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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Fast Strike
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The warrior may choose to make a single Fast Strike in HtH instead of his normal
complement of Attacks. The warrior picks which weapon he is striking with and adds
a d6 to his Initiative to determine at what order the strike is resolved, max of
10. Not usable with any weapon that requires 2 Hands to use.
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Roll Dodge
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The warrior can ignore the 2" Interception rule when charging in to HtH combat.
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Fleet Footed
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The warrior gains +1 to his base Movement.
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Flee
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If the Hero breaks and runs while in HtH combat, his opponents do not get an automatic
hit upon him. Rather, they hit on a 4+. Additionally, the Hero's player may roll
3d6 instead of the normal 2d6 and pick which 2 dice he prefers to determine the
number of inches the Hero flees.
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Monkey Man
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The Hero may ignore obstacles of up to 2" in height when moving rather than
the standard 1".
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