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Warhammer Palace > Warhammer RPG > skill list


Title: skill list
Description: for 40k rpg


Kingphesphestus - September 4, 2003 08:29 AM (GMT)
pc means player character

here is the list of skills so far.


Catfall
A pc with this skill halves the distance fallen when calculating the Strength of any hits which result from falling .Round fractions down.

Dodge
lvl 1 6+
lvl 2 5+
lvl 3 4+
lvl 4 3+
lvl 5 2+

for every point of armour over 4 -1 to roll

Xenos hunter
Wounds that type of creature on a 3+ and hits on a 3+ always unless would be better. +1 damage dice also.

Jump Back
At the start of any hand-to-hand combat phase, the pc may attempt to disengage from combat; roll a D6; if the score is less than the pc Initiative, it may move backwards and will not participate in hand-to-hand combat this round. Otherwise, the pc must remain and fight as normal.

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Quick Draw
pc with this skill double their Initiative in the when making a Fast Draw in a gunfight but are at -1 to hit

Sprint
the pc can run at a burst of speed almost double that of a normal run.

Combat Master
pc with this skill who are attacked by multiple opponents in hand-to-hand combat may add +1 to its Weapon Skill for each opponent after the first. For example, a Combat Master fighting 4 genestealers in close combat would add +3 to its WS when resolving each of them.

Disarm
To use this skill, roll a D6 at the start of a close combat phase in which the pc is participating. On a succesful dice roll one chosen close combat opponent immediately loses one weapon of your choice.
lvl 1 6+
lvl 2 5+
lvl 3 4+
lvl 4 3+
lvl 5 2+


Feint
If it chooses to, the fighter may sacrifice the use of one or more of its allowed attacks for each attack sacrificed in this manner, it gains +1 to its to hit rolls and - 1 point of armour


Parry
the pc may attempt to parry if he has a close combat weapon suited to it eg ax or sword not a power fist on succesful d6 roll model loses number of attacks by how many the roll beat the required score by plus 1 eg if a 4+ req then a roll of 6+ would cause to lose 3
lvl 1 6+
lvl 2 5+
lvl 3 4+
lvl 4 3+
lvl 5 2+

Counter Attack
If a fighter with the Counter Attack skill, has one of his attacks cancelled for any reason (e.g., the enemy model has parry ), he may roll an extra Attack die immediately for half of his attacks that are that are cancelled rounding up


Berserk Charge
When a fighter with this skill charges, it may double its Attack dice that turn in hand-to-hand combat, but may not make any parries that turn or counter attacks and is at minus 1 ws +1 st.

iron Will
May reroll psychology tests also on a 6 + when last wound lost stands up with one wound

grim visage
The fighter causes fear(scars or crazed look in his eyes ect

Nerves of Steel
The model may re-take any failed test to recover from pinning .

True Grit
when working out damage done to this character you may take your level less damage. eg lvl 2 pc take 2 points less damage

Body Slam
The fighter adds +2 to its WS in the turn it charges

Bulging Biceps
pc may move and shoot in the same turn with move-or-fire weapons or heavy weapons, but takes a –1 To Hit penalty when doing so.

Crushing Blow
In hand-to-hand combat, this skill grants a +1 bonus to Strength, but may not use parrys at the same time.

Iron Jaw
pc may add +1 to toughness

Crack Shot
This model may re-roll to hit rolls with missle weapons but you must accept re-rolls

Fast Shot
The pc may make a number of shooting attacks equal to his Attacks characteristic, all of which occur in the This skill may be used with Pistols and Basic weapons only; other weapon types are far too cumbersome.

Gunfighter
Models with this skill may wield a Pistol weapon in each hand, and fire both in the same turn with no negative modifiers

Hip Shooting
Fighters with this skill are allowed to run, move and shoot in the same turn with a –1 To Hit penalty to basic weapons and no modifiers to pistols. pc using this skill may not count bonuses from Sights of any kind, and may not use this skill to fire a Heavy weapon or move or fire weapons.

Marksman
This skill may not be used with heavy weapons . pc with this skill may fire at any model to which they can draw Line of Sight, even different models at the same time.

Rapid Fire
Provided that the pc does not move in the Movement Phase, she may fire 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 acquired (e.g., Rapid Fire — boltgun).



Dive
Fighters with this skill may make a dive to get behind cover at the start of combat

Escape Artist
pc can escape from prisons jails ect.


Infiltration
can hide

Sneak Up
Any sentry attempting to spot this model must minus the lvl of skill from its roll to spot pc. up to lvl 5


Armorer
guns that can malfunction (plasma guns) may reroll one malfunction result. after the battle the pc with this skill may re-check the weaopns to grant another re-roll never more than one however.

mechanic
can attempt to repair broken machines
lvl 6+
lvl 5+
lvl 4+
lvl 3+
lvl 2+

Medic
pc may heal lvl d6 worth of wounds if they have a medkit up to lvl 5

Specialist
choose a weapon close combat or ranged pc gets +1 to his hit rolls

Weaponsmith
Fighters with this skill who have a weapon Explode or malfunction on them may roll a D6; to ignore the result
lvl 6+
lvl 5+
lvl 4+
lvl 3+
lvl 2+

Vehcle expert may drive land vehcles( may be taken as sea or air instead)

Engineering

A character with this skill has a good understanding of mechanical principals. Engineering is a multi-facet skill
and maybe bought several times in order to gain knowledge of another
mechanical aspect. The aspects of Engineering is given below:

Engineering - Bionics: gives knowledge of bionics and allows a character to carry out repairs on any bionic
replacement.

Engineering - Constructions: gives knowledge of building construction involving the use of most materials.

Engineering - Vehicles: allows a character to carry out repairs on any commercial vehicles in the Imperium.

Surgery

Characters with this skill have extremely good medical knowledge and can treat any injuries given the right
conditions and tools. The GM may apply whatever modifiers seem appropriate, if the surgeon is attempting to
operate without proper equipment and facilities. Having the Surgery skill allows a character to implant bionics.
Consult the Medical Attention section for more details on how this skill can be used.
(not effective in field need to be in camp or ship ect)


Psychic powers
Determined at creation.




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