Special Abilities Compendium
Posted: Fri Nov 05, 2010 8:13 am
Now that I've gotten some feedback, I'm just going to dedicate this thread to maintaining a running list of special abilities my friends and I will be using for our games. For anyone interested, many of these abilities are ported over or inspired by Mordheim (our brikwars battles and "lvl-up" system also reflect that game).
CP Costs, thanks to stubby's suggestion are now fluid, based mostly on how many a hero/champion purchases or already has. The first special ability costs 1CP, the second 2CP, the third 3CP, ad infinitum. Use your own judgment and don't get hung up on this if you just want a particular ability to add to a squad of your guys.
Special abilities are roughly broken down into types. Feel free to add suggestions, or abilities of your own to add to a list like this.
Also a big thanks to all who contributed ideas to the list, including: Crazyhorse, Ross_Varn, and Lordofdragons
Without further ado:
Homebrew Special abilities
Combat
Take All Comers (+1/+2 CP): In CC, this fig may spend an action to roll one attack against each reachable fig in his front arc (the attack must hit friend and foe). Moreover, he receives no skill penalties when enemies gang-up on him.
Overwhelming Initiative (+1/+2 CP): this minifig is considered Blessed on it's first round of CC. This skill becomes "re-usable" after spending full turn out of CC.
Side-step (+1/+2 CP): this minifig has a knack for avoiding blows at just the right moment. When hit by an attack in CC, roll a D6; on a 6, the attack fails. Critical hits negate this special ability.
Have-at-You (+1/+2 CP): receive no skill penalties when using the parry-riposte combination.
I Slay Dragons (+1/+2 CP): This minifig's prowess at slaying monsters is legendary; when he deals damage to an MOC, multiply that damage by the creation's Structure Level.
The Karate Fig (+1/+2 CP): This minifig's hands and legs count as hand weapons (normal rules for multitasking/multiple appendages apply). On a successful shove, this fig may instead cause his opponent to become disrupted.
Training (+1/+2 CP): this minifig may select a weapon group at the beginning of battle (e.g. CC, ranged, heavy, mounted, etc). She gains +1 to all rolls with a selected weapons category.
Legendary Duelist (+1/+2 CP): This hero's fighting skills are leet. In close combat, this minifig may never be attacked by more than one opponent and is considered Blessed in CC. Once per turn, she must issue an indeclinable challenge to another minifig within 12”.
Finish Him (+1/+2 CP): this minifig can throw all of his weight behind a single blow. Instead of his normal attacks, he may opt to strike last (after all opponent attacks) with a single attack in CC. If the strike hits, it deals double damage and may not be parried.
Shield Smash (+1/+2 CP): who says a shield isn’t a weapon?!?! This minifig may use his shield to shove opponents who are twice his size; all successful shoves with a shield deal 1d6 damage.
Circle of Death (+1/+2 CP): while using a “big” CC weapon and un-mounted, this warrior may spend an action to execute a sweeping blow against all minifigs within 2” of her; units with full concealment are immune to this attack.
Shooting Skills
Ranged Weapon Master (+2 CP): Uses ranged and thrown weapons only (may still use improvised weapons). Is considered Blessed when making ranged attacks and deals an extra +1d6 Bonus damage for Ranged Combat.
Sniper (+1/+2 CP): +2 Bonus to Skill and Damage when rolling for Ranged Combat. -2 to Skill when rolling for Close Combat.
Double Tap (+1/+2 CP): This minifig may fire twice with a projectile weapon that lacks burst fire. Additional targets may not be more than 2” apart; +1 UR for all shots fired.
Gunz Blazin (+1/+2 CP): may dual-wield pistols and may use “pistols” in CC. Shots taken this way may be parried as normal.
Eyes of a Hawk (+1/+2 CP): minifig adds 4” to the range of all projectile weapons he wields.
Bull’s-Eye (+1/+2 CP): ignores cover modifiers produced by buildings and/or terrain as long as any part of the target is visible; not usable against Stealthy units.
Master Thrower (+1/+2 CP): may use up to three thrown weapons each turn against any targets in range.
Both Eyes Open (+1/+2 CP): when making a ranged attack, this minifig may add the difference between his skill roll and his weapon's use rating to damage.
Exhale Slowly (+1/+2 CP): while this minifig is aiming with a ranged weapon, it is considered blessed for all shots taken.
Head Shot (+1/+2 CP): this minifig has spent too much time playing Call of Duty. While making a ranged attack, he may take a -2 skill penalty to shoot an opponent’s vitals; if the shot is successful, it ignores the armored status.
I’m Legolas, Bitch! (+1/+2 CP): if she isn’t, this minifig should be an elf! She may fire one ranged weapon in CC without penalty (multi-shot weapons may only be fired once). Shots made like this in CC may not be parried.
Never Miss Twice (+1/+2 CP): When using a ranged weapon, this minifig halves the UR against targets at which she previously shot.
Strafing Champ (+1/+2 CP): This minifig receives ranged combat skill penalties for his own Fast Movement; he may also combine a SINGLE ranged attack with a sprint.
Strength Skills
Mighty Warrior (+1/+2 CP): when making a close combat attack, this minifig may add the difference between her skill roll and her weapon's use rating to damage.
Hardy Boy (+1/+2 CP): attacks do -2 damage to this minifig.
Capable Athlete (+1/+2 CP): this minifig ignores movement penalties imposed by weapons and armor; in addition, sprinting does not use up her action for the turn (may still only sprint once).
Bulging Biceps (+1/+2 CP): this minifig has mastered the art of using every "inch" of his weapons effectively and does not need to skirmish while wielding a two-handed weapon. May combine a two-handed weapon and a shield while not mounted.
Fervent Charge (+1/+2 CP): all CC weapons count as charging weapons (not just pointy ones). +2 CC bonus to skill, damage, and armor when charging.
To the Last Breath (+1/+2 CP): When this minifig is dealt lethal damage, do not dismember him; at the end of this turn he gains an extra move and an action to be used immediately. Once that action is completed the minifig “dies” as normal.
Speed Skills
Off-the-Block (+1/+2 CP): +1d6” to sprinting distance.
Deft Striker (+1/+2 CP): unless the opposing minifig’s weapon is more than 1” longer, this hero always strikes first in CC.
Dodgey (+1/+2 CP): this minifig has a knack for avoiding projectiles at just the right moment. When hit by a ranged non-AOE attack, roll a D6; on 6, the attack fails. Critical hits negate this special ability.
Operation Recon (+1/+2 CP): this fig puts the "key" in sneaky. Hold him in reserve until the end of any opponents first turn. Then, place him anywhere on the battlefield at least 8" from the nearest enemy. Until he takes an action or moves, this minifig has total concealment.
Supreme Cowardice (+1/+2): this minifig makes a despicable art out of running away. While withdrawing, this minifig incurs no free counterattacks from enemies.
Free-runner (+1/+2): This minifig is a monkey-man! He may leap over objects up to 2” tall without taking any movement penalties; in addition, he may leap through windows and spaces half his size as long as his movement ends in open space.
Hide and Seek (+1/+2): he loves this game! While this minifig has full concealment, he may take a full move and remain concealed so long as his ending location is out of enemy sight.
Magick/Aptitude Skills
Force of Ego (+1/+2 CP): This skill may only be taken by minifigs who perform stupendous feats; so overpowering is her ego that she adds +1 to all Stupendous-Feat-Related Rolls.
Infinite Pockets (+1/+2 CP): This minifig has the uncanny ability to stash useful equipment all over himself. As a 2" quick action, this minifig may always pull a hand weapon, short ranged weapon, or other small useful tool out of the recesses of his garments.
The Switcheroo (+1/+2 CP): this minifig is cunning and thievish. While within 1" of a target, he may spend an action to make a use 5 theft check and steal an item. Reduce the difficulty by 2 if he switches the item with one of his own (yes, may be used to steal things out of other minifigs' hands).
Stop Trying to Hit Me… (+1/+2 CP): As long as he is not unconscious, this minifig may attempt to parry all incoming projectiles (not just slow ones). His “sixth sense” is keen enough that all ranged weapons take a -1 penalty to hit him.
Dark Ritual (+1/+2): This hero has formed a blood pact with one of the Ancient Ones. On his first turn he may voluntarily slay one of his own followers; if he does, the hero chooses one skill from the skill list. Until the end of battle, the hero may use that skill.
Aura Special Abilities (Auras may only be taken by Heroes; auras that boost the same ability do not stack)
Aura of Redbull (+1/+2 CP): all friendly minifigs within 12" gain +2" movement.
Aura of Competence (+1/+2 CP): all friendly minifigs within 12" gain +1 skill bonus.
Aura of Adrenaline (+1/+2 CP): all friendly minifigs within 12" gain +1 to CC attack damage.
Aura of Kevlar (+1/+2 CP): all friendly minifigs within 12" gain +1 to armor.
Aura of the Glory-hog (+1/+2 CP): this minifig gains +1 to all skill, armor and damage rolls; the size of her spotlight syndrome gives all allies within 12" -1 to all skill, armor and damage rolls.
Aura of Inspiration (+1/+2 CP): this minifig suffers -1 penalties to skill, armor and damage in order to grant all allies within 12" +1 to all skill, armor and damage rolls.
Female Special Abilities
R.E.S.P.E.C.T. (+1/+2 CP): household cooking and cleaning objects count as hand-weapons for this swarthy female. She gains +2 to all rolls against any chauvinist minifigs who ask for a sammich.
Bitchslap (+1/+2 CP): in CC, this minifig may counterattack with a use: 3 slap to the face that strikes first. Slapped opponents are disrupted (at least one hand must be free to slap).
Pirate Special Abilities
Gold-lust (+1/+2cp): All corsairs w/in 12" of gold or valuables must immediately move to protect, secure, or steal them; the corsairs gain +1 to all rolls while protecting their booty.
My Swabby (+1/+2CP): this corsair may roll skill against any outnumbered opponent within 6.” If the corsair succeeds, the opposing minifig becomes the corsair’s slave. The newly acquired fig is now a subjugated member of the corsair’s forces.
Grog-n-Song (+1/+2CP): as long as his “Creator” is raucously belting out a pirate song, all rolls made against this fig take a -1 penalty. If rum is involved, increase the penalty to -2.
CP Costs, thanks to stubby's suggestion are now fluid, based mostly on how many a hero/champion purchases or already has. The first special ability costs 1CP, the second 2CP, the third 3CP, ad infinitum. Use your own judgment and don't get hung up on this if you just want a particular ability to add to a squad of your guys.
Special abilities are roughly broken down into types. Feel free to add suggestions, or abilities of your own to add to a list like this.
Also a big thanks to all who contributed ideas to the list, including: Crazyhorse, Ross_Varn, and Lordofdragons
Without further ado:
Homebrew Special abilities
Combat
Take All Comers (+1/+2 CP): In CC, this fig may spend an action to roll one attack against each reachable fig in his front arc (the attack must hit friend and foe). Moreover, he receives no skill penalties when enemies gang-up on him.
Overwhelming Initiative (+1/+2 CP): this minifig is considered Blessed on it's first round of CC. This skill becomes "re-usable" after spending full turn out of CC.
Side-step (+1/+2 CP): this minifig has a knack for avoiding blows at just the right moment. When hit by an attack in CC, roll a D6; on a 6, the attack fails. Critical hits negate this special ability.
Have-at-You (+1/+2 CP): receive no skill penalties when using the parry-riposte combination.
I Slay Dragons (+1/+2 CP): This minifig's prowess at slaying monsters is legendary; when he deals damage to an MOC, multiply that damage by the creation's Structure Level.
The Karate Fig (+1/+2 CP): This minifig's hands and legs count as hand weapons (normal rules for multitasking/multiple appendages apply). On a successful shove, this fig may instead cause his opponent to become disrupted.
Training (+1/+2 CP): this minifig may select a weapon group at the beginning of battle (e.g. CC, ranged, heavy, mounted, etc). She gains +1 to all rolls with a selected weapons category.
Legendary Duelist (+1/+2 CP): This hero's fighting skills are leet. In close combat, this minifig may never be attacked by more than one opponent and is considered Blessed in CC. Once per turn, she must issue an indeclinable challenge to another minifig within 12”.
Finish Him (+1/+2 CP): this minifig can throw all of his weight behind a single blow. Instead of his normal attacks, he may opt to strike last (after all opponent attacks) with a single attack in CC. If the strike hits, it deals double damage and may not be parried.
Shield Smash (+1/+2 CP): who says a shield isn’t a weapon?!?! This minifig may use his shield to shove opponents who are twice his size; all successful shoves with a shield deal 1d6 damage.
Circle of Death (+1/+2 CP): while using a “big” CC weapon and un-mounted, this warrior may spend an action to execute a sweeping blow against all minifigs within 2” of her; units with full concealment are immune to this attack.
Shooting Skills
Ranged Weapon Master (+2 CP): Uses ranged and thrown weapons only (may still use improvised weapons). Is considered Blessed when making ranged attacks and deals an extra +1d6 Bonus damage for Ranged Combat.
Sniper (+1/+2 CP): +2 Bonus to Skill and Damage when rolling for Ranged Combat. -2 to Skill when rolling for Close Combat.
Double Tap (+1/+2 CP): This minifig may fire twice with a projectile weapon that lacks burst fire. Additional targets may not be more than 2” apart; +1 UR for all shots fired.
Gunz Blazin (+1/+2 CP): may dual-wield pistols and may use “pistols” in CC. Shots taken this way may be parried as normal.
Eyes of a Hawk (+1/+2 CP): minifig adds 4” to the range of all projectile weapons he wields.
Bull’s-Eye (+1/+2 CP): ignores cover modifiers produced by buildings and/or terrain as long as any part of the target is visible; not usable against Stealthy units.
Master Thrower (+1/+2 CP): may use up to three thrown weapons each turn against any targets in range.
Both Eyes Open (+1/+2 CP): when making a ranged attack, this minifig may add the difference between his skill roll and his weapon's use rating to damage.
Exhale Slowly (+1/+2 CP): while this minifig is aiming with a ranged weapon, it is considered blessed for all shots taken.
Head Shot (+1/+2 CP): this minifig has spent too much time playing Call of Duty. While making a ranged attack, he may take a -2 skill penalty to shoot an opponent’s vitals; if the shot is successful, it ignores the armored status.
I’m Legolas, Bitch! (+1/+2 CP): if she isn’t, this minifig should be an elf! She may fire one ranged weapon in CC without penalty (multi-shot weapons may only be fired once). Shots made like this in CC may not be parried.
Never Miss Twice (+1/+2 CP): When using a ranged weapon, this minifig halves the UR against targets at which she previously shot.
Strafing Champ (+1/+2 CP): This minifig receives ranged combat skill penalties for his own Fast Movement; he may also combine a SINGLE ranged attack with a sprint.
Strength Skills
Mighty Warrior (+1/+2 CP): when making a close combat attack, this minifig may add the difference between her skill roll and her weapon's use rating to damage.
Hardy Boy (+1/+2 CP): attacks do -2 damage to this minifig.
Capable Athlete (+1/+2 CP): this minifig ignores movement penalties imposed by weapons and armor; in addition, sprinting does not use up her action for the turn (may still only sprint once).
Bulging Biceps (+1/+2 CP): this minifig has mastered the art of using every "inch" of his weapons effectively and does not need to skirmish while wielding a two-handed weapon. May combine a two-handed weapon and a shield while not mounted.
Fervent Charge (+1/+2 CP): all CC weapons count as charging weapons (not just pointy ones). +2 CC bonus to skill, damage, and armor when charging.
To the Last Breath (+1/+2 CP): When this minifig is dealt lethal damage, do not dismember him; at the end of this turn he gains an extra move and an action to be used immediately. Once that action is completed the minifig “dies” as normal.
Speed Skills
Off-the-Block (+1/+2 CP): +1d6” to sprinting distance.
Deft Striker (+1/+2 CP): unless the opposing minifig’s weapon is more than 1” longer, this hero always strikes first in CC.
Dodgey (+1/+2 CP): this minifig has a knack for avoiding projectiles at just the right moment. When hit by a ranged non-AOE attack, roll a D6; on 6, the attack fails. Critical hits negate this special ability.
Operation Recon (+1/+2 CP): this fig puts the "key" in sneaky. Hold him in reserve until the end of any opponents first turn. Then, place him anywhere on the battlefield at least 8" from the nearest enemy. Until he takes an action or moves, this minifig has total concealment.
Supreme Cowardice (+1/+2): this minifig makes a despicable art out of running away. While withdrawing, this minifig incurs no free counterattacks from enemies.
Free-runner (+1/+2): This minifig is a monkey-man! He may leap over objects up to 2” tall without taking any movement penalties; in addition, he may leap through windows and spaces half his size as long as his movement ends in open space.
Hide and Seek (+1/+2): he loves this game! While this minifig has full concealment, he may take a full move and remain concealed so long as his ending location is out of enemy sight.
Magick/Aptitude Skills
Force of Ego (+1/+2 CP): This skill may only be taken by minifigs who perform stupendous feats; so overpowering is her ego that she adds +1 to all Stupendous-Feat-Related Rolls.
Infinite Pockets (+1/+2 CP): This minifig has the uncanny ability to stash useful equipment all over himself. As a 2" quick action, this minifig may always pull a hand weapon, short ranged weapon, or other small useful tool out of the recesses of his garments.
The Switcheroo (+1/+2 CP): this minifig is cunning and thievish. While within 1" of a target, he may spend an action to make a use 5 theft check and steal an item. Reduce the difficulty by 2 if he switches the item with one of his own (yes, may be used to steal things out of other minifigs' hands).
Stop Trying to Hit Me… (+1/+2 CP): As long as he is not unconscious, this minifig may attempt to parry all incoming projectiles (not just slow ones). His “sixth sense” is keen enough that all ranged weapons take a -1 penalty to hit him.
Dark Ritual (+1/+2): This hero has formed a blood pact with one of the Ancient Ones. On his first turn he may voluntarily slay one of his own followers; if he does, the hero chooses one skill from the skill list. Until the end of battle, the hero may use that skill.
Aura Special Abilities (Auras may only be taken by Heroes; auras that boost the same ability do not stack)
Aura of Redbull (+1/+2 CP): all friendly minifigs within 12" gain +2" movement.
Aura of Competence (+1/+2 CP): all friendly minifigs within 12" gain +1 skill bonus.
Aura of Adrenaline (+1/+2 CP): all friendly minifigs within 12" gain +1 to CC attack damage.
Aura of Kevlar (+1/+2 CP): all friendly minifigs within 12" gain +1 to armor.
Aura of the Glory-hog (+1/+2 CP): this minifig gains +1 to all skill, armor and damage rolls; the size of her spotlight syndrome gives all allies within 12" -1 to all skill, armor and damage rolls.
Aura of Inspiration (+1/+2 CP): this minifig suffers -1 penalties to skill, armor and damage in order to grant all allies within 12" +1 to all skill, armor and damage rolls.
Female Special Abilities
R.E.S.P.E.C.T. (+1/+2 CP): household cooking and cleaning objects count as hand-weapons for this swarthy female. She gains +2 to all rolls against any chauvinist minifigs who ask for a sammich.
Bitchslap (+1/+2 CP): in CC, this minifig may counterattack with a use: 3 slap to the face that strikes first. Slapped opponents are disrupted (at least one hand must be free to slap).
Pirate Special Abilities
Gold-lust (+1/+2cp): All corsairs w/in 12" of gold or valuables must immediately move to protect, secure, or steal them; the corsairs gain +1 to all rolls while protecting their booty.
My Swabby (+1/+2CP): this corsair may roll skill against any outnumbered opponent within 6.” If the corsair succeeds, the opposing minifig becomes the corsair’s slave. The newly acquired fig is now a subjugated member of the corsair’s forces.
Grog-n-Song (+1/+2CP): as long as his “Creator” is raucously belting out a pirate song, all rolls made against this fig take a -1 penalty. If rum is involved, increase the penalty to -2.