife
ghters. They prefer the silence of a blade and can throw it with
great accuracy. However, they are not great marksmen with a
rearm. Models with this ability can use their SH score for any
ranged combat attack where they throw a short blade.
Scke Pch [Pgst] (+X): Models with this ability try to
deceive their opponent. When attacking they feign an attack withone 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.
Kwedge
Ama Hadg: 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).
Assat Egee: 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
red 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 (rst if it won initiative or last if it did not) to activate at
the increased strength and range.
Bby Tap: 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.
Daede Fye [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 ormovement 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 nishes its movement, it then must pass a BW
test or fall unconscious at the spot of its landing.
Decept: 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
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Demts Expet (+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.
Dected Fe: 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 re, all other friendly
models within 6 are assumed to have Dead Shot against the
target model(s).
Dsgse: 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.
Egee: Models with this ability are experts in blowing thingsup (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.
Fce f W: 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.
Ges (+X): Models with the Genius ability are smarter than
others. They get +1 to their BR score.
Hte: Models with this ability add 2 to their chance, and add 1
to the chance of all friendly models within 6, when attempting toavoid any snare trap, pit trap, or bear trap while outdoors. Models
with this ability also gain a +1 when shooting at models with the
Camouage ability outdoors.
i W: 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.
Jack f A Tades: Models with this ability know a little bit abou
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.
lagage: Models with this ability have learned many differentlanguages, 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.
Mechac: 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.
Medca Kwedge: 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.
Mesmeze: 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.
Pfessshp (+X): There are many sciences and studies thatare 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.
Safecacke (+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 bytaking 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
difculty modiers.
Steetwse: 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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Tactcs (+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.
othe Sks
Camoufage (-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.
Case Fea: Cause Fear comes in three Grades (just like model
archetypes). The Grade level reects 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.
Det: Models with this ability would take a bullet for thehero (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).
De (+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.
Feaf Pesece: A model with this ability strikes fear intohis 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.
Feaess: Immune to the effects of Fear and Battle Cry.
Hde: 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
rst make a test against their BR score. If they pass, they cantarget 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.
Hsemashp: Models with this skill are excellent riders. They
get +1 to their BW score when trying to prevent being thrown
from a mount.
ige Pa: 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
box in a location is crossed off. At that point, they must abide by
the rules for that location.
itmdate: 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 thisability.
lcky (+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 aws 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 res a gun, on a roll of 2 on theto hit roll, the model has dropped the gun. However, the model
can expend a Lucky Hero Point and the gun res when it hits
the ground. Roll as though the model had red 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 ring 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 dropswhatever 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.
Ineptfghter - 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 Ms: 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. Minionswho 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.
Mtaeeg: Models with this ability climb at 2 per action
and add 1 to their DG and BR score when making any rollthat involves climbing. Models with this ability also add 1 to
their ability to avoid all dangerous encounter chits when in the
mountains.
Mted: 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 specied in the scenario, they always
begin the next game with a mount again.
Mtate: 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.
nees f Stee (+X): Models with this ability add +1 to their GT
score.
nght vs: Models with this ability can see well in darkness.
They have a 50% greater range (18) of seeing in the dark.
nmbe: 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.
obseat: 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.
Spt (+X): Models with this ability are faster than normal
humans. Models add +1 to their SP score.
Steath: Models with this ability have trained to get in close
to their enemy without detection. On the rst turn of the game,
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 rst turn of the game.
Spe Cstct [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.
Speme Efft (+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 lastwound 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.
Tax [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 ofmovement.
udyg lyaty: 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 ght. 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 iet: Use Invention is a new ability that allows a
model to use an Invention without having the Inventor archetype
in play.
Zmbe: Models with this ability have no free will and nophysical 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.
vtes
Hes nt a Ke: 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.
Ma Dw!: 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.
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Physca Hadcap: 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.
Sem Backash: 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
backre 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 Y Best Sht!: A model with this Virtue will never attack
another human model rst. It will not attack until the opposing
model has attacked it or another friendly model within 6 rst.
Non-human models can be attacked normally.
Weakess: 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 red at a werewolf with a weakness to silver, it would do
WS 9.
Faws
Agace: The model with this Flaw is, of course, extremely
arrogant. This is the type of character who will aunt his evil plan
to the captured hero because he is condent 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.
Bdst: 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 nearestenemy 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.
Cwad: This villain is all bravado until the rst 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.
Physca Hadcap: 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.
Sem Backash: 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
backre 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.
Tst isses: 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.
Weakess: 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 red at a werewolf with a weakness to silver, it would do
WS 9.