Editing
/TG/heim:Crew of the Dancing Nereid
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Hawkins=== '''Cabin Boy''': 15 {| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |- |} '''Gear''': Cutlass, Crossbow (Move or Fire, 30", Str: 4) '''Skills:''' Quick Shot. (The warrior may shoot twice per turn with a bow or crossbow. [but not a crossbow pistol]) Trick Shooter. (The warrior can shoot through the tiniest gap without it affecting his aim. He ignores all modifiers for cover when using missile weapons.) Eagle Eyes. The warrior’s sight is exceptionally keen. He adds +6" to the range of any missile weapon he is using. Nimble. The warrior may move and fire with weapons that are normally only used if the firer has not moved. Note that this skill cannot be combined with the Quick Shot skill. Jump Up. The warrior can regain his footing in an instant, springing to his feet immediately if he is knocked down. The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule. Swashbuckler. The pirate cuts a dashing figure in combat, mixing dazzling swordplay and acrobatic feats with charm and witty comments. Even the basest villains in Mordheim respect (and curse) his ability to always seem to effortlessly slip from their grasp. The pirate may make a Leadership Test at the end of any Hand-to-Hand phase (pirate’s or enemy’s turn) if he is still in base contact with any enemy models. If he passes he may make a normal movement away from the enemy (he may not run or charge), without the enemy striking any blows on him. If he fails the test he remains in combat and must fight as normal in the following turn. Sprint. The warrior may triple his Movement ratewhen he runs or charges, rather than doubling it as normal. '''Special Rules:''' '''Experience''': 19 '''Advancement:''' 2 (Quick Shot), 4 (Trick Shooter), 6 (Eagle Eyes), 8 (Nimble), 11 (Jump Up), 14 (Swashbuckler), 17 (Sprint)
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information