Create a Hero
Of course you also want a character to lead your lesser creations into
battle. A suitable leader for smaller forces is a Hero. Here's how you create
one. There is at the moment no limit as to what races can have what types of
heroes, so you can have a Saurus assassin if you really really want to. There
will probably be some limitations sometime.
Stats
First choose stats for your Hero. The numbers in the parantheses are the
maximum increases allowed compared to a basic trooper, though a character does
not have to take an increase if you don't want him to. A character can never
have a lower value in any stat than a basic trooper (well, if you really want
to he can, but he pays the point as if his stat value was equal to that of a
basic trooper). You only pay the price listed in the column for the stat the
character gets.
Assassin
| Stat |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| Movement (+1) |
|
|
-10 pts |
0 |
+10 pts |
+25 pts |
|
|
|
|
| Weapon Skill (+5)* |
|
|
-10 pts |
0 |
0 |
+10 pts |
+20 pts |
+30 pts |
+40 pts |
+50 pts |
| Ballistic Skill (+5) |
Free! |
+5 pts |
| Strength (+1, max 4) |
|
|
-10 pts |
0 |
|
|
|
|
|
|
| Toughness (+1, max 4) |
|
|
0 |
+25 pts |
|
|
|
|
|
|
| Wound (+1) |
0 |
+15 pts |
|
|
|
|
|
|
|
|
| Initiative (+4)** |
Free! |
| Attacks (+2) |
-10 pts |
0 |
+10 pts |
+20 pts |
|
|
|
|
|
|
| Leadership (+3)*** |
|
|
|
|
-20 pts |
-10 pts |
0 |
+10 pts |
+20 pts |
+30 pts |
* an Assassin may not have more than twice the WS or BS of a basic trooper
in his army.
** max equal to WS upgrade
*** max 8 for cold-blooded creatures
Cold-blooded characters cost an additional 10 pts.
Should an assassin character at this point cost less than 65 pts its cost is
now raised to 65 pts.
Beastmaster
Not done yet.
Berserker
Not done yet.
Engineer
Not done yet.
Fighter
| Stat |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| Movement (+0) |
|
|
-15 pts |
0 |
+15 pts |
+30 pts |
|
|
|
| Weapon Skill (+2) |
|
|
-10 pts |
0 |
+10 pts |
+20 pts |
+30 pts |
|
|
| Ballistic Skill (+2) |
Free! |
| Strength (+1) |
|
|
-10 pts |
0 |
+10 pts |
|
|
|
|
| Toughness (+1, max 4)* |
|
|
0 |
+15 pts |
+30 pts |
|
|
|
|
| Wound (+1) |
0 |
+15 pts |
+40 pts |
+65 pts |
|
|
|
|
|
| Initiative (+1)** |
Free! |
| Attacks (+2) |
-10 pts |
0 |
+10 pts |
+20 pts |
+30 pts |
|
|
|
|
| Leadership (+1, max 9)*** |
|
|
|
|
|
-10 pts |
-5 pts |
0 |
+10 pts |
* max 5 for orcs
** may only be taken if WS upgrade is taken
*** max 8 for cold-blooded creatures
Cold-blooded characters cost an additional 10 pts.
Should a fighter character at this point cost less than 25 pts its cost is
now raised to 25 pts.
Priest
Not done yet.
Wizard
| Stat |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| Movement (+0) |
|
|
-5 pts |
0 |
+5 pts |
+15 pts |
|
|
|
| Weapon Skill (+1) |
|
0 |
0 |
0 |
+5 pts |
+15 pts |
|
|
|
| Ballistic Skill (+0) |
Free! |
| Strength (+0) |
|
|
0 |
+ 10 pts |
+20 pts |
|
|
|
|
| Toughness (+0) |
|
-10 pts |
0 |
+5 pts |
+20 pts |
|
|
|
|
| Wound (+1) |
0 |
+15 pts |
+40 pts |
+65 pts |
|
|
|
|
|
| Initiative (+0) |
Free! |
| Attacks (+1) |
0 |
+10 pts |
+20 pts |
|
|
|
|
|
|
| Leadership (+0) |
|
|
|
|
-15 pts |
-10 pts |
-5 pts |
0 |
+10 pts |
Cold-blooded characters cost an additional 10 pts.
A wizard must buy a Magic level of 1 for the cost of +50 pts. Each
individual wizard may choose to raise this to level 2 at a cost of +35 pts.
Should a wizard character at this point cost less than 45 pts its cost is
now raised to 45 pts.
Special abilities
Unless explicitly noted otherwise character types buy abilities,
individual characters do not. Thus a Dark Elf army could have an Executioner
Hero, with all the abilities and equipment of an Executioner, but it could not
have a character type with the option to buy the Killing Blow special rule at
will.
When the price of an ability depends on the number of weapons a character
has, assume the character has one weapon.
A character can not and does not have to buy the Skirmish ability when he would
otherwise be required to do so, though if his race would get a Rarity Increase
for Skirmish he must pay for that Rarity Increase in the normal manner for his
Hero type.
A character can not use the Scout ability if mounted.
An Unbreakable character can only be the army General if he is the only
character.
When a character has to buy special abilities because they are compulsory to
his race, use the cost listed below, multiplied by the factor listed in the
description of the Hero type.
- Animosity: Does not apply to characters
- Aquatic: Free
- Ancestral Grudge: Free
- Choppa: Free
- Cold-blooded: Paid for under 'Stats'
- Fear (specific): Free
- Frenzy: +2 pts
- Hatred (specific): Free
- He who runs away lives to fight another day: Free
- Ignore Goblin Panic: Free
- Ignore Greenskin Panic: Free
- Lead from the rear: Free
- Life is cheap: Free
- Mark of Chaos Undivided: Free
- Predatory Fighters: Does not apply to characters
- Quell Animosity: Free (character counts as additional Hero)
- Relentless: Free
- Resolute: Free
- Scaly Skin (6+): +2 (cost is not multiplied for a Hero)
- Stoic: Free
- Strength in numbers: Free
- Undead: +2 pts
- Wight Blades: Free
- Woodsmen: Free
Assassin
An Assassin Hero must have all the compulsory abilities of his race
(ie. if he is a Vampire he must buy Undead), bought at ten times the base cost.
An Assassin may start the game hidden in any unit of non-skirmishing infantry
in his army. If he does so he may be revealed at the start of any Close Combat
phase, before challenges are issued. He is placed in any fighting rank and
replaces a regular trooper, who is displaced to the rear. The Assassin always
strikes first in the turn he is revealed, striking before enemies who have
charged. If the enemy also has this ability then blows are struck in Initiative
order.
No other friendly model may every use the Assassin's Leadership for any
Leadership test. An Assassin may not be the army General.
Each individual Assassin may have any of the following abilities at the cost
listed (cost counts towards the Assassins quota of magic items).
- Frenzy: +20 pts
- Hatred (general): +40 pts
- Killing Blow: +30 pts
- Poisoned weapons: +10 pts
- Rending weapons: +20 pts
- Scout: Free
Fighter
A Fighter Hero must have all the compulsory abilities of his race
(ie. if he is a Savage Orc he must buy Frenzy), bought at ten times the base
cost.
A Fighter Hero can have any special ability available to his race, and which is
also available to at least one of the unit types below (units that appear in
the same army only). The price is 10 times what a trooper would have paid for
the ability, plus 20 points per point of Rarity Increase. The character may
not have any of the following abilities: Disciplined, Poisoned weapons,
Strongmen.
- Medium Infantry, Heavy Infantry (character must be on foot)
- Light Infantry (characters with Toughness 3 or below only, character
must be on foot)
- Fast Cavalry (characters with Toughness 4 or below only, character
must be mounted)
- Medium Cavalry, Heavy Cavalry (character must be mounted)
One Fighter Hero in the army may carry the army Battle Standard at a cost of
+25 pts. A Battle Standard Bearer may not use the Scout ability.
Wizard
A Wizard Hero must have all the compulsory abilities of his race (ie.
if he is a Savage Orc he must buy Frenzy), bought at two times the base cost.
A Wizard has access to up to three specified spell lists from the following:
Fire, Metal, Shadow, Beasts, Heavens, Light, Life, Death (or any other
appropriate Lore). He may be given access to additional spell lists at a cost
of +5 pts per lists.
Equipment
This lists the available equipment choices for your Hero. Sometimes a Hero
is given a choice of equipment from several categories (close combat weapons,
missile weapons, etc.), in which case he can only have one piece of equipment
from each category. Note that pistols often belong to two categories.
Unless explicitly stated otherwise each individual Hero chooses his own
equipment, though you may of course add stricter limitations of your own.
Assassin
An Assassin may be equipped with any equipment from the list below which is
also commonly available to his race.
- Additional hand weapon (+4 pts)
- Repeater crossbow (+10 pts); Throwing knives/stars (+5 pts); Blowpipe (+10
pts)
Fighter
A Fighter who has all the allowed special abilities of a chosen unit type in
his army may be armed with their combination of equipment, at a cost of two
times that which the normal troopers pay for it. Alternatively he may be
equipped with any equipment from the list below which is also commonly
available to his race.
A Battle Standard Bearer may only choose armour (not shields) and mounts as
equipment. He may not ride a monster.
- Additional hand weapon (+4 pts); Great weapon (+4 pts); Halberd (+4 pts);
Pistol (+7 pts per pistol, up to 2); Spear (only if mounted, +2 pts); Lance
(only if mounted, +4 pts)
- Pistol (+7 pts per pistol, up to 2); Bow (+8 pts); Longbow (+10 pts);
Crossbow (+10 pts); Repeater crossbow (+10 pts); Handgun (+10 pts); Throwing
spears/javelins: (+8 pts); Blowpipe (+8 pts)
- Light armour (+2 pts); Heavy armour (+4 pts); Superheavy armour (+8 pts);
Warpaint (+8 pts)
- Shield (+2 pts)
- Sea Dragon Cloak (+6 pts)
A Fighter may ride any mount available to his race, at the cost for Heroes
listed under Mounts. If allowed to do so he must take barding for his mount,
unless he has taken all of the allowed abilities of a cavalry unit in his army
which does not have the option for barding. The price for barding is +4 pts. A
Fighter Hero may be mounted on an appropriate Monster mount (not a Large
Monster).
Wizard
A Wizard may ride any mount available to his race, at the cost listed under
Mounts. If allowed to do so he may have barding for his mount at a cost of +4
pts. He may have no other equipment.
Magic Items
A Hero has a quota of 50 pts for magic items. The categories he can choose
from are listed below. If a character can not have a mundane version of
something (if applicable) he can not take a magical version of it. So a
character that can not take a regular shield may not take a magical shield.
- Assassin: Magic Weapons, Talismans, Enchanted Items
- Fighter: Magic Weapons, Magic Armour, Talismans, Enchanted Items,
Magic Banners (Battle Standard Bearers only)
- Wizard: Magic Weapons, Talismans, Arcana, Enchanted Items
|