Special Location – Temple of Ulric
Any Warrior or Priest of Ulric may spend time in the Settlement at the local Temple of Ulric. As his training is both Martial and Divine, the Warrior trains twice. First, he mayseek to gain skills and disciplines as befits a Warrior and Priest of Ulric (table 1), thensecondly he may seek a blessing from Ulric to aid him against his foes (table 2).
Table 1: Skills Training.
The Warrior of Ulric may train with the Priests or other Warriors of Ulric present to learna variety of abilities, both Divine and Martial (and in some cases, both). Divine abilitieswill require the roll of a Power dice and are marked on the table with a
RollEffect2Great Blow: The Warrior bides his time and strikes with great strength, aiming to causecatastrophic damage. If he did not attack in the previous turn, the Warrior's next blow will hit ona roll of a 3+ and reduce the targets Strength by 2 (not cumulative).3
Frostblow: The Warrior learns to channel a small fraction of the power of the North Winds.His next blow slows his opponent, making his attacks easier to dodge. The enemy suffers normaldamage and their next attack is made at -1WS.4Shield Crash: Instead of attacking, the Warrior pushes forward and forces his opponent backward. Make a test of Warrior's Strength vs Opponents Strength, if successful the target takes1D6 damage and is knocked back D3 squares. If the target cannot be forced back, it takes anadditional 1D6 damage per square it cannot move.5
Frozen Blood: The Warrior prays to Ulric to bind his wounds. Make a power check, if successful, he is healed for 1 wound per 2 wounds he caused in the previous combat. If nowounds were caused, he is healed for D3 wounds. On the roll of a 1, Ulric is displeased with hisdisciple and punishes him, the Warrior takes an additional wound.6Chosen Bane: The Warrior feels called to hunt a specific foe, at the start of the next adventurehe declares an enemy race (e.g Undead, Skaven, Greenskins), during one combat, his weapondoes double damage to any enemy of that race, effectively gaining the
Breath of the White Wolf: The Warrior learns to call the winds of the Northern Tundra and breathe them out around himself, freezing the very air and ground. During the next combat, solong as the Warrior does not move, any models in the same room as him must roll if they wish tomove or attack. On any roll of a 1, the model overbalances, slips and falls prone.8The Crossed Hammers: The Warrior has learned to bring a controlled fury to the battlefield, hemay dual-wield one handed hammers, gaining an additional attack.9
Storm of the North: The Warrior is possessed by the fury of Ulric. His next blowsuccessfully hits on a 3+, he gains an additional attack that hits on a 4+, if that attack successfully hits, he gains another attack that hits on a 5+, if that attack successfully hits, hegains a final attack that requires a 6 to hit but does count as a Deathblow. The Warrior cannotmove or attack the turn following this power. Usable once per adventure.10Bulwark: The Warrior calls on the reserves of his training and continues to hold back the enemytide. Once per adventure, he gains +1 toughness (up to a maximum of 10) for every enemymodel adjacent to him until the end of the combat.11
Thunderous Blow: The Warrior chants to Ulric, falling deep into a trance as he communeswith his God. His next blow blasts his target with lightning, doing normal damage plus 6+D6lightning damage. Enemy models behind and adjacent to his target take D6 Lightning damage.Enemy models behind and adjacent to those targets take D3 Lightning Damage. On aDeathblow, all targets take 6+D6 Lightning Damage. Usable once per adventure.