Rufio du Hastur
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Human (Carroburgher)
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100 gc to Hire
50 gc to Upkeep
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+90 Warband Rating
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M
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WS
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BS
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S
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T
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W
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I
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A
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LD
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SAVE
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5"
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6
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2
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3
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4
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3
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5
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3/4
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7
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5+U
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Equipment: Sword, 2nd Sword, Helmet, Bracers
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Rufio du Hastur is a seasoned Human Mercenary from Carroburgh. An old
Dog of War he's knocked around the Empire and parts beyond for many a year and has
survived thanks to his quick wits, quick reflexes, and quick feet. In particular
he is a master swordsman, and has honed his defensive skills to a fine edge, developing
an impressive personal fighting style that weaves an impenetrable web of steel around
him, responding with his own strikes only when it is advantageous.
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Rufio's services don't come lightly, but his share is not an empty expense
as he can easily tie up many lesser foes or go toe to toe with other world-class
warriors. Rufio costs 100 gc to hire, 50 gc to upkeep, and raises the warbands rating
by +90. If more than one warband is fielding Rufio in the same battle, he simply
sits that one out (no band may field him in that battle) but still collects his
upkeep from each band if they intend to retain his services for later battles.
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Rufio will work for any Human band that is not overtly evil, chaotic,
or dark, including all Mercenary bands, Knight bands, Witch Hunters, Sisters of
Sigmar, and Vampire Hunters. He will also work for Dwarven and Halfling bands.
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NOTE: Rufio has several skills improving his ability at Parrying. In
total, he adds the difference between his WS and an opponents WS to his parry rolls
vs. that opponent; if he equals or beats the opponents roll his parry is successful.
Furthermore, he may use a parry either to reroll a failed parry or to make additional
parrys and he may attempt to parry any number of attacks until he runs out of parrys.
He may also use his normal attacks for additional parrys at will (up to 4 additional
parrys in Rufio's case). Any attacks he has remaining after all models have made
their attacks may then be used for attacks as normal. Rufio has 3 parrys from equipment
(two swords, bracers).
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Seen It All
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The warrior is Immune to all Psycology
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Dirty Infighting
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The Warrior is a master of dirty tricks. Biting, kicking dirt, throwing elbows and
knees to the groin, etc. In each phase of HtH the warrior may trade a single Attack
for a dirty trick. If this is done a chosen opponent in HtH combat with the warrior
must make an Initiative roll. If this Initiative roll is failed all of the warrior's
other attacks are at +1 to hit vs that opponent for that phase of HtH.
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Roll Away
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The warrior is adept at giving himself time to recover. If the warrior is knocked
down he may make an Initiative roll, if he passes it he may immediately move 2"
away from his opponent in any direction not blocked by intervening terrain or other
models. This may save the Hero from taking further attacks from other opponents.
The Hero cannot move into contact with another enemy in this fashion.
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Defensive Flurry
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The Parry rule is changed for this warrior as follows: after taking normal parrys
the warrior may opt to make additional parrys, using his normal attacks to do so.
The warrior may continue to attempt to parry as many incoming blows as he has attacks.
If the warrior still has attacks left at the very end of the HtH phase then he may
try to hit with his remaining attacks. The warrior can attempt to parry a specific
incoming blow only once, but may attempt to parry multiple attacks from the same
opponent. This skill can be combined with other parry affecting skills and weapons.
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Fencing Master
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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 or more Parrying weapons, he
may use the extra parrys to either attempt more parrys or to reroll failed parrys
as he prefers. For instance, a warrior with two Swords may either reroll a failed
parry as normal or make two separate parry attempts. This skill can be combined
with other parry affecting skills and weapons.
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Parry Master
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The Parry rule is changed for this warrior as follows: the warrior may add the difference
between their Weapon Skill and their opponents' Weapon Skill to their parry rolls
vs each opponent they attempt to parry. If an opponent's Weapon Skill is equal or
higher, the parry roll is unmodified. For instance, a warrior with Weapon Skill
6 adds +2 to their parry rolls vs. opponents with Weapon Skill 4, and +3 vs. opponents
with Weapon Skill 3; however a warrior with Weapon Skill 4 adds nothing to their
parry attempts vs. opponents with Weapon Skill 4 or higher. This skill can be combined
with other parry affecting skills and weapons.
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Disengage
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The warrior may opt to leave HtH combat in the movement phase without ill effect
on a 3+. If the roll is failed the warrior cannot leave HtH combat and loses one
Attack in the ensuing HtH phase.
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Fleet Footed
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The warrior gains +1 to his base Movement (shown on profile).
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Sprint
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Triple move when running or charging.
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Dodgy
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The warrior gains a 5+ Unmodified save vs. all Attacks (shown on profile).
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Bracers
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Wearer gains +1 Parry. Does not occupy users hands. May be used in conjunction with
weapons that allow parrys but not Bucklers or Shields.
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