Post by RuneCaster_Aris on Sept 25, 2012 0:45:52 GMT -5
Every soldier is a hero, but some have the charisma and the talent (or just plain luck) to be singled out as one of the best. This is a guide to building your own special character to field.
Building a Hero:
Build your hero using the "Commander" stat build with the following rule changes:
- This unit cannot count as a Commander.
- You are allowed only 1 hero per 250 points.
- You may never have more than one of the same hero.
- Add a base cost of 3 points (total of 13 base).
- Reduce damage to 8 (instead of 12)
- May not use commander special abilities (push move, etc.).
- Add 1 point to any stat (Shoot, Assault, Guard, Soak, Skill, Damage, Mental) at no additional cost.
- Add 1 to one of the following weapon attributes: Range, Dam, or AP, at no additional cost.
Heroic Perkz:
Inspiring Presence: Your hero is known as a champion of his people, or the best at what he does. Merely being in his presence makes your troops want to show him their best. If the Hero is within coherency of another unit, that unit gets +1 to whichever Stat you chose to boost on your hero so long as they maintain coherency. (Example: If you chose to boost your Hero's Soak stat, all units in coherency have a +1 soak)
Induce Fear: Your hero is either a terrifying monstrosity, or has the reputation of one. A unit attempting to fire on or charge at the hero or a unit the hero is in coherency with must pass a Mental Check in order to do so.
Rally Cry: A short, inspiring outburst causes those that hear it to regroup and fight on. Once per game, remove all suppressed tokens on any unit within 2d6" of the Hero.
Tricks of the Trade: Your Hero is a master at ranged weapons and is willing to share some quick advise with those around him. When shooting, if your hero hits his target, any unit within coherency gets a +1 to hit.
"Follow my lead": Your hero is known for skill in close combat, be it with elegance or savagery. All those who witness him try to mimic his abilities. When assaulting, if your hero hits his target, any unit that is assaulting with him gets +1 to hit.
Works Alone: Your Hero is a Loner, but that can have it's advantages... As long as your Hero does not join a squad, your Hero may make one of the following decisions for the rest of his turn:
- Heal 1 wound at the cost of 1 activation
- Gain +1 to rolls to Hit
- Gain +1 to movement
- Be considered to be in cover (6+ on an open field, or +1 to current cover)
Building a Hero:
Build your hero using the "Commander" stat build with the following rule changes:
- This unit cannot count as a Commander.
- You are allowed only 1 hero per 250 points.
- You may never have more than one of the same hero.
- Add a base cost of 3 points (total of 13 base).
- Reduce damage to 8 (instead of 12)
- May not use commander special abilities (push move, etc.).
- Add 1 point to any stat (Shoot, Assault, Guard, Soak, Skill, Damage, Mental) at no additional cost.
- Add 1 to one of the following weapon attributes: Range, Dam, or AP, at no additional cost.
Heroic Perkz:
Inspiring Presence: Your hero is known as a champion of his people, or the best at what he does. Merely being in his presence makes your troops want to show him their best. If the Hero is within coherency of another unit, that unit gets +1 to whichever Stat you chose to boost on your hero so long as they maintain coherency. (Example: If you chose to boost your Hero's Soak stat, all units in coherency have a +1 soak)
Induce Fear: Your hero is either a terrifying monstrosity, or has the reputation of one. A unit attempting to fire on or charge at the hero or a unit the hero is in coherency with must pass a Mental Check in order to do so.
Rally Cry: A short, inspiring outburst causes those that hear it to regroup and fight on. Once per game, remove all suppressed tokens on any unit within 2d6" of the Hero.
Tricks of the Trade: Your Hero is a master at ranged weapons and is willing to share some quick advise with those around him. When shooting, if your hero hits his target, any unit within coherency gets a +1 to hit.
"Follow my lead": Your hero is known for skill in close combat, be it with elegance or savagery. All those who witness him try to mimic his abilities. When assaulting, if your hero hits his target, any unit that is assaulting with him gets +1 to hit.
Works Alone: Your Hero is a Loner, but that can have it's advantages... As long as your Hero does not join a squad, your Hero may make one of the following decisions for the rest of his turn:
- Heal 1 wound at the cost of 1 activation
- Gain +1 to rolls to Hit
- Gain +1 to movement
- Be considered to be in cover (6+ on an open field, or +1 to current cover)