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AGILITY 1. CatFall
2. Dodge
3. Jump Back
4. Leap
5. Quick Draw 6. Sprint |
A model with the CatFall skill halves the distance fallen when calculating the strength of any hits which result from falling. Round fractions down A model with this skill receives a 6+ saving throw against hits from shooting or in hand-to-hand combat. This is an unmodified save- ie, it is not affected by a weapon's armour save modifier. The save is taken separately and in addition to any saves for armour. If a model successfully dodges from a weapon which uses a template or blast marker then move the model up to 2". As long as his move gets him outside the template area the fighter avoids the hit. Otherwise he may still be hit, even though he has dodged successfully At the start of any hand-to-hand combat phase the model may attempt to disengage from combat by jumping back. Roll a D6. If the score is less than the model's Initiative it may immediately jump back 2" leaving any hand-to-hand opponents behind. If the score is equal to or greater than the model's Initiative it must remain and continue to fight as normal The model may leap D6 inches during the movement phase in addition to his normal movement. He may move and leap, run and leap or charge and leap, but he can only leap once during the turn. A leap will take the model over any man-high obstacle without penalty, including enemy models. In addition, the model can leap out of hand-to-hand combat at the end of any hand- to-hand combat phase without suffering any penalty whatsoever. The leap may be used to jump across gaps, but in this case the player must commit the model to making the leap before rolling the dice to see how far the model jumps. If the model fails to make it all the way across, then it falls through the gap A model with this skill can double its Initiative when it makes a fast draw in a gunfight. See the Gunfight scenario to find out how this works The model may triple its movement rate when it runs or charges, rather than doubling it as normal |
COMBAT 1. Combat Master
2. Disarm
3. Feint
4. Parry
5. Counter Attack
6. Step Aside |
If the model is attacked by multiple opponents in hand-to-hand combat then it can use the enemies' numbers against them. For each opponent over one, add + I to the model's Weapon Skill The model may use this skill against one close combat opponent at the start of the hand-to-hand combat phase. Roll a D6. On a roll of 4+ the enemy automatically loses one weapon of your choice. This weapon is destroyed and can no longer be used -it is deleted permanently from the gang roster. A model is always assumed to have a knife, even if he has been disarmed of all his other weapons The model may 'convert' any parries it is allowed to use into extra attacks at +1 A per parry. The attack is used instead of the parry. The model may choose to feint or parry each time it attacks ( eg, you could parry one time and feint the next). A model with the Parry skill may parry in hand-to-hand combat even if he does not have a sword or another weapon suitable for parrying. The model knocks aside blows using the flats of his hands or the haft of his weapon. If the model has a weapon that may parry, it may force an opponent to re-roll up to 2 Attack dice when parrying, rather than just 1. If a model carries a sword he is normally able to parry (force his opponent to re-roll his best Attack dice). However, a parry is cancelled out if the opponent is also armed with a sword or has the Parry skill as described above. If a fighter has the Counter Attack skill and his parry is cancelled for whatever reason, then he may make a Counter Attack -roll an extra Attack dice immediately The model has an uncanny ability to step aside and dodge blows in hand-to-hand combat. If the model is hit in hand-to-hand fighting roll a D6. On a roll of 4+ the model steps out of the way of the blow and is unharmed |
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MUSCLE 1. Body Slam
5. Hurl Opponent
6. Iron Jaw |
The model adds +2 to its WS in the turn when it charges instead of only + I. This skill may only be taken by a heavy. The heavy is allowed to move and shoot with weapons that would normally restrict the model to either moving or shooting. However, if the model moves and shoots in the same turn it suffers a -1 to hit penalty. A model with Crushing Blow skill has a + 1 Strength characteristic bonus in hand-to-hand combat. As a fighter's own Strength is used as the basis for calculating the strengths of hand-to-hand weapons the bonus will apply to all such weapons. If the model inflicts 2 or more hits in hand-to-hand combat then he may cfloose to exchange all hits for a single hit with a further strength bonus. The bonus equals + 1 for each extra hit scored, so you could exchange 2 S4 hits for a single S5 hit, or 3 S4 hits for a single S6 hit, and so on. If you win a round of combat, instead of hitting your opponent you can throw him D6" in the direction of your choice. The thrown model takes a single hit equal to half the distance rolled. If it hits a solid object (such as a wall) before it reaches the full distance thrown it will stop there. If it hits another model, then both models take a hit equal to half the distance rolled. Note that the best way to use this skill is to throw opposing models off tall buildings ! If a model with this skill is hit in hand-to-hand combat reduce the strength of each hit suffered by 1 point. |
FEROCITY 1. Berserk Charge
2. Impetuous
3. Iron Will
4. Killer Reputation
6. True Grit |
A model with this skill rolls double the number of Attack dice on its profile in the turn when it charges. A model making a berserk charge may not parry that turn. If a model has this skill he may increase the range of his follow-up move in hand-to-hand combat from 2” to 4” Only the gang leader may have this skill. It allows you to re-roll a failed Bottle roll as long as the leader is not down or out of action. A model with this skill has such a reputation as a vicious and depraved killer that his foes quail when he charges them. This causes fear and the enemy must take a psychology tes for fear as appropriate. If the model fails a dice roll to avoid being pinned it may make the roll again. Treat a roll of 1 or 2 as a Flesh Wound when rolling
for the extent of injuries. Roll of 3-5 indicates the model has gone
down, and a roll of 6 means he is out of action as normal. When using
special injury charts (needle guns for example) add 1 to the lowest result
band in the same way as above. |
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SHOOTING 1. Crack Shot
3.Gunfighter
4. Hip Shooting.
5. Marksman
6. Rapid Fire. |
A model with this skill can re-roll the Injury dice when rolling injuries he has inflicted by shooting. You must accept the result of the second roll regardless of the result. If a model has Fast Shot skill he may shoot several times in the shooting phase and not just once as normal. The model can shoot as many times as his Attacks characteristic. He can shoot at the same target or at separate targets as you wish. This skill may only be used with pistols and basic weapons. It may not be used with special or heavy weapons as they are far too cumbersome. The model can aim and fire a pistol from each hand. This enables him to take two shots in the shooting phase if he carries two pistols. If he carries a basic, special or heavy weapon he always requires one hand to hold this and so cannot use two pistols at once. The model is allowed to shoot even if it ran in the same turn. However, if it does so it suffers a -I to hit modifier and cannot count any bonuses from sights. Note that it is impossible to run and shoot with a heavy weapon, even with the Hip Shooting skill. A model with the Marksman skill may ignore the normal restriction which obliges fighters to shoot at the nearest target. Instead, he can shoot at any target he can see. In addition, a model with the Marksman skill may shoot at targets at extreme range -this is between normal maximum range and half as far again. For example, a lasgun has a normal maximum range of 24" and an extreme range of 24-36". Shots at extreme range suffer the same 'to hit' penalty as long range. This skill may only be used with basic weapons. It may not be used with pistols, special or heavy weapons. If the model does not move in its movement phase it can shoot twice in the shooting phase. This skill only works with one specified kind of pistol or basic weapon which you must choose when the skill is earned. Note this down on the gang roster -eg, Rapid Fire/Bolt pistol. |
STEALTH 1. Ambush
4. Evade
6. Sneak Up |
The model is allowed to go into overwatch and hide in the same turn. Nonnally a fighter must expend his entire turn to go into overwatch, but a fighter with the Ambush skill may do both. A model with this skill can run and hide in the same turn. Normally a fighter who runs cannot hide in the same turn, but a fighter with Dive skill can run and hide. This model may never be captured after a battle. If you roll a 'Captured' result on the Serious Injuries table then the fighter escapes unharmed together with his equipment. The model ducks and weaves as he moves making him very hard to hit. Any enemy shooting from short range suffers a –2 to hit penalty, while any enemy shooting at long range suffers a -1 penalty. This penalty only applies if the fighter is in the open and not if he is behind cover. A model with this skill is always placed on the battlefield after the opposing gang and can be placed anywhere on the table as long as it is out of sight of the opposing gang. If both players have models that can infiltrate roll a D6 each, lowest roll sets up first. Any sentry attempting to spot this model must halve his normal spotting distance. Rules for sentries and spotting are covered in the relevant scenarios. |
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TECHNO 1. Armourer
2. Fixer
3. Inventor
4. Medic
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The armourer checks all the weapons being used by the gang before the battle starts. Any model in the gang may add + 1 to any and all Ammo rolls (including a roll to determine if a weapon explodes). A roll of 1 is always a failure regardless. Gangers only. If the model is used to work a piece of land (territory with a randomly generated income, you may re-roll the dice if you do not like the first result. You must accept the result of the second roll. Roll a D6 after each battle. On a roll of 6 the model has invented something! Randomly select an item from the price chart in the Trading Post section. Whatever is selected is the item that has been invented. The model has some experience of patching up his fellow fighters. If your gang includes a fighter with this skill you can re-roll a result on the Serious Injury table for one model after a battle. This skill may only be taken by juves or gangers. It allows the model to be armed with a special weapon. A model with this skill may ignore failed Ammo rolls and weapon explosions on a D6 roll of 4+. |