Special Abilities

Embed Size (px)

Citation preview

  • 7/29/2019 Special Abilities

    1/6

    With theAmazing War Stories supplement, new Sub-Abilities

    have been added. A Sub-Ability is one that can only be taken

    when a main Ability or specic piece of equipment has been

    taken rst. A Sub-Ability will have the main Ability or equipment

    listed in brackets [XXX] after it.

    Cmbat

    Ambdexts: Models with this ability can use two one-handedweapons in combat. Instead of 1 attack for each attack action, this

    model gets 2. For example, a model with two handguns would be

    able to make two aimed shots or four snap shots.

    Batte Cy: Models with this ability let out a terrifying yell

    when charging into close combat, temporarily paralyzing their

    opponents. Any enemy model charged by a model with Battle

    Cry must make a GT check or withdraw from close combat

    during their subsequent phase (if the model has a Wait action,

    then it must use the Wait to withdraw).

    Bade Maste: Unlike fencing, which is gentlemanly and

    controlled, the blade master skill is wild and elegant. A modelwith Blade Master twirls and waves the sword in a fantastic

    display of control. Though it seems extraneous in combat, it

    serves to confuse the defender allowing the model with Blade

    Master to strike more accurately. Models with Blade Master

    add +1 to their SH score and can use hero points to change the

    location of their hit in close combat, but only if using a long

    blade.

    Bet Stke [Rocket Pack Ability]: The model picks its path

    (lying down a ruler works) and rolls a d10 to see if the Rocket

    Pack works. A 1 or 2 produce the same effects as stated under the

    Rocket Pack. On a 3-9 the model moves in a straight line for 6

    and then adds the results of the d10 for their remaining movementin inches (so movement will be from 9 to 15). On a result of 10

    on the d10, the model moves 16 and rolls a d10 again and adds

    the number rolled to their movement (producing a movement of

    16 to 26). Any model within 1 of the path can be attacked in

    close combat with the models WS for Fist increased to BW+3.

    The model does not stop to engage each of these defenders

    and suffers no ill effects from leaving close combat. Instead of

    attacking multiple models, an attack can be made on one single

    model. The target model would have to make a DG test as though

    dodging a moving vehicle. If the DG test fails, the model is

    struck with a WS 10 hit, the attacker suffers a WS 5 hit in the

    attack. For the single model attack to be successful, the attacker

    must move at least 8 before striking the target. If the target isstruck prior to 8 then no damage is done, but the target model is

    carried along for the remainder of the movement.

    Cceaed weap: Models with this ability have learned to

    conceal weapons in unique places, from deadly throwing darts

    concealed as hair pins to small pistols stuck in garters. Because of

    this, they often get the jump on an attacker. Whenever this model

    is attacked in combat, they can expend a hero point and attack

    before their attacker if they have not already activated this turn.

    Dead Sht: Models with this ability are expert marksmen and

    know how to hit a specic area of a target. Models with this

    ability may use Hero Points to alter the hit location roll for any

    ranged combat shot.

    Expet Fghte: This skill is similar to Dead Shot except it

    applies to close combat attacks. Models with this ability have

    learned to strike at vulnerable areas when in close combat. They

    may use Hero Points to adjust hit location in close combat.

    Fet [Pgst]: If a model with this ability is attacked in close

    combat and the attacking model misses, the model with Feint can

    spend a hero point to make a single close combat attack, even if

    the model has already activated this turn. This replicates a model

    being drawn into a poor swing only to be taken out with the hidden

    right (or left) hook.

    Fecg (+X): Models with this ability are excellent in close

    combat with a bladed weapon. They add 1 to their SH score if

    equipped with a short blade, long blade, or two-handed blade

    and are never forced to withdraw (though they still can choose

    to) when defending. This ability can also be referred to as knifeghting.

    Fecs (+X): Models with this ability are particularly

    vicious in close combat. They usually have claws or an inhuman

    bloodlust that drives them into a killing frenzy. Models with this

    ability get +1 to their WS when using sts/claws.

    Fyg Kck [Mata Ats]: A model with this ability performs

    a leaping kick when charging into combat. When charging into

    combat, the model can attack two models within 2 of one anothe

    with a single action, or can put more power behind a single attack

    If attacking two models, the attacking model is placed halfway

    between the two defending models at the end of its charge. Theplayer then rolls to attack each model separately. The attacking

    model can push a defending model back but cannot use any of

    the other close combat outcomes. If attacking a single model, the

    attacker can add half of its SHIV rounded down to the Weapon

    Strength of the attack.

    Haymake [Pgst] (+X): Models with this ability know how

    to put all their weight behind a single punch, but in doing so, they

    telegraph to their opponent exactly what is coming (not that this

    guarantees the defender can get away). Boxers often use this type

    of punch against an opponent who is on the ropes and no longer

    able to ght, but refuses to go down. The model gives up X points

    of SHIV for the attack and adds them to its Weapon StrengthModels must declare this before they roll to hit.

    Hgh Stegth (+X): Models with this ability are stronger than

    others. Models get +1 to their BW score.

    Jd Thw [Mata Ats]: This ability represents any kind o

    Martial Arts throw. A model with this ability adds half of its SHIV

    rounded down, to its BRAWN when determining if it can throw a

    model and how far. So a model with a SHIV of 5 would add 2 to its

    BRAWN to see if it can throw another model and to its throwing

    distance.

    SPECiAl ABiliTiES For .45 ADvEnTurE

    Page 1 www.pulp-heroes.com

  • 7/29/2019 Special Abilities

    2/6

    Ke istct: Models with this ability have learned through

    years of experience how to spot and exploit weak points on their

    targets. If the model expends a hero point, they can double the

    WS of the weapon they are using for that shot or strike. This must

    be declared before the hit location is rolled.

    leaf the Wd Defese [Mata Ats]: A model with this

    ability can choose to solely concentrate on defense this round. By

    ducking, dodging, weaving, and generally turning their body into

    rubber a model manages to somehow avoid or minimize all of the

    attackers attacks. No close combat or ranged attacks may be made

    by the model but it can still move up to half of its SPEED. Add the

    models DODGE score to its SHIV when anyone attempts to hit

    the model with a Ranged or Close Combat attack this round.

    Mata Ats (+X): Models with this ability are expert in some

    form of unarmed combat. They can attack with hands or feet.

    Models with this ability get +1 to SH and attack with no weapon

    in close combat as though they have a club, even out to 1 range.

    Also, when knocked down or prone, models with this ability do

    not halve their SH scores. This cannot be taken in conjunction

    with Pugilist.

    Mtpe Attacks (+X): Models with this ability are either

    extremely skilled in close combat and able to strike repeatedly

    or, in the case of some machines, equipped with more than one

    weapon to strike with. The model receives one extra close combat

    attack. It cannot be taken in conjunction with Ambidextrous.

    Ps: Models with this ability either have a natural venom

    attack or coat their weapon in some sort of poison. Poison cannot

    be used on rearms, but any other weapon can be poisoned. If

    a model is wounded by a poisoned weapon, it must make a BW

    test at the begnning of each turn or cross off another box in the

    area initially wounded. Models must continue to make this check

    until treated by a model with Medical Knowledge or the entire

    location has been crossed off.For example: a model hit in the

    Torso during close combat by a poisoned dagger must make a

    BW test at the beginning of each turn or cross another box off

    in the Torso location until all boxes in the Torso are crossed off.

    When the last box in the area is crossed off the poison effect has

    ended.

    Pgst (+X): Models with this ability are expert in some form

    of boxing. Models with this ability get +1 to their SH score and

    attack with no weapon in close combat as though they have a

    club. They do not, however, have the 1 range of the club. This

    cannot be taken in conjunction with Martial Arts.

    Qck (+X): Models with this ability have quick reexes. Modelsget +1 to the DG score.

    rsh Attack: Models with this ability can strike in close combat

    and continue their movement. The model is moved into combat,

    combat is resolved (with charge bonus) and then the model can

    continue with any remaining movement. A model must be able to

    move at least 3 in order to use this ability. The model can move

    into base contact with another enemy model, but cannot attack in

    the turn they contact the second model.

    Shapshte (+X): Models with this ability get +1 to their HT

    score.

    Sh Thwe: Models with this ability are excellent knife

    ghters. They prefer the silence of a blade and can throw it with

    great accuracy. However, they are not great marksmen with a

    rearm. Models with this ability can use their SH score for any

    ranged combat attack where they throw a short blade.

    Scke Pch [Pgst] (+X): Models with this ability try to

    deceive their opponent. When attacking they feign an attack withone hand, while striking quickly with another. The model gives

    up X points of Weapon Strength and adds them to its SHIV score.

    Models must declare before they roll to hit.

    Kwedge

    Ama Hadg: Models with this ability spend most of their

    time working with and training animals. If in combat with a wild

    or trained animal, they get +1 to their chance to hit from their

    intimate knowledge of the behavior of animals. A model with this

    ability may also take a trained animal. The animal model will

    remain a part of the group as long as the handler is still alive (see

    rules for Animals).

    Assat Egee: The assault engineer knows how to work with

    whatever he is given. Using available items, whatever explosive

    devices are lying around, and a knowledge of how to blow things

    up, he can make a more powerful explosive from a lesser one

    (or several lesser ones). By spending an action and passing a

    BRAINS (BR) test, the model can make a Type 1 explosive into

    a Type 2 or a Type 4 explosive into a Type 3 (but it cannot be

    red and must be placed). If the model rolls a 1 on the d10 then it

    has made a fatal miscalculation, the charge is armed, and during

    initiative, the explosive gets a roll as well. It will then explode on

    its turn (rst if it won initiative or last if it did not) to activate at

    the increased strength and range.

    Bby Tap: Models with this ability are adept at hiding

    explosives in mundane objects or rigging them to objects of

    everyday use. If an event card is drawn by an opposing model,

    and its a dud or no effect, by expending a hero point, the model

    with this ability can make it a booby trap instead. The trap would

    be a Type I explosive.

    Daede Fye [Rocket Pack Ability]: Models with this ability

    perform risky high-G maneuvers. They have done them so many

    times that these stunts become almost commonplace for them,

    but there is always some element of risk. If a model is about

    to collide with an object because of an out of control pack ormovement that extends too far, or if the model goes out of control

    on their initial roll, the model can perform a single 90 turn.

    When the model nishes its movement, it then must pass a BW

    test or fall unconscious at the spot of its landing.

    Decept: Models with deception are fast talkers, sympathetic

    characters, or vamps and can use their action to deceive an enemy

    model within 3. If the model with deception wins a comparative

    BR roll versus the target model, then for the remainder of the turn

    any attacks directed at the model with deception will strike the

    deceived model instead (this model feels the need to protect the

    opposing model from all harm.)Page 2 www.pulp-heroes.com

  • 7/29/2019 Special Abilities

    3/6

    Demts Expet (+X): Models with this ability gain a bonus

    to their BRAINS (BR) when attempting to arm or disarm an

    explosive device or to convert a Type I or Type IV explosive into

    a Type III.

    Dected Fe: Models with this ability can direct group members

    to shoot at a weak spot in an opposing model (model being

    attacked must be designated as having a weak spot). The model

    with this ability spends an action to direct re, all other friendly

    models within 6 are assumed to have Dead Shot against the

    target model(s).

    Dsgse: Models with this ability are masters of disguisethey

    can appear as almost anyone. Once per game the model with

    this ability can be switched with any Grade 1 enemy model that

    has not made a combat action in the current turn. The players

    make an opposed die roll, both adding their BR score. If the

    disguised model wins, then it is switched with the enemy model.

    The opposing player then places his model no closer than 6

    from the model with disguise. If the enemy model wins, then

    the Disguised model is left in place and can no longer attempt to

    switch with an enemy model.

    Egee: Models with this ability are experts in blowing thingsup (and preventing them from blowing up). For each action they

    spend they can attempt to increase the damage and range of a Type

    II or Type III explosive. The model spends an action and makes

    a BRAINS (BR) test. If successful, the WS increases by 2, the

    multiplier by 1, and the range by 1. This only works on charges

    that are placed, not thrown. If the model rolls a 1 on the d10 then

    it has made a fatal miscalculation, the charge is armed and during

    initiative, the explosive gets a roll as well. It will then explode

    on its turn to activate at the increased strength and range. Models

    with this ability can also attempt to defuse an explosive device.

    Again, on a roll of 1 on the BR test, the explosive gets an initiative

    roll to determine when it will go off next turn.

    Fce f W: A model with this ability has learned to force itself

    to do things that would normally be impossible. Whenever this

    model needs to make a BRAWN test, it can spend a Hero Point to

    allow it to test against GUTS instead. The model can also use this

    ability with any BRAINS test to prevent mind control, the effects

    of gas or poison, to prevent being rendered unconscious by drugs,

    or to regain consciousness due to wounds.

    Ges (+X): Models with the Genius ability are smarter than

    others. They get +1 to their BR score.

    Hte: Models with this ability add 2 to their chance, and add 1

    to the chance of all friendly models within 6, when attempting toavoid any snare trap, pit trap, or bear trap while outdoors. Models

    with this ability also gain a +1 when shooting at models with the

    Camouage ability outdoors.

    i W: Models with this ability can force themselves to shake

    off the effects of wounds. By successfully passing a BR test, the

    model can use the last marked wound box on their sheet if all the

    boxes in their Arms or Legs have been crossed off. This roll must

    be made each turn. If they are rendered Unconscious, they get +1

    to their roll to recover.

    Jack f A Tades: Models with this ability know a little bit abou

    a lot of different things. They need to be able to fend for themselves

    in the world and rely on only a handful of close acquaintances

    Because of this loner personality, they have picked up numerous

    skills along the way. The model can choose three skills from

    Engineering, Medical Knowledge, Language, Safecracker, and

    Professorship, and use them as though they have a BRAINS of 1

    for that ability.

    lagage: Models with this ability have learned many differentlanguages, both those still used and those long dead. When faced

    with deciphering a language related clue, warning, etc, models

    with this ability must pass BR test to decipher it correctly.

    Mechac: Models with this ability know the inner workings

    of machines and vehicles. By spending an action and making

    a successful BR test, a mechanic can repair a non-working

    machine. If the item happens to be an invention (see rules for

    Inventors) then the model must roll using half their BR score.

    Medca Kwedge: Models with this ability can attempt to

    heal their comrades. Models with this ability must start the turn

    in base-to-base contact with the wounded model. They must pass

    a BR test to restore 1 wound to any location on a wounded model

    or negate the effects of poison. No other action can be taken

    by either model during the turn in which the healing is being

    attempted.

    Mesmeze: A model with this ability can affect the will of

    others. By spending an action, a model with this ability can cause

    any friendly model to become invisible to an enemy model. To

    cause a model to become invisible, the model with this ability

    declares a target model within 3. That model must roll a d10 and

    add their BR score. If they score 10 or less they are unable to act

    against the designated model for the remainder of the turn.

    Pfessshp (+X): There are many sciences and studies thatare too infrequently used to warrant getting separate skills. They

    are being lumped under Professorship. This group of skills covers

    things like Geology, Archaeology, Paleontology, etc. When this

    skill is given to a model, it should be noted what their study is in.

    Models with this ability gain a bonus when attempting to pass a

    test where this skill would be of use.For example, a model with

    Professorship (+1 Archaeology) would get +1 to a test where it

    must decipher ancient Egyptian hieroglyphics.

    Safecacke (+X): Models with this ability are experts at opening

    locks of any kind: from doors to complex combination safes. If

    confronted with a locked door or safe, the model can use a BRAINS

    test to attempt to open it. The model can increase its chances bytaking additional points. So a model with a BRAINS of 3 and

    Safecracker (+2) would need a 5 or higher to open a lock with no

    difculty modiers.

    Steetwse: Models with this ability know much about the local

    history and layout of their home turf. When a model with this

    ability moves within 4 of an encounter chit, they can use an

    action to make a BR test to see what the encounter is.

    Page 3 www.pulp-heroes.com

  • 7/29/2019 Special Abilities

    4/6

    Tactcs (+X): This is an updated version of the ability and changes

    what appears in the original rulebook. Models with this ability add

    X to their initiative roll at the beginning of the turn. The model

    also adds X to their DODGE score to determine the order models

    activate. So a model with DG 3 and Tactics +1 will have a DG 4 for

    determining its order of activation. Therefore it will now go before

    a model with DG 4 that did not win initiative. The bonus is not

    added to the DODGE score for any tests or combat resolution.

    othe Sks

    Camoufage (-X): Models with this ability know how to use the

    terrain to hide themselves. Any model with this ability that is

    prone or has not moved more than 1 during their last activation

    is at 1 to be hit.

    Case Fea: Cause Fear comes in three Grades (just like model

    archetypes). The Grade level reects which Grade type and lower

    the Fear effects. Cause Fear (Grade 2) will cause Models of

    Grade 2, Grade 1, or Grade 1/2 to make a GUTS (GT) check or

    suffer the effects of panic. Any model that comes within 6 of a

    Fear-Causing model must take the panic check.

    Det: Models with this ability would take a bullet for thehero (master). If the model with this ability is within 3 of a

    Grade 3 model that is wounded, the wound can be transferred

    to the devoted model instead (it is transferred to the exact same

    location). If the wound kills the Devoted model, then the Grade 3

    model can expend one Hero Point and take an immediate action

    (even if the model already acted this turn or the model would not

    act yet because of its DG score).

    De (+X): Models with this ability have learned to drive under

    intense situations. Whenever they must take a DG test while

    driving a ground vehicle, they add +1 to their DG.

    Feaf Pesece: A model with this ability strikes fear intohis minions. They know failure will bring death (or worse!) As

    such, any model of lower grade that is within 6 of a model with

    Fearful Presence (who is not currently panicked) need not take a

    panic test.

    Feaess: Immune to the effects of Fear and Battle Cry.

    Hde: Models with this ability can disappear into the shadows

    or have the ability to blend with their surroundings like a

    chameleon. Any model with this ability that does not move, can

    attempt to hide by spending an action. Any time an enemy model,

    more than 3 away, tries to target the hidden model, they must

    rst make a test against their BR score. If they pass, they cantarget the model as normal. Failure to spot causes the spotting

    model to lose the action. Once a model is hidden it can move at

    half its current movement rate without losing its hidden status.

    Hsemashp: Models with this skill are excellent riders. They

    get +1 to their BW score when trying to prevent being thrown

    from a mount.

    ige Pa: Models with this ability can ignore the pain their

    wounds cause them. Models with this ability can use the last

    marked box on their wound chart for their stat rolls until the last

    box in a location is crossed off. At that point, they must abide by

    the rules for that location.

    itmdate: Models with this ability cause enemy models to

    hesitate in fear. Any enemy model within 6 of an Intimidating

    model must make a GT test or be unable to act against the

    Intimidating model. The model can move away from the

    Intimidating model.

    leap: Models with this ability can jump twice as far as a normal

    model. Double the normal leap distance for models with thisability.

    lcky (+X): Models with this ability are always getting

    themselves into trouble and fumbling at the worst time, but things

    always seem to work out for them. Models with this ability have

    1 Hero Point each turn which only they can use. The Point must

    be used in the current turn and does not carry over from one turn

    to the next (you cannot save them). The model also must select

    one of the following aws for the model for each Lucky Hero

    Point they take.

    Jumpy - Models that are Jumpy are startled by loud noises

    Whenever a model who is Jumpy res a gun, on a roll of 2 on theto hit roll, the model has dropped the gun. However, the model

    can expend a Lucky Hero Point and the gun res when it hits

    the ground. Roll as though the model had red normally (ignore

    special effects of a 1 or 2) and determine whether the target was

    hit. Even if the target model is not hit, it must still make a Morale

    check as though it were, because the bullet from the dropped gun

    is ricocheting around. The ring model must spend an action to

    retrieve the gun on their next turn if they want to use it.

    Clumsy - Whenever this model is shot at, it can double

    its DG score by falling down. The DG score is doubled, but

    the model is considered prone from that point until it spends an

    action to get up.

    Butter Fingers - Whenever this model is wounded, it dropswhatever it is carrying. Items move up to 6 from the model in

    the direction chosen by the player. The item can land in the hands

    of another model. However, if there is an enemy model within

    1 of the target point, then the player must expend a Lucky Hero

    Point in order to get the item to land in a friendly models hands.

    Otherwise, both players roll a d10 and add their DG score, the

    higher roll catches the item.

    Ineptfghter - This model gets -1 to their SH score and

    cannot take this in conjunction with Martial Arts or Pugilist. By

    expending a Lucky Hero Point, this model, when wounded in

    close combat, can transfer the damage to any other model within

    1, including enemy models, but excluding the attacker. If there

    are no enemy models within 1, then the model takes the wound.

    Make-up Artist: This model is not adept enough to Disguise

    themselves and slip past guards and henchman, but they can make

    themselves look innocuous enough to go unnoticed. Models with

    this ability can be left off the board until an opportune moment

    By passing a BRAINS test, they can be placed within 3 of any

    friendly Grade 3 model but not in base contact with any enemy

    model.

    Page 4 www.pulp-heroes.com

  • 7/29/2019 Special Abilities

    5/6

    Meet My Ms: A model with Meet My Minions does not

    need to place any level 1 or lower models from his team on the

    table at the start of the game. Any number of these models may

    be withheld for a pivotal confrontation or ambush. At any point

    where the villain is confronted with an enemy model within 3

    he may simply state Enemy character name, Id like you to

    meet my minions. A BR test is required. Success allows all the

    level 1 or lower minion models not in play to be placed within 3

    of either the Villain or his nemesis. Placed minions activate as if

    they had been in the game by the normal initiative rules. Minionswho are placed after their logical initiative turn are assumed

    to be waiting/ready. Minions cannot be initially placed in base

    contact with enemy models but can move into contact when it

    is their turn to go. Failure indicates the Villain looks around, but

    his minions have decided to not show at the right moment. The

    minions instead are placed by the opposing player anywhere on

    the board but at least 12 away from any enemy models (but not

    in traps or any spot that would cause immediate damage to the

    minion). Also, when the villain is knocked unconscious or unable

    to communicate he can not have his minions appear.

    Mtaeeg: Models with this ability climb at 2 per action

    and add 1 to their DG and BR score when making any rollthat involves climbing. Models with this ability also add 1 to

    their ability to avoid all dangerous encounter chits when in the

    mountains.

    Mted: Models with this ability always start the game

    mounted on an animal. The mount may be killed or may bolt

    from the board, but unless specied in the scenario, they always

    begin the next game with a mount again.

    Mtate: A model with this ability has trained people for many

    years. They are quick reads of their students and no just what

    to say to get them going. If the model with this ability passes a

    BRAINS test, then any one model within 3 gets +1 to its SHIV

    score for the remainder of the turn.

    nees f Stee (+X): Models with this ability add +1 to their GT

    score.

    nght vs: Models with this ability can see well in darkness.

    They have a 50% greater range (18) of seeing in the dark.

    nmbe: Models with this ability have excellent balance and the

    ability to quickly recover if knocked off-balance. Models with

    this ability may re-roll any failed test against their DG score (tests

    that add DG with other stats cannot be re-rolled). The player must

    abide by the results of the second roll.

    obseat: Models with this ability are trained to observe their

    surroundings and always be aware of whats going on. The model

    with this ability can roll under their BR score if they are within

    3 of an encounter chit to determine what it is. Models with this

    ability also gain a +1 when attempting to spot models with the

    Hide special ability.

    Spt (+X): Models with this ability are faster than normal

    humans. Models add +1 to their SP score.

    Steath: Models with this ability have trained to get in close

    to their enemy without detection. On the rst turn of the game,

    models with this ability can perform one additional Move (or

    Charge) action. It can only be used once and it must take place in

    the rst turn of the game.

    Spe Cstct [Rocket Pack Ability]: Models with this

    ability have a rocket pack of superior construction. Once per

    game, they can re-roll a failed rocket pack test.

    Speme Efft (+X): Models with this ability can overcome

    great physical adversity to perform actions as though unwounded

    By taking this ability the model can change the stats in its lastwound box to its starting stats. For example; if a model starts

    with an HT of 3 and an SH of 3, and in the last box on its Arms

    Wound Chart the numbers would be 1 and 1, they can be changed

    to 3 and 3, just like its starting box. Unlike other abilities with

    the +X designation, the one for Supreme Effort represents

    the number of wound locations for which it can be used. For

    example, a model that takes +2, can alter the stats in its Torso and

    Arms locations. A model with +3 could alter Head, Arms, and

    Legs.

    Tax [Rocket Pack Ability]: Models with this ability have a

    slightly more powerful engine in their rocket pack. They can

    carry one other friendly model while moving and suffer no loss ofmovement.

    udyg lyaty: Models with this ability are devoted to the

    person they follow. As long as their hero (or master) is around

    they wont run from a ght. Models with this ability never take

    a morale check as long as a friendly Grade 3 model is conscious

    and still on the board.

    use iet: Use Invention is a new ability that allows a

    model to use an Invention without having the Inventor archetype

    in play.

    Zmbe: Models with this ability have no free will and nophysical sensations. As such, they are immune to any test that

    requires a BRAINS or GUTS check, also, poisons have no effect

    on them. They cannot use weapons of any sort and they cannot

    check clues (but they can trigger traps). Zombies can carry items

    but only after the item has been given to them by a non-zombie

    model.

    vtes

    Hes nt a Ke: A model with this ability goes out of its way

    to not take a life. If an attack would kill an enemy model, the

    model with this Virtue must spend Hero Points to shift the attack

    (similar to the Dead Shot ability) to another location on the

    target. If the model has no Hero Points to spend, then the attack

    is reduced to WEAPON STRENGTH (WS) of 2 as the attacker

    tries to avoid killing the model.

    Ma Dw!: A model with this Virtue will always come to the

    aid of a fallen comrade. If a member of the models team that is

    within 12 is rendered unconscious or killed, then the hero with

    this Virtue must come to its aid if an enemy model is within 6 of

    the killed or unconscious model, even if this means leaving close

    combat (the atttacker receives a free attack on the model leaving)

    The model with this virtue must move into base contact with the

    fallen model before it can act normally again.

    Page 5 www.pulp-heroes.com

  • 7/29/2019 Special Abilities

    6/6

    Physca Hadcap: This Virtue covers a number of possibilities

    and players are encouraged to think up new ones as well, but

    remember, these need to be drawbacks since they allow an

    archetype to get additional abilities or Hero Points. These could

    be anything from an old war wound, model moves at SP -2, to

    nearsighted, model cannot see beyond 12. Other examples could

    include: Lost an arm, SH at -2, Hideous appearance, friendly

    models make GUTS checks at -2.

    Sem Backash: The Super Soldier serum used by the Allies

    and Axis forces as well as the medical procedures performed

    by the Russians, are not without risk. They are experimental

    procedures at best and there is always the chance that one could

    backre and damage the model. Any time a model makes a

    DODGE (DG), BRAWN (BW), or close combat attack, if they

    roll a 1, then the models enhanced attributes have gone haywire.

    The model takes 1 wound to the location affected. So, if Sgt.

    Grant is trying to break down a steel door, he makes a BW test.

    If he rolls a 1, then his enhanced muscles have overexerted

    themselves and Sgt. Grant crosses 1 box off his Torso. There are

    no saves and the roll cannot be negated by Hero Points.

    Take Y Best Sht!: A model with this Virtue will never attack

    another human model rst. It will not attack until the opposing

    model has attacked it or another friendly model within 6 rst.

    Non-human models can be attacked normally.

    Weakess: A model with a Weakness can be easily damaged by

    the item in question. For example, a Vampire has garlic or holy

    water and a werewolf has silver. If a model with a Weakness is

    hit by the item, then its WEAPON STRENGTH (WS) is tripled

    for the attack. For example; a pistol does WS 3, if it was a silver

    bullet red at a werewolf with a weakness to silver, it would do

    WS 9.

    Faws

    Agace: The model with this Flaw is, of course, extremely

    arrogant. This is the type of character who will aunt his evil plan

    to the captured hero because he is condent the hero could never

    escape. Whenever this models side discovers a clue or retrieves

    the prize, all friendly models within 12 of the model with the

    Flaw (including the Flawed model) lose their next action as they

    all stop to listen to the villain expound on the greatness of his

    side/army/race, etc.

    Bdst: The effects of the transformation on this model have

    blurred the line between man and animal. Whenever this model

    is wounded in combat, it must make a BRAINS (BR) test. If it

    fails, then it must charge the nearest enemy model. If the nearestenemy model cannot be reached in one turn then the model must

    continue to take BR tests until a model can be reached in close

    combat. The player can choose to attack a friendly model instead,

    but the attack cannot stop until the target model is wounded.

    Cwad: This villain is all bravado until the rst time something

    bad happens, then its every man for himself. All initial GUTS

    (GT) tests are at -2. Follow-up tests are at the normal GT score.

    So, if a model is wounded in combat, it would take a GT test at

    -2. If the test is failed, then on the subsequent test to recover, the

    GT score reverts to normal.

    Physca Hadcap: This Flaw covers a number of possibilities

    and players are encouraged to think up new ones as well, but

    remember, these need to be drawbacks since they allow an

    archetype to get additional abilities or Hero Points. These could

    be anything from an old war wound, model moves at SP -2, to

    nearsighted, model cannot see beyond 12. Other examples could

    include: Lost an arm, SH at -2, Hideous appearance, friendly

    models make GUTS checks at -2.

    Sem Backash: The Super Soldier serum used by the Allies

    and Axis forces, as well as the medical procedures performed

    by the Russians are not without risk. They are experimental

    procedures at best and there is always the chance that one could

    backre and damage the model. Any time a model makes a DG,

    BRAWN (BW), or close combat attack, if they roll a 1, then the

    models enhanced attributes have gone haywire. The model takes

    1 wound to the location effected. So, if the Draugr Dietrich is

    trying to break down a steel door, he makes a BW test. If he rolls

    a 1, then his enhanced muscles have overexerted themselves and

    he crosses 1 box off his Torso. There are no saves and the roll

    cannot be negated by Hero Points.

    Tst isses: This model trusts no one, not even its most loyal

    henchmen. If any model other than the model with the Flaw gets

    the object goal of the scenario, the two models must move

    toward each other by the shortest route, so that the item can be

    handed off to the model with the Flaw. If the item is a clue to the

    location of the prize then the model who discovered it cannot

    move on until the model with this Flaw has moved into base

    contact to get the information as well.

    Weakess: A model with a Weakness can be easily damaged by

    the item in question. For example, a Vampire has garlic or holy

    water and a werewolf has silver. If a model with a Weakness is

    hit by the item, then its WEAPON STRENGTH (WS) is tripled

    for the attack. For example; a pistol does WS 3, if it was a silver

    bullet red at a werewolf with a weakness to silver, it would do

    WS 9.