Type |
Number |
Cost |
Upkeep |
Warband Rating |
Blade Master |
1 |
100 |
50 |
+40 |
Among the run of the mill sell swords and
hired guns there are a few who have earned
a place apart. From all corners of the Olde
World, these warriors are the cream of crop.
Having reached the pinacle of human skill
with weapons, they sell their services to
the highest bidder. Princes of the Blade,
Lords of the Sword they are the deadliest
of foes and the most welcome of allies.
Dancing amongst their enemies, swords weaving
a web of death, untouched by less skilled
warriors. Though their cost be high, many
a Captain would meet the asking price;
if for no better reason than to make sure
their rivals do not. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
4 |
6 |
3 |
4 |
3 |
2 |
6 |
4 |
8 |
6+ |
HUMAN |
Warbands Allowed: All Humans
except Kislevites, Norscans, Middenheimers,
or Drakwalders; Vampire Slayers, Witch Hunters, Sisters of
Sigmar, Halflings, Undead, Necromancers
Retinue, Possessed, Cult of Khaine, Outlaws |
Skill Categories: Speed,
Combat |
Weapons and Armor: Rapier
and Sword Breaker or Rapier and Main Gauche
(Short Sword, Parry at +1, +1 to Armor Saves);
Light Armor or Equivalent. |
Special Ability:
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. |
Special Ability:Defensive
Flurry: The Parry rule is changed
for this warrior as follows: after taking
normal parries 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. |
Special Ability:Follow
Thru: In any HtH combat where all
of the warriors foes are knocked down, stunned,
or taken out of action the warrior may opt
to make a follow thru move of up to 2 inches
in any direction. This move can bring him
into base contact with another model, and
he will fight in the next HtH phase, but
niether model counts as charging. This move
is executed at the very end of the HtH phase
after everyone has finished striking. If
multiple models have this skill, then they
move in Initiative order. Simultaneous movers
from opposing forces within range automatically
move to intercept one another. |
Special Ability:Step Aside:
5+ Unmodified Save vs hits in HtH combat. |
Special Ability:
Lightning Reflexes: The warrior
strikes in initiative order even when charged. |
|