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A Song of Doom and Triumph

This unofficial supplement uses the Doomburg. There are some additional rules
rules for Advanced Song of Blades and but the core mechanics are as in ASOBH (so
Heroes (ASOBH) and Hammer and Forge if you want to play with the current
(HaF). The supplement aims at providing supplement, you will need the rules for
rules for a skirmish game in a fictional, ASOBH).
almost completely ruined city, named
Weapons System
In A Song of Doom and Triumph, together are treated as if they collectively
each faction has pre-made models that can be provide a save of 4+).
armed with any weapon from a particular
weapon list. This simplifies warband creation 3. Sword: a model armed with a sword has
as a player gets 525 gold coins with which to the Parry trait. If armed with two weapons
purchase models included in his/her with the Parry trait, the model may re-roll a
warband and their equipment. The weapons failed parry roll. The penalty for an off-hand
each have traits from ASOBH and HaF and a weapon applies, unless the off-hand weapon
model armed with a weapon possesses the is a buckler (see the “Some Extra Rules”
respective traits for as long as he/she is section).
armed with that weapon. The list of weapons
4. Morning Star: A model armed with this
is as follows:
weapon has the Flail trait in all combat
Close Combat Weapons: rounds and has the Bludgeon trait when
charging. The model may only hold a shield
1. Club/Warhammer/Mace: A model armed in his/her off-hand.
with such a weapon has the Concussive Attack
trait. 5. Spear: A model armed with this weapon
has the First Strike trait. The model may use
Concussive Attack: Same as the only a shield or a buckler in his/her off-hand.
Bludgeon trait, but the effect happens on a
roll of 5+ instead. First Strike: Whenever this model is
charged and there are no other adjacent
2. Axe: A model armed with an axe has the enemies, he/she gets +1C for the subsequent
Cutting Edge trait. combat round.

Cutting Edge: An attack with a weapon 6. Pike: A model armed with this weapon
with this trait ignores any bonuses from the has the First Strike and Long Reach traits. The
following traits: Light Armor, Heavy Armor, model may not use any weapon/armor in
and Resilient. It also treats the trait Runic his/her off-hand.
Armor as if it is the Heavy Armor trait. Also, if
7. Halberd: A model armed with this weapon
the opponent has any of the Orc Hide, Block,
has the First Strike and Cutting Edge traits. The
Melee Block, Expert Block, or Flogged Flesh
model may not use any weapon/armor in
traits, the saves these traits provide are with a
his/her off-hand.
-1 modifier (Orc Hide and Tough Stuff traits
8. Flail: A model armed with this weapon has Thunder Powder Weapons:
the Flail trait in all combat rounds and gets
the Bludgeon trait and gives its opponent -1C 1. Pistol: A model armed with this weapon
when charging, for the purpose of checking has the Handgun trait. In addition, the model
whether the opponent is killed. The model ignores the same traits/bonuses that the
may not use any weapon/armor in his/her Cutting Edge trait ignores/modifies. The
off-hand. model may carry up to 2 pistols.

9. Great Weapon (Great Sword; Great 2. Arquebus: A model armed with this
Hammer; Great Axe): A model armed with weapon has the Arquebus trait. In addition,
this weapon has the Huge Weapon trait. The the model ignores the same traits/bonuses
model may not use any weapon/armor in that the Cutting Edge trait ignores/modifies.
his/her off-hand.
3. Long Rifle: A model armed with this
Ranged Weapons: weapon has the Arquebus and Good Shot traits.
In addition, the model ignores the same
1. Short Bow: A model armed with this traits/bonuses that the Cutting Edge trait
weapon has the Short Bow trait. ignores/modifies.
2. Bow: A model armed with this weapon Armor:
has the Bow trait.
1. Buckler: A model armed with a buckler
Bow: Range modifiers: 1xLong 0/ has the Parry trait.
2xLong -2/ 3xLong -4. Cannot be used while
mounted. On a roll of 1 the string snaps and 2. Shield: A model armed with a shield has
takes one action to replace. the Block trait.

3. Long Bow: A model armed with this 3. Light Armor: A model wearing light
weapon has the Long Bow trait. armor has the Heavily Armored trait on a roll
of 4+, whenever he/she loses combat.
4. Elven Bow: A model armed with this
weapon has the Composite Bow trait. 4. Heavy Armor: A model wearing heavy
armor has the Heavily Armored trait.
5. Crossbow: A model armed with this
weapon has the Crossbow trait. 5. Elven Armor: A model wearing elven
armor has the Heavily Armored trait. The
6. Repeater Crossbow: A model armed with negative bonuses of the Heavily Armored trait
this weapon has the Repeating Crossbow trait. do not apply. Models that have Heavy Armor
in their weapons list can use Elven Armor.
7. Sling: A model armed with this weapon
has the Sling trait. 6. Runic Armor: A model wearing runic
armor has the Heavily Armored trait. The
8. Throwing Knives: A model armed with
combat bonus from the Heavily Armored trait
this weapon has the Thrown Weapon trait.
is doubled. Only dwarves may use Runic
Thrown Weapon - Range modifiers: Armor, unless otherwise specified.
1xShort -1/ 2xShort -2.
Some Extra Rules
Dual Wielding: lower die score. Then, he may apply the
special rules/traits of both hand weapons
Whenever a model is armed with two (otherwise, he may apply the traits of only the
hand weapons (club, mace, warhammer, axe, winning one or none, if he loses combat
sword), he/she may roll two dice when in anyway). Other close combat modifiers apply
combat. The two dice must be different and equally to both dice rolled.
the controlling player needs to specify which
die corresponds to the main hand weapon Leader
and which die corresponds to the off-hand The Leader trait may increase the
weapon. Die rolls with the off-hand weapon quality of affected friendly models up to but
die are at -1 modifier. After the dice are not over the quality of the model with the
rolled, the player may pick the higher die and Leader trait.
use it for the close combat outcome. If the
value of the lower die would beat the
opponent, the player may choose to use the
Warbands
Human Mercenaries
In Doomburg, the only truly Weapon Lists:
inhabited part of the city is the Merchants’
Quarter. Due to the size of the city, the 1) Mercenary Weapon List:
Merchants’ Quarter is actually a fairly sizeable Club/Warhammer/Mace – 6gc.
trading outpost, positioned at a strategic Axe – 7gc.
location that makes it important for the trade Sword – 9gc.
relations between the human kingdoms and Morning Star – 9gc.
the realm of dwarves. As such, the rich Spear – 7gc.
merchants hire mercenaries to guard the Halberd – 12gc.
Merchants’ Quarter and sometimes send Pike – 12gc.
them on some more “special” missions in the Great Weapon – 15gc.
ruins of the city. The mercenaries are a ……………………………………………..
mixture of seasoned soldiers and Bow – 10gc.
inexperienced adventures, with access to a Crossbow – 15gc.
large variety of equipment but lacking the Pistol – 10gc. (20 for a pair)
endurance of the orcs, the numbers of the …………………………………………….
goblins, the combat mastery of the dwarves, Buckler – 5gc.
or the cunning of the sewer vermin. Shield – 8gc.
Nevertheless, they are among the most Light Armor – 6gc.
frequent (and unfortunate) inhabitants of the Heavy Armor – 12gc.
ruins of Doomburg. A Human Mercenaries
warband may not exceed 15 models of which
2) Marksman Weapon List:
no more than 6 may be personalities.
Club/Warhammer/Mace – 6gc. Respect the Rank – Whenever this model is
Axe – 7gc. within a long move distance from a sergeant
Sword – 8gc. or a captain, he gets +1 to all quality rolls.
……………………………………………. This trait does not stack with the effects of
Bow – 10gc. the Leader trait.
Long Bow – 15gc.
Pistol – 10gc. (20 for a pair) 4. Free Company Soldier – you may have
Crossbow – 15gc. any number of free company soldiers in your
Arquebus – 20gc. warband. (28gc)
Long Rifle – 25gc.
Quality Combat Traits
…………………………………………….
4+ 3 -Military Drill
Light Armor – 6gc.
Free Company Soldiers may use
weapons/armor from the Mercenary
1. Mercenary Captain (Personality) – you
Weapons List.
may have up to 1 mercenary captain in your
warband. (70gc) Military Drill - Whenever this model rolls for
activations (but not reactions) or morale
Quality Combat Traits
tests, you may increase the result of a single
3+ 4 -Leader
die by 1. This trait does not stack with any
The mercenary captain may use
bonuses, received from the Leader trait.
weapons/armor from the Mercenary
Weapons List. 5. Marksman – you may have up to six
marksmen in your warband. (36gc)
2. Sergeant (Personality) – you may have up
to 2 sergeants in your warband. (56gc) Quality Combat Traits
3+ 3 -Unerring Aim
Quality Combat Traits
Marksmen may use weapons/armor from the
3+ 3 -Seasoned Soldier
Marksman Weapons List.
The sergeant may use weapons/armor from
the Mercenary Weapons List. 6. Veteran – you may have up to five
veterans in your warband. (36gc)
Seasoned Soldier – Whenever this model rolls
for activations (but not reactions) or makes Quality Combat Traits
moral tests, treat the roll as if he has the Hero 3+ 3 -Hold the Line
trait. The veteran may use weapons/armor from
the Mercenary Weapons List.
3. Disowned Squire (Personality) – you may
have up to 2 disowned squires in your Hold the Line – Whenever this model makes a
warband. (35gc) morale test, he may add 1 to the result of a
Quality Combat Traits single die. The model has the Steadfast trait
instead if he is within 7” from a friendly
4+ 3 -Respect the
Rank model with the Leader trait.
The disowned squire may use
weapons/armor from the Mercenary
Weapons List.
Orcs and Goblins
Among the ruins of Doomburg there Sword – 8gc.
are many dangers. The most common one Morning Star – 9gc.
are rampant warbands of orcs and goblins. Spear – 7gc.
These creatures are extremely aggressive and Great Weapon – 15gc.
live to fight. While they are often seen ………………………………………………
together, orcs and goblins are significantly
different species. Orcs are more aggressive Bow – 10gc.
and willing to attack at any cost and also Crossbow – 15gc.
vastly more resilient than goblins. It is said ………………………………………………
that sometimes an orc may get its arm cut off Shield – 8gc.
and will keep fighting. Goblins tend to be Light Armor – 6gc.
smaller and rarely engage an opponent unless
having an advantage in numbers. However,
2) Goblin Weapons List
goblins have many tricks with which to
overcome the opponent – shamans, gnawers, Club/Warhammer/Mace – 5gc.
trolls and even unstable goblin concoctions. Axe – 6gc.
An Orcs and Goblins warband may not Sword – 8gc.
exceed 18 models of which no more than 6 Spear – 7gc.
may be personalities. ………………………………………………
Orc racial traits: Short Bow – 7gc.
………………………………………………
Orc Hide - If this model is killed, roll a d6.
On a roll of 4+, decrease its quality by 1 Shield – 7gc.
instead. This save may be used only once. ………………………………………………
Gruesome kills work as normal.
Ball and Chain – 10gc.
Battle Hunger - Whenever this model makes a Goblin Concoction – 10gc.
quality roll on two or more dice, you may
increase the result of a single die by 1. Special Equipment:

Goblin racial traits: Ball and Chain – may only be used if the
Gang – as in the rulebook. goblin has consumed a Goblin Concoction

Insignificant - If this model is killed Goblin Concoction – may be used once per
gruesomely, orcs and trolls do not need to battle. The goblin gets the Fearless and
take morale tests. Dashing traits for the entire duration of the
battle. The concoction may be used only in a
Weapon Lists: single battle.
1) Orc Weapons List
1. Orc Chief (Personality) - you may have up
Club/Warhammer/Mace – 6gc. to one orc chief in your warband. (100gc)
Axe – 7gc.
Quality Combat Traits
3+ 4 -Orc Hide The goblins may use weapons/armor from
-Battle Hunger the Goblin Weapons List.
-Leader
The orc chief may use weapons/armor from 6. Gnawers – you may have any number of
the Orc Weapons List. gnawers in your warband. You must have at
least one goblin besides the shaman if you
2. Goblin Shaman (Personality) – you may have one or more gnawers. (27gc)
have up to one goblin shaman in your
warband. (58gc) Quality Comba Traits
t
Quality Combat Traits 4+ 3 -Ferocious Charge
3+ 2 -Gang -Random Movement
-Insignificant Length
-Magic User -Animal
The goblin shaman may use weapons/armor -Insignificant
from the Goblin Weapons List. He may not A gnawer does not use weapons/armor and
use any armor, ball and chain or goblin does not suffer penalties for that.
concoction.
Random Movement Length - Whenever the
3. Orc Brute (Personality) – you may have model performs a move, roll a d6. On 1 or 2,
up to two orc brutes in your warband. (52gc) the model makes a short move. On 3 or 4,
the model makes a medium move. On 5 or 6
Quality Combat Traits the model makes a long move.
4+ 4 -Orc Hide
-Battle Hunger 7. Troll – you may have up to one troll in
The orc brutes may use weapons/armor from your warband. You must have a shaman to
the Orc Weapons List. have a troll. A troll does not gain experience
and may not become a personality. (90gc)
4. Orc Warriors – you may have any number
of orc warriors in your warband but not more Quality Combat Traits
than the number of goblins. (42gc) 4+ 4 -Big
-Fearless
Quality Combat Traits -Tough
4+ 3 -Orc Hide -Regeneration
-Battle Hunger A troll does not use weapons/armor and
The orc warriors may use weapons/armor does not suffer penalties for that.
from the Orc Weapons List.
Orc Special Traits (Orcs (but not goblins) may
5. Goblins – you may have any number of take these when leveling up and if having enough
goblins in your warband. Goblins do not experience)
gain experience. (21gc)
Hard Head (5xp) - The combat bonus that the
Quality Combat Traits opponent typically has when striking against
4+ 2 -Gang this orc when it is knocked down, does not
-Insignificant apply. This rule applies to both close and
ranged combat.
Bulldozing Charge (2xp) - If the model spends Tough Stuff (3xp) – The Orc Hide save
an activation to charge, he/she may use a becomes 3+.
long move instead of a normal move for that
charge. Skull Crusher (6xp) - Same as Bludgeon. If the
model is armed with a weapon with the
Blind Rage (2xp) - The model passes any Concussive Attack trait, use the Bludgeon trait
Morale tests when charging. instead. If the model already has the Bludgeon
trait or is armed with a weapon with the
A Cunning Plan (7xp) – Only an orc chief may Bludgeon trait, the effect happens on a roll of
take this skill. As long as the chief is alive, orc 3+ instead.
warriors and orc brutes may re-roll failed
morale tests.

Undead
If orcs and goblins are a frequent and (undead may not use elven armor, though they
mindlessly aggressive threat for anyone who may use heavy armor)
dares to wander the ruins of Doomburg, an
even more terrifying threat stalks the shadows 1. Vampire (Personality) – you may have up
of the ruined city. Lead by morbid to one vampire in your warband. (146gc)
necromancers and sometimes by powerful
Quality Combat Traits
vampires, undead warbands instill
3+ 5 -Leader
nightmarish fear in the hearts of men. Tough
-Terror
zombies, cracking skeletons, flesh-craving
-Tough
ghouls and stalking undead wolves
-Undead
overwhelm any trace of sanity and life in
A vampire may use weapons/armor from the
Doomburg. An Undead warband may not
Undead Weapons List.
exceed 15 models, of which no more than 6
may be personalities. 2. Necromancer (Personality) – you may
have up to one necromancer in your
Weapon Lists:
warband. (90gc)
1) Undead Weapons List:
Quality Combat Traits
Club/Warhammer/Mace – 6gc. 3+ 3 -Leader (undead only)
Axe – 7gc. -Magic User
Sword – 9gc. A necromancer may use weapons/armor
Morning Star – 9gc. from the Undead Weapons List. He may not
Spear – 7gc. use armor.
Great Weapon – 15gc.
…………………………………………….. 3. Human Outcasts (Personality) – you may
Bow – 10gc. have up to 3 human outcasts in your
……………………………………………. warband. (26gc)
Shield – 8gc. Quality Combat Traits
Light Armor – 6gc. 3+ 2 -Dark Servant
Heavy Armor – 12gc.
A human outcast may use weapons/armor close combat, treat its attack as if the model
from the Undead Weapons List. is armed with two hand weapons. (Note that
this rule is despite the restriction for weapons and
Dark Servant - The model gets +1C if within a armor that ghouls have).
long move distance from a necromancer or a
vampire. 6. Undead Wolves – you may have up to 3
undead wolves in your warband. (50gc)
4. Zombies – you may have any number of
zombies in your warband. (15gc) Quality Combat Traits
4+ 3 -Ravenous Charge
Quality Combat Traits -Long Move
5+ 4 -Short Move -Animal
-Slow -Undead
-Undead Undead wolves may not use weapons or
Zombies may not use weapons or armor and armor and do not suffer penalties for that.
do not suffer penalties for that. They may not They may not gain experience or become
gain experience or become personalities. personalities.
5. Ghouls – you may have up to 6 ghouls in Ravenous Charge – whenever a model with
your warband. (48gc) this trait charges, it gets a +1C bonus and the
Quality Combat Traits Voracious Attack trait for the subsequent close
4+ 3 -Undead combat. Note that if the model does not
-Voracious Attack spend activations to engage in close combat
-Resilient immediately after the charge, these bonuses
Ghouls may not use weapons or armor and are wasted.
do not suffer penalties for that. 7. Skeletons – you may have any number of
skeletons in you warband. (26gc.)
Resilient - Whenever the model loses combat,
its opponent gets -1C for the purpose of Quality Combat Traits
checking whether the losing model gets 3+ 2 -Undead
killed. The model may still be knocked down Skeletons may use weapons/armor from the
or recoils as normal. This trait does not apply Undead Weapons List. They may not gain
to firearms or spells. experience or become personalities.
Voracious Attack – Whenever a model with
this trait spends an activation to attack in
Dwarves
Dwarves have always been friendly and respect gold and treasure second to only
towards humans – that is for as long as a age and talent. Elder dwarves are respected
dwarf can make a profit from trading with a for their age and deemed to possess
human. Hence, the driving factor of dwarves’ exceptional wisdom. Dwarf engineers are
actions and interests in Doomburg has always experts at handling and improving thunder
been (and is likely to always be) the lust for powder weapons. Small groups of dwarves
treasure. However, dwarves are sturdy people can be seen in the Merchants’ Quarter but
they often leave this trading endeavor, in
pursuit of more lucrative ventures – like Special Equipment:
searching for ancient treasures among the
ruins of Doomburg. A dwarf warband may Dwarven Waraxe – A model armed with a
never exceed 12 models and may never have dwarven waraxe has the Cutting Edge and
more than 5 personalities. Parry traits.
Dwarf Racial Traits: 1. Dwarf Noble (Personality) – you may have
Short Move – As in the ASOBH rulebook. up to one dwarf noble in your warband.
(108gc.)
Stoic - If a dwarf is to be knocked down, it
gets a 5+ save. If successful, it recoils instead. Quality Combat Traits
This trait does not apply to attacks by 3+ 4 -Short Move
firearms or spells. -Stoic
-Leader
Weapon Lists: -Hero
A dwarf noble may use weapons and armor
1) Dwarf Weapons List: from the dwarf weapons list.
Club/Warhammer/Mace – 7gc. 2. Dwarf Engineer (Personality) – you may
Dwarven waraxe – 16gc. have up to one dwarf engineer in your
Axe – 8gc. warband. (62gc.)
Sword – 9gc.
Great Weapon – 15gc. Quality Combat Traits
……………………………………………… 3+ 3 -Short Move
Pistol – 12gc (24gc for a pair) -Stoic
…………………………………………….... -Engineer
Shield – 10gc. A dwarf engineer may use weapons and
Light Armor – 8gc. armor from the Sharpshooter Weapons List.
Heavy Armor – 15gc.
Runic Armor – 25gc. Engineer – All thunder powder weapons used
……………………………………………… by this model or by friendly models within
one long move distance count as having the
2) Sharpshooter Weapons List: Unerring Aim trait and +1C at close range (up
to 1xRange).
Club/Warhammer/Mace – 7gc.
Dwarven waraxe – 16gc. 3. Dwarf Berserker (Personality) – you may
Axe – 8gc. have up to two dwarf berserkers in your
Sword – 8gc. warband. (78gc.)
………………………………………………
Crossbow – 16gc. Quality Combat Traits
Pistol – 12gc (24gc for a pair) 3+ 4 -Short Move
Arquebus – 25gc. -Stoic
……………………………………………… -Fearless
Light Armor – 8gc. -Battle-ready
…………………………………………….
A dwarf berserker may use weapons and Quality Combat Traits
armor from the Dwarf Weapons List. A 3+ 3 -Short Move
dwarf berserker may never use any type of -Stoic
armor or ranged weapons. A dwarf youngblood may use weapons and
armor from the Dwarf Weapons List.
Battle-ready – Whenever a dwarf berserker is
in close combat (i.e. there is at least one Dwarf Special Traits (Dwarves may take these
enemy adjacent to the berserker), he counts when leveling up and if having enough experience.)
as having the Hero trait. The model needs to
be in close combat before making any quality Staunch Defender (4xp) - If the dwarf is armed
rolls for this rule to apply. with two weapons that have the parry special
rule, he may attempt to parry up to two
4. Elder Dwarf – you may have up to three attacks per turn.
elder dwarves in your warband. (54gc.)
Dwarven Fortitude (P) (6xp) - When rolling on
Quality Combat Traits the Personality Injury chart for this
3+ 4 -Short Move Personality after a game in which he has been
-Stoic taken Out of Action, the dice may be re-
-Steadfast rolled once. The result of this second dice
An elder dwarf may use weapons and armor roll must be accepted, even if it is a worse
from the Dwarf Weapons List. result.
5. Dwarf Sharpshooter – you may have up to Treasure Hunter (P) (4xp) - When rolling on
four dwarf rangers in your warband. (44gc.) the Exploration chart at the end of a game,
the Personality may modify one dice roll by
Quality Combat Traits +1/-1.
3+ 3 -Short Move
-Stoic True Grit (6xp) - Whenever an opponent
-Good Shot attempts a power strike at this dwarf, the
A dwarf ranger may use weapons and armor dwarf does not suffer the -1C modifier.
from the Sharpshooter Weapons List.
Thick Skull (5xp) - The combat bonus that the
6. Dwarf Youngblood – you may have any opponent typically has when striking against
number of dwarf youngbloods in your this dwarf when it has fallen does not apply.
warband. (38gc.) This rule applies to both close and ranged
combat.

Post-battle Sequence
After a scenario, the sequence 2. Experience – Calculate the experience that
through which the players need to perform each model has gained. Models may trade
all post-battle actions is as follows: experience points for new skills/traits.

1. Injuries – Determine the extent of injuries 3. Roll on the Exploration chart – See what
for each model that is out of action at the end items/treasure your warband has managed to
of the game. find.
5. Purchase new equipment, heroes and
4. Check for rare items – Roll to check the henchmen and get ready for the next game.
availability of rare items.

Injuries
To determine the injuries that each was carrying are transferred to the enemy
model has suffered, consult the following warband.
injuries tables.
(36) Robbed by stragglers – All weapons,
Hero (Personality) Injury Table: armour, and equipment that warrior was
(roll 2d6; you should make clear which die refers carrying are lost.
to decimals and which to units)
(41-43) Smashed Leg – The warrior has his
(11-14) Dead – The warrior is Dead and all movement decreased by one category (Long
weapons, armor, and equipment that warrior to Medium, Medium to Short, Short to Base)
was carrying are lost. for the duration of the next battle.

(15-22) Multiple Injuries - The warrior must (44-64) Full Recovery – The warrior makes a
roll 1D3 more times on this chart, re-rolling full recovery.
any results of ‘Dead’, ‘Scarred’, and further
‘Multiple Injuries.’ (65) Scarred – The warrior gets the Fearless
trait.
(23-24) Hand injury – The warrior gets -1C
when in close combat (66) Against All Odds – The warrior earns an
additional +1 XP.
(25-26) Eye injury – The warrior gets -1C
when shooting Henchman Injury Table:
(roll 1d6)
(31-32) Nerve injury – The warrior gets -1Q for
the next battle (1-2) Dead – The henchman is dead and all
his equipment is lost.
(33-34) Madness –The warrior goes mad. Roll
a D6: (1-5) -1Q for the duration of the next (4-6) Full recovery – The henchman makes a
battle (6): Immune to Fear. full recovery.

(35) Robbed by an enemy warband – All


weapons, armor, and equipment that warrior
Experience
Each scenario must have instructions experience has been allocated, each player
on how much experience each model has may choose if the models trade their
received. Personalities can accumulate up to experience for skills/traits that they are
25xp per campaign, while non-personalities entitled to receive. Here are the different lists
may accumulate up to 10xp, so allocate of skills.
experience wisely. After the received
Combat Skills Only one counterattack may be performed
per turn.
1. In the Thick of Battle (6xp) – The model
does not suffer negative combat modifiers for Shooting Skills
fighting two opponents. He does suffer 1. Quick Shot (5xp) – The model may shoot
negative combat modifiers for fighting more twice in his/her turn if armed with a bow or
than two, as normal. a crossbow. The second shot costs 1
activation.
2. Close Combat Training (2xp) – The model
may use any close combat weapons. 2. Pistolier (3xp) – The model needs only one
activation to reload a pistol.
3. Ambidextrous (5xp) – The model does not
suffer a penalty on the off-hand weapon 3. Long Shot (3xp) – The model may add an
when using a second hand weapon. extra distance (short, medium or long,
respectively) to its maximum range when
4. Expert Swordsman (5xp) – The model may using ranged weapons. The modifiers for
re-roll for combat when charging if armed shooting over 2xRange remain.
with a sword. The model re-rolls only once,
4. Ranged Weapons Expert (2xp) – The model
even if armed with two swords.
may use any ranged weapon.
5. Repel Charge (3xp) – The model has the
5. Unerring Aim (3xp) – Same as in the
Expert Block trait in close combat when
Advanced Song of Blades and Heroes book.
charged, if armed with a shield and a spear.
6. Eagle Eyes (3xp) – The model ignores the
6. Stand Guard (4xp) – The model may
negative penalty for shooting at targets under
intercept charges that pass up to 1 short
cover.
move distance from it if armed with a pike or
a halberd and if not in close combat at the 7. Re-load (3xp) – The model needs only two
time of the charge. If the model chooses to activations when reloading an arquebus or a
intercept, the charging model counts as long rifle.
charging the intercepting model and the
charging model may not benefit from any 8. Knife-fighter (6xp) – The model may throw
bonuses for charging. Proceed with combat as up to 3 thrown weapons against any targets
usual. within short range. Each throw requires an
activation. The second throw is performed at
7. Swashbuckler (3xp) – The model has the -1C for the thrower and the third throw is
Melee Block trait is armed with a buckler. He performed at -2C for the thrower.
may choose whether to parry or use the Melee
Block trait, but may not use both in the same Academic Skills
combat round.
1. Master of the Field (7xp) - This skill may
8. Counterattack (5xp) – The model may only be chosen by a personality with the
perform a free hack after successfully parrying Leader trait. This skill increases the range of
an attack. The free hack has to be directed to his Leader trait by 5".
the model, whose attack has been parried.
2. Sorcery (6xp) - This skill may only be taken does not apply to wounds, suffered from
by models capable of casting spells. A model firearms or spells.
with this skill gains +1 to his rolls to see
whether he can cast spells successfully or not. 4. Strongman (4xp) – The model ignores the
Note that this applies only to spells and not negative combat penalty when using a great
prayers. weapon.

3. Streetwise (3xp) – This skill may be taken 5. Ferocious Charge (3xp) – Whenever the
only by a personality. A model with this skill model charges, he gets +1C for the
may add +2 to the roll that determines his subsequent combat round.
chances of finding such items (see the
6. Shieldbreaker (3xp) - Same as the
“Check for rare items” section).
Shieldbreaker trait from A Song of Hammer and
4. Haggle (3xp) - This skill may be taken only Forge book. This trait applies only if the
by a personality. The model may deduct 2D6 model is armed with an axe or a great
gold coins from the price of any single item weapon.
(to a minimum cost of 1gc) once per post
7. Rageful Swing (5xp) – A model with this
battle sequence.
trait, armed with a flail or a ball-and-chain,
5. Gold Fever (3xp) - This skill may be taken may choose to spend an extra activation in
only by a personality. If a personality with close combat. If he does, all adjacent models,
this skill is searching the ruins in the friendly or enemy, take one free hack at the
exploration phase you may re-roll one dice model's combat, modified with a -1C
when rolling on the Exploration chart. The modifier. All enemy models, if standing after
second result stands. this attack, may attempt a free hack at the
model if there are no other enemy models
6. Armored Wizard (4xp) – This trait may be adjacent to them.
taken only by a model that can cast spells.
This trait allows the model to use armor and Speed Skills
still be able to cast spells.
1. Leap (7xp) - The model may add a short
Strength Skills move to a single regular move he makes in
his turn or when he reacts successfully. This
1. Hammering Blow (3xp) – Same as in A Song comes at the cost of no extra activations.
of Hammer and Forge book. This trait applies
if the model is armed with an axe, great 2. Athlete (10xp) - The model may fall or
weapon, morningstar, flail, club, warhammer, jump from a height of up to 12" without
or mace. taking any damage if he passes a single
quality roll.
2. Pit Fighter (2xp) – The model gets +1C
when fighting in closed spaces. 3. Lightning Reflexes (3xp) - Same as First
Strike. Does not stack with First Strike trait
3. Resilient (6xp) – Whenever the model loses of weapons, just applies to all close combat
combat, its opponent gets -1C for the weapons the model uses.
purpose of checking whether the losing
model gets killed. The model may still be 4. Quick on his Feet (8xp) - The model does
knocked down or recoils as normal. This trait not need to spend activations to stand up. If
it is his/her turn and he/she has been
knocked down, he/she starts its turn
standing up. The model still needs to spend
an activation to stand up if standing up is
done as a reaction.
5. Arrow Dodger (7xp) - The model has a
5+ save against any ranged attacks. If shot
by a group, the model may only decrease the
shooting group's combat roll by 1 if the save
is successful.
6. Dashing (4xp) – Same as in the Advanced
Song of Blades and Heroes book.
7. Battle Awareness (5xp) – Free hacks,
targeted at the model, are made at -1C.

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