Witam,
Ostatnio przegladalem troche stron o mordku z roznymi dodatkami i postanowilem wypisac i pozmieniac co ciekawszy ekwipunek i skille, prosilbym o jakis komentarz i ewentualne propozycje zmian
New Skills
Academic Skills:
Researcher Spellcaster Only: The Hero may henceforth roll 2 dice when randomly generating a Spell from thier applicable Spell List and choose which result desired.
Adept Spellcaster Only: For all spells with a die-rolled variable such as number of hits or number of wounds caused, the Hero always gets maximum possible effect from any one variable, choosing which variable with each casting. For example, if a spell did D3 hits and each hit caused d3 Str2 wounds, the Adept may choose to do 3 Str 2 hits that do d3 wounds each or d3 hits Str 2 hits that do 3 wounds each.
Learned Man The Hero may roll 3 dice for all Leadership checks he is required to make and pick the 2 he wants. This may be used to both pass and fail Leadership checks depending upon the players desire.
Shooting Skills:
Vitals Shot The warrior is adept at shooting where it hurts the most. He adds +1 to rolls on the Critical Wound effect chart when using ranged attacks.
Crackshot The warrior is well able to place a shot where it is garaunteed to do damage. He may reroll failed to wound rolls with all shooting weapons under all circumstances.
Fletcher The warrior makes his own arrows or bolts. When shooting a short bow, bow, longbow, elvenbow, crossbow, repeater crossbow or crossbow pistol wounding hits are at +1 for rolls on the Injury Chart.
Heavy Pull The warrior has trained to use a bow with a heavier draw. All attacks made by the warrior with any kind of bow are at +1 Strength.
Strength Skills:
Precise Attack 1 Attack Only, +1 to hit, +1 S, no Weapon Bonuses, foe Stunned on a 2-5 on Injury Chart.
Strong Legs The Hero may use Heavy Armor and a Shield without suffering Movement penalties.
Crusty Veteran The warrior has learned to compensate for his old injuries. Heros may ignore the side effect of one serious injury chosen when the skill is taken (remove it from the roster or counteract any minuses with a plus), Hirelings only leave the band on a role of '1' rather than 1 or 2. This skill may only be taken once.
Speed Skills:
Roll Dodge The warrior can ignore the 2" Interception rule when charging in to HtH combat.
Fleet Footed The warrior gains +1 to his base Movement (This may increase his movement beyond his racial maximum).
Sneaky All enemy models halve thier Initiative range when trying to detect this model while he is Hidden.
Combat Skills:
Axe Master The warrior may parry with normal axes as per normal parrying rules.
Fencing Master The Parry rule is changed for this warrior, as follows: If he equals or beats an opponents attack roll, it is parried. If he has two Parrying weapons, he may make two Parries or reroll a single failed parry.
Shield Smash The warrior has trained to integrate his shield into his fighting style. When using a Shield or Buckler in HtH he may make a single additional attack resolved at the warriors Strength. The Shield Smash cannot cause critical hits. +1 Attack
New Equipment:
Bracers Wearer may Parry. Does not occupy users hands. May be used in conjunction with weapons that allow parrys but not Bucklers or Shields(This item may be worn only by humans).
Rarity 8,Cost 20gc
Black Arrow One shot, non recoverable item. Anyone wounded by the Arrow is immediately put OoA regardless of remaining wounds. Strength as Bow used to fire it.
Rarity 8,Cost 20gc
Helm of Protection The wearer is never Stunned, treating Stunned results as Knocked Down. Rarity 9,Cost 45gc
Bottle of Liqueur May be used in the recovery phase. If used, owner is immune to fear until his next recovery phase. Two uses each game, can be refilled for 5 gold crowns. Doesn't work on any hero immune to poison.
Rarity 7,Cost 25gc
New Missile Weapons:
Daggers of Hurling As throwing daggers, may be hurled up to the Users Strength x 3 in inches. No penalty for range or moving.(Human Mercenaries may bought this weapon without using Weapon Expert skill)
Rarity 10,Cost 55+2d6gc
New Hand to Hand Combat Weapons:
Sword of Speed The bearer always strikes first, regardless of circumstance. If fighting an opponent with an identical ability (such as a spear wielder), highest Initiative strikes first, ties roll off. User may Parry.(Human Mercenaries may bought this weapon without using Weapon Training skill)
Rarity 11,Cost 90gc
Hammer of Sigmar Doubles the wielders strength against true Undead or Chaos. Puts Vampires and Possessed Out of Action with one successful unsaved wound.(Sisters of Sigmar and Witch Hunters only).
Rarity 11,Cost 100gc
Falchion Parry, Strength as user +1, -1 Initiative.(Human Mercenaries may bought this weapon without using Weapon Training skill)
Rarity 7,Cost 15gc