Sorry for the overlapping subject matter of the skill posts, but I just did a complete rebalancing of our skills and would very much appreciate some politely argued criticism
COMBAT1 Battle Tide: Warrior is Immune to Panic and enemies that fail panic tests take 2 automatic hits from warrior’s weapon of choice, instead of the normal 1.
2 Duellist: Warrior gains +1 Attack on profile whenever he is fighting another Hero (not henchman) in close combat and there are no other warriors involved on either side. Cannot be used while mounted.
3 Combat Sense: Warrior automatically passes Initiative tests for charging non-visible enemies (that are behind a wall, around a corner etc.) and may successfully charge non-visible enemies up 6" away. (Instead of the normal 4".) – (Hidden warriors cannot be charged.)
4 Sidestep: All close combat attacks against warrior have a -1 WS modifier. Cannot be used while mounted. (Not active while knocked down or stunned.) - (No effect vs. spells.)
5 Swordsman: +1 to all injury rolls that warrior inflicts with Swords.
6 Veteran: Warrior may ignore a single Hand Injury (23), Eye Injury (24), or Arm Wound (25).
7 Weapons Training: Warrior may use any hand-to-hand combat weapon he comes across.
SHOOTING1 Arms Expert: Warrior may use any missile weapon he comes across.
2 Crack Shot: Warrior completely ignores cover modifiers when using missile weapons.
3 Crossbow Master: Warrior may ignore the ‘Move or Fire’ rule when using Crossbows.
4 Headshot: Critical wounds that warrior inflicts with Pistols (any kind) or Throwing Knifes are tripled to three wounds. (Pistols fired in close combat are not affected.)
5 Mounted Marksman: Warrior ignores the penalty for 'Moving and Shooting' while mounted. (Warrior must still be able to move and fire with his weapon.)
6 Quick Shot: Warrior may fire twice each Shooting Phase with Bow (any kind), Throwing Knifes or two Pistols (any kind). Both shots will suffer an additional -1 BS modifier. (Pistols still follow normal reloading rules.)
7: ???
ACADEMIC1 Animal Trainer: At the start of each battle, nominate one Animal (not mount or monster) in your warband. That animal has +2 WS this battle. If used by Skaven, up to two Giant Rats may be affected.
2 Arcane Lore: Warrior may learn Magic if he owns a Tome of Magic.
3 Charlatan: Roll 3D6 when looking for Henchman Experience and pick any two.(May be used even if the warrior missed the previous battle or was taken out of action – as long as he survived.) - If warrior is wearing Cathayan Silks, roll 4D6 and pick any two.
4 Haggle: Deduct 2D6 gold from the price of any single item, to a minimum cost of 1gc, once per post battle sequence. (May be used even if the warrior missed the previous battle or was taken out of action – as long as he survived.)
5 Herbalist: Warrior is Immune to Poison.
6 Streetwise: +3 to rarity rolls. (Warriors taken out of action may not look for rare items.)
7 Wyrdstone Hunter: If warrior was not taken out of action you may re-roll any one exploration dice. The second result stands.
Strength Skills1 Cleave: Additional -1 enemy armour save in close combat. (Pistols fired in close combat are not affected.)
2 Heavy Pull: Warrior adds +1 Strength to all shots fired with Bow (any kind) or adds the 'Concussion' special rule to all injuries inflicted with Crossbows. (Treat injury rolls of '2' as Stunned.) Cannot be combined with the ‘Quick Shot’ skill.
3 Mighty Blow: Critical wounds that warrior inflicts with Great Weapon, Flail or Lance are tripled to three wounds.
4 Painbastard: Warrior cannot be critically wounded. (Treat critical wounds as normal wounds.)
5 Resilient: Warrior has +1 Toughness on profile in the first round of close combat.
6 Scar Dog: Warrior gains an additional +1 Experience each time he survives a roll on the Heroes' Serious Injury Chart (D66).
7 Strongman: Warrior uses Great Weapons and Flails as ‘Two-handed’ weapons with a +2 Strength bonus is all rounds of combat, not just the first.
SPEED(Speed skills cannot be used while Mounted.)
1 Alley Cat: Unless part of a charging move, warrior may fall or jump down from a height of up to 6" without taking any damage with no dice rolls needed. (This skill has no effect if the distance exceeds 6”.) – (You may measure the distance beforehand unless the jump is part of a charge.)
2 Dodge: All shooting at Warrior has a -1 BS modifier. (Not active while knocked down or stunned.) – (No effect versus spells.)
3 Fleet Footed: Warrior has +1 Movement on profile.
4 Lightning Reflexes: When the warrior charges or is charged attack order is determined by comparing Initiative. (Even if the enemy is armed with a Spear or Halberd.) – (This does not prevent warriors from automatically striking last for recovering from knocked down.)
5 Scout: Warrior may make two free moves before the battle begins. (He may run and climb as opportunity permits, but he may not charge.) - Cannot be combined with the 'Infiltration' skill.
6 Wall Runner: Warrior automatically passes Initiative tests for climbing up and down.
7 ???ROGUE(Only availible to Skaven and Night Goblins)
1 Backstab: Additional -1 enemy armour save in close combat. (Cumulative with ‘Cleave’.) - (Pistols fired in close combat are not affected.)
2 Hide in Shadows: Warrior always counts as being in cover when targeted with missile fire. Cannot be used while mounted. (This does not affect hiding.) – (Cover is still negated by the ‘Crack Shot’ skill.)
3 Infiltration: Warrior is always placed on the battlefield after the opposing warband and can be placed anywhere, even above ground level, as long as it is out of sight of the opposing warband and more than 12” away from any enemy or scenario objective. (If both Warbands have warriors that Infiltrate, roll dice to determine who sets up first.) Cannot be used while mounted.
4 Jump Up: Warrior ignores knocked down, unless recovering from being stunned. Cannot be used while mounted.
5 Pick Locks: Warrior treats results of Captured (11) and Sold to the Pits (63) as Full Recovery (43-62) instead. <-- Needs to do more! Please Help!
6 Poison Master: At the start of each battle, choose one weapon in the warrior’s possession. That weapon is coated in Dark Venom this battle. (This counts towards the heroes’ one dose of Dark Venom pr. battle.) - (Poisonous weapons may re-roll natural 1s when rolling ‘to wound’.)
7 Quick Draw: Warrior ignores the penalty for 'Moving and Shooting' when using Short Bow.