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Tanzanican Skills

 

Combat:

A Mangbettu PrinceAl l the same as Mordheim, except Expert Swordsman becomes Expert Spearman for the Natives. Web of Steel is only useful if you are using critical hits, if you like substitute Disarm: at the start of the hand to hand phase pick an opponent to try to disarm, roll a D6, on a 4+ the enemy loses a weapon of your choice. The weapon is removed from his roster and assumed destroyed. The enemy is assumed to have a knife even if disarmed of all other weapons.

Shooting:

As per Mordheim but pay attention to reload times for the weapons, for instance Quick Shot only works if the weapon allows multiple shots in a turn.

Academic:

Lose Sorcery, Arcane Lore, Wyrdstone Hunter can substitute Ivory Hunter if you use Ivory as a wyrdstone replacement, lose Warrior Wizard. Add the following Weaponsmith: ignores ammo rolls on a d6 roll of 4+, Botanist: may reroll serious injury chart roll for one figure, must take second result, Explorer: may spot hidden figures 6" further out than his initiative, Journalist: may collect an additional d6 income if not out of action at the end of the scenario (Europeans Only), Jungle Lore: as per Journalist but for natives.

Strength:

Pit Fighter becomes Tomb Raider, same rules. Replace Strongman with Ferocious Charge: Figure may double attacks one the first turn of a combat that they charge on but may not parry. Bull Headed: on a stun wound result roll a d6, on a 4+ the result becomes knocked down. Capture: When you take an enemy out of action in hand to hand you capture them on 5+ and may ransom them or sell them for 1d6x5. If you are taken out of action you lose all captures for that figure.

Speed:

Add Dive: Model can run and hide in the same turn. Sneaky: Model may move up to 4" after set up before the first turn. If two players have sneaky, roll a d6 to see who goes first.