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The following skills and magic system replaces the Skills, Traits, Flaws
and Magic rules from the 3rd edition rules.
A figure (who is not Undead) can acquire a skill or spell when he
increases in experience rating. Each time a figure increases in experience
rating, they gain one skill point (i.e. an average experience figure has one
skill point and a veteran experience figure has three skills points). Skills
points may be spent on skills or spells as follows;
Skills
Skills have three levels. For each skill point a figure can buy a new
skill at level 1 or increase a skill they already have by one level.
Magic
Figures must be born with magic (Vampires has their own magic), so there
is a basic 1 in 10 chance for each figure that they can learn magic. It is
presumed that most raw experience rating figures that can use magic have not
learnt how to use their magical ability on the field of battle, so they can
only acquire spells when they gain a skill point, but they can spend it on a
skill instead.
Skills and Spells Point’s Value
For each skill level or spell a figure has add +3 points to the figures
points value (i.e. a experienced figure has the First Aid at level 2, so he
adds 6 points to his points value).
Flaws
A flaw is a disadvantage for a figure. If a figure has a flaw they will
get 1 bonus skill point, so it is possible to have a skill (or a spell) when
the figure’s experience rating is Raw. A figure can only have a maximum of
one flaw, but it must be a different flaw from any other figure in his
section.
Special Abilities
Special abilities are unique or natural skills which had been published
in scenarios and miniatures profiles. If you want to use them and the skills
system, then I suggest you work out the equivalent skill level (and point’s
value) of the special ability before you start allocating skill points. You
may find that the ability could be over level 3.
Using Skills
Most skills give a figure a bonus while doing an action, but First Aid
and the Fast Reload skills are actions.
Casting Spells
A figure can cast a spell as many times he likes in a game, but they are
limited to casting one spell a turn. Casting most spells gives a figure a
bonus while he is doing an action, but Ignite, Open or Heal spells are
actions.
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Skills |
Level 1 |
Level 2 |
Level 3 |
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First Aid
Both parties
involved cannot do any other action.
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Heal one wound of own once per
game. |
Heal one wound of friend, but
only once for each friend per game. |
Heal two
wounds of own or friend once per game. |
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Swift Feet
The figure quick on his feet.
|
Add 4cm to Movement. |
Add 6cm to movement. |
Ignore
movement penalties for linear obstacles. |
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Fast Reload
The figure can tap reload.
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May perform a “Fire and Reload”
action in the Tactical Manoeuvre Phase at -20% to Accuracy. |
May perform a “Fire and Reload”
action in the Tactical Manoeuvre Phase at -15% to Accuracy. |
If action
was “Fire” in the Tactical Manoeuvre Phase, then can “Reload and Fire”
in the Aim Fire Phase at -20% to Accuracy. |
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Lucky
The figure is naturally lucky.
|
Re-roll one dice roll per game. |
Re-roll two dice rolls per game. |
Re-roll
three dice rolls per game. |
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Melee Fighter
The figure can fight more than
one enemy at once.
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Ignores the first -2 penalty for
being outnumbered. |
Ignores the first two -2
penalty’s for being outnumbered. |
Ignores
all penalties for being outnumbered. |
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Unarmed Combat
The figure can fight without
weapons.
|
Add +1 to Melee. |
Add +2 to Melee. |
Add +3 to
Melee. |
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Sharp Eyes
The figure can aim quickly. |
Adds +5% to Accuracy. |
Adds +10% to Accuracy. |
Ignore
obscured target Accuracy penalty. |
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Endurance
The figure can endure more pain. |
Ignores the effects of the first
Hit and can act and when it is converted into a Wound, do not place a
shaken token. |
Ignores one Hit per game. |
Add +1 to
the figures wounds. |
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Iron Will
The figure has nerves of iron. |
Ignore the first shaken token
(do not place a token). |
Re-roll a morale check twice per
game. |
Add +1 to
discipline. |
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Dextrous
The figure knows how to move across a battlefield. |
Force an opponent to re-roll one
Firing dice roll one per game. |
All figures firing against the
figure get a -10% to Accuracy. |
All
figures firing against the figure get a -15% to Accuracy. |
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Swordsmanship
The figure has trained daily with a sword. Only available too Officers. |
Re-roll one Melee dice per game. |
Re-roll two Melee dice per game. |
In Melee
the figure may turn a Wound result into a Push Back or a Push Back to a
No Effect result, twice per game. |
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Leadership
The figure inspires his command. Only available to section leaders. |
Re-roll any figures Morale Check
within 15cm radius of the Section Leader once per game. |
Increase the +1 Morale Check
modifier for being within 15cm of the Section Leader to +2. |
Increase
radius of effect for being within 15cmm of the Section Leader for Morale
Checks to 20cm. |
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Master
Tactician The figure is
good at planning. Only available to section leaders.
|
Add +1 to section’s Initiative. |
Add +1 to the Section Leader’s
roll to recover Command Points. |
Increase
Command Points by one. |
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Spells |
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Heal
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Heal a
wound to self or anther (action). |
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Aim |
Adds +10%
to Accuracy. |
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Run |
Adds 5cm
to Movement. |
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Strength |
Adds +1 to
Melee. |
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Block |
Add +1 to
Steady Rating. |
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Dodge |
A shooter
has -10% to Accuracy when firing at the figure. |
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Ignite |
Light a
fire (action). |
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Re-play |
Re-roll
one dice roll once per game. |
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Phase |
Move
through linear obstacles at no penalty to movement. |
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Open |
Open a
locked door (action). |
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Water Walk |
Ignore all
penalties for movement while crossing water. |
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Flaws
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Short Sighted
Only available to figures with a
Firearm as their primary weapon.
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Add -10% to Accuracy.
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Lam
Applies to mount if figure is
mounted.
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Reduce Movement of by 5cm (10cm
for mount).
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Alcoholic
Figure has a 25% chance per game
of being drunk.
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A drunken
figure adds -10% to Accuracy, -1 to Melee, reduce Movement by 5cm and
have a +1 bonus to Morale Checks. |
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Clumsy |
Add -1 to
Melee. |
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Coward |
Add -1 to
Discipline. |
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Jinx
The figure has a 25% chance per
game of bring bad luck to the section.
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Bad luck
reduces the sections Command Points by one. |
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Weak Constitution |
Add -1 to
Steady Checks. |
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Weak Leadership
Only available to section
leaders.
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Add -1 to
the Sections Initiative. |
This article is based on the ideas I developed while playing
Flintloque Reloaded (see my 2nd edition pages) and I have now have updated
for the 3rd edition rules. At the time of writing I only had a copy of
Flintloque Lite (3rd edition) and did not have a clue how the full rules
treated skills and magic. Version 4 |