Special Abilities are the special rules that Alternative Armies have
published with the various box sets, limited edition miniatures and
scenarios over the
years. I have even made up my own.
I like to use them, but I tend not to give the character any extra skills
or magic (except if the ability not that good or it is a limitation).
If you running a pure points based campaign you might not wants to use
the because they could unbalance the game.
Here are a few Special Abilities that my friends and I have made up for
the 2nd edition rules.
Karl Largerfiied (LE011) - When Karl gets within 20 cm of the enemy he is
taken over with a Frenzy, he will throw his gun away and run into melee ( +2
to Melee when he is in Frenzy).
Hanes Pong (Orc Spy) - Hanes may disguise himself to be someone else.
Hanes has a chance to fool other character's as follows: 80% Raw, 60%
Average, 40% Experience and 20% for Veteran.
Sally O`Mally and Baby (Orc Camp Follower) - If Sally is with an unit
they cannot sneak quietly about because of the Baby's crying. There is a
modifier of -2 to hit Sally in melee because the Baby's nappies needs
Lieutant FlashOrc (LE031) - Lucky! - can switch a missile wound to
another ally, near to him, once a scenario. This transfers injury will
cause a wound. He is also a ladies man - will never hit a lady and can (Players choice)
seduce any female character in base to base contact on 20% (increase to
35% average, 50% raw). He will keep then occupied for 1d4 turns in which case they then
get an auto pushback morale test and cannot attack FlashOrc.
Verner Von Raucher (LE009) - Verner is a very impatient Krautian
Commanded. He will always move his command at the first chance he gets -
i.e. his unit will always try to get the initiative over all other units
in the game so he can move first (or ASAP).