HEROES
Heroes have a number of features that are unique to themselves that aren't in standard warhammer 40,000 aswell. The also benifiet from a number of Universal Special Rules.
Heroes Universal Special Rules
The following Rules/Equipment apply to every hero:
Fearless
Independent Character
Assault Grenades
Special Power Points: Each hero has a pool of points they can spend each turn in order to destroy their enemies or assist their allies. Some of these abilities are attacks, some are bonuses, but whatever the case, a hero may only use 1 Special Power per game turn unless they are a psyker, and then they may use 1 Psychic power per game phase: Movement, Shooting, Assault.
Special Powers use Special Points (SP) to work. Every character uses the amount listed next to the Special Power in order to use the power itself. Simply deduct the cost of the power from the total of SP the hero has and this is the total number of SP the hero has left. If you don't have enough SP to pay for the whole cost of the power then you cannot use it though the SP aren't wasted. Each turn a hero recovers a number of SP which is listed next to their total SP in their stat line as a "+X" value. X is the number of points they regenerate at the beginning of each hero turn. The number of SP a hero has can never go over the starting total listed in their stat line.
Psyker: This character can use up to 1 Special Power per phase during the hero player's turn. They pay for abilities normally. They don't need to take Psychic tests, simply pay for the ability as normal to use them.
Hero Profiles:
Each hero is represented by a "Hero Profile" which describes their abilities and special moves and special rules. Each hero profile is UNIQUE. So like Monopoly pieces, each Hero can only be picked once. Also each character will have a list of abilities and wargear they can choose from to start the game. [editor's note: also like Monopoly pieces!]
Weapons and Attack Profiles: The profiles for special attacks and weapons which have ranged mechanics are listed in the following order: Range (in inches), Strength, AP, Special Rules/Number of shots.
Hero Levels: At the end of each enemy wave heroes are all awarded an amount of Experience listed on each Wave or Boss Wave Entry. Each hero gets the full amount. Players should keep track of their Hero's total amount of experience and current Level. Each Hero starts at Level 1 and can progress through the levels and gain new equipment or abilities. These Level Up Abilities are listed after the Hero's Starting Profile and equipment. Every hero requires the same amount of Experience in order to Level Up, and the experience they gain is cumulative, so after getting 100 exp the hero will be level 2 but the 100 exp won't disappear, so they'll need another 200 exp to get to level 3 and so on according to the following chart:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Exp Required | 0 | 100 | 300 | 700 | 1500 | 3000 | 5000 | 7000 | 9000 | 11000 |
Experience Between Games: If you'd like to keep track and play the same character in multiple games in a row, it would be completely acceptable to keep your character's exactly the same as they are when the game ends and start the next game with the same character.
Leveling Up: When a character gains enough experience in order to reach a new level they Level Up. Every time a Hero Levels Up they may choose 1 of their Hero Specific Level Upgrades from their character sheet and add it to their current equipment and abilities. These new abilities just like their old ones are permanent and take effect immediately.
-Ability notes: Some Heroes have abilities or bonuses that are tied into Weapons, which means they have to keep this weapon if they want to use those abilities. Many Level Upgrades are "Accessories" basically meaning that they are passive equipment or knowledge that gives a permanent buff or ability. There are also Level Upgrades that are NEW weapons. These would obviously replace some or all of the weapons the Hero is carrying since each Hero may only have 2-Hands worth of weapons. Accessories or new Abilities not tied to weapons don't take up any hands so you can have as many as you like. Keep note of which ones you have available if you've lost abilities from switching weapons.
Going Out of Action: When heroes are reduced to zero wounds they go "Out of Action" they aren't dead completely, yet they can't get back to fighting on their own. When a hero reaches zero wounds place the model on their side and leave them where they were when they were defeated. They take no further action in the game, they don't block line of sight, or block movement in anyway and don't count for any enemy behavior requirements.
They may not move or shoot or use any abilities at all. Other heroes who are not "Out of Action" may attempt revive their fallen compatriots. First the friendly hero must be in base to base contact with the model who is "Out of Action" and they may not be engaged in hand to hand combat. During each phase of the hero players turn roll a d6 and add 1 to the die roll for each previous consecutive attempt you've made (This count between turns as long as the hero attempting to revive hasn't done any other actions instead of attempting to revive) if the result is a 5+ then the "Out of Action" hero immediately is restored to 2 Wounds and 20 SP and may move and act normally in the remainder of the turn.
Hero Profiles:
WS | BS | S | T | W | I | A | LD | SP | AV |
5 | 3 | 4 | 4 | 5 | 4 | 5 | 9 | 30 +10 | 4++ |
Special Rules:
Ignore Cover, Stealth, Hit and Run, Furious Charge
Actuve Kamourflog: 10 SP- During the Movement Phase: The KNob becomes "stealthed". He is considered out of Line of Sight of all enemy models while stealthed. This effect lasts until the KNob runs, shoots, charges, is charged, attempts to revive a friendly hero, or goes Out of Action or if an enemy model moves within 6" of the KNob. This ability can be used while enemies are within 6" or if the Knob is in combat.
Surprize!!: When the KNob charges while "Stealthed" he gains the following bonuses in addition to other charging bonuses: +4I, +2S, +1 Invulnerable Save, +1 To his Rending rolls.
Wargear Options: Pick 1 Set of Kit:
Silent Shoota and Rippy Blade: +1 Attack, +1 BS
Silent Shoota: 24", 5, X, Heavy 3, Sniper, Shooting this weapon will not break "Stealthed"
Double Rippy Nivezes: +2 WS +1 Attack, Close Combat Attacks Rend on a 5+
Special Abilities: Choose 1:
Supa Goggz n Flashy Bombz: 20 SP- During the ANY Phase: Place the KNob 2D6" from his current location, (in a legal spot) he's now "Stealthed" As per Actuve Kamoflourg. Roll first, then determine where to place the model.
Nob Bombz: 15 SP: Shooting Phase: Instead of shooting, place the Knob Bombz template within 6" of the KNob, models under the template take a Stength 5 AP 4 hit with Pinning.
ORK KOMMANDO KNOB LEVEL UPGRADES:
Choose 1 Each Level Up:
'Eavy Duty Battery: +10 Special Points.
Loads of Knives: +1 Attack.
Skar Boy: +1 Wound.
Killa Reputation: Any single-wound models in base to base with the KNob are WS and Initiative 1.
Boom Headshot: +1 BS. All unsaved ranged wounds cause by the KNob cause D6 wounds.
Mek's Firey Bombz: Accessory: 2 Ways to use.
Throw: 10 SP during Shooting Phase, ranged attack 12", 5, 4, Pinning, No Cover, Blast.
Drink: 10 SP during the Assault Phase, The Knob suffers D3 wounds but gains +2 T, +2 S and Feel No Pain until the next Hero turn.
Slippery Git: Instead of taking "No Retreat" wounds the KNob may instead make a special breakaway move. He's disengaged from combat automatically and may consolidate 1" for each No Retreat wound he would have suffered.
Bomb Squigz: 20SP- Movement Phase: Place a Bomb Squig model within 2" of the KNob with he following profile: Bomb Squig Toughness 4, Wounds 1 No armor save.
Special Rules: Rage, Feel No Pain, Beast Move.
SKRREEEEEEEE! BOOOM!: When the Bomb Squig is assaulted or assaults, make assault and pile in moves as normal, then center the large blast template over the Bomb Squig. All models under the template take a Strength 6 AP 4 hit. Then remove the Bomb Squig.
Power Klaw and Choppa: 2 Hands of Close Combat Weapons: Powerfirst +1 Attack. Gains Special ability Aim For Da Kneez!
--Aim For Da Kneez: 15 SP: Assault Phase: each unsaved wound caused by the KNob this phase causes D3 wounds instead his Power Fist also becomes a Thunder Hammer for this round as well.
Blasta Rifle: 2 Handed Ranged Weapon: +2 BS
Blasta Rifle: 36" 8, X, Heavy 4, Gets hot, Blast, X=D6
Fake Deff: 10 SP- Any Phase During Any Player Turn: The KNob immediately goes "Out of Action" he is placed on his side as per normal when a Hero goes "Out of Action" except instead of being revived normally by another hero he may "Get Back Up" on his own at the begining of any Hero turn. He is returned to whatever remaining Wounds, SP, and Equipment he had before he went "Out of Action" and is stood back up from wherever he was at when he went "Out of Action." He may act normally from then on.
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Space Marine Librarian
WS | BS | S | T | W | I | A | LD | SP | AV |
5 | 5 | 4 | 4 | 6 | 5 | 3 | 9 | 50 +6 | 3+ 4++ |
Special Rules:
Psyker (as above)
Psyker (as above)
Psychic Hood: The Librarian May spend 10 SP at any time if an enemy model uses a Special Power. That power is stopped and takes no effect.
Wargear to Choose (Choose 2 Hands Worth of Wargear)
1 Handed: Bolt Pistol: 12", 4, 4, Gives Librarian +1 Attack, Pistol
1 Handed: Plasma Pistol: 12" 7, 1, Gives Librarian +1 Attack, Gets hot, Pistol.
1 Handed: Force Sword: Power Weapon, Gives Librarian +1 WS, +1 Attack. Grants Special Power: Soul Scourge.
---Soul Scourge: Costs 20 SP, Each enemy model in combat with the Librarian takes 1 unsavable wound at the start of combat.
---Soul Scourge: Costs 20 SP, Each enemy model in combat with the Librarian takes 1 unsavable wound at the start of combat.
2 Handed: Force Staff: Power Weapon, Gives Librarian +1 BS, +1 T, Grants Special Power: Psycho Lightning.
---Can be used as a ranged weapon during the shooting phase: 18", 5, 5, D6 Shots Assault.
---Psycho Lightning: Costs 15 SP, During the Shooting Phase Target any unit the Librarian can see. That unit takes D3 Stength 8 AP1 hits, roll to wound as normal.
---Can be used as a ranged weapon during the shooting phase: 18", 5, 5, D6 Shots Assault.
---Psycho Lightning: Costs 15 SP, During the Shooting Phase Target any unit the Librarian can see. That unit takes D3 Stength 8 AP1 hits, roll to wound as normal.
Psychic Powers (Choose 1):
Force Dome: Costs 20 SP, During any phase place a 3" blast template over the Librarian. All enemy models are moved outside the dome and no enemy models may enter the dome. All friendly models inside the dome gain a +2 cover save. Lasts until beginning of next Hero turn.
Force Speed: Costs 15 SP, During the Movement Phase the Librarian gains +2 I, +2 A, and Relentless. Lasts until beginning of next Hero turn.
Librarian Level Upgrades
Choose 1 Each Level Up:
Martial Discipline: +1 WS and +1 Attack
Endless Stamina: +40 SP
Unyielding Spirit: +1 Invulnerable Save
Psychogenic Barrage: 30 SP: Shooting Phase: Place up to 3 Large Blast Templates within 18" of the Librarian, any enemy models under these templates suffer a Strength 6 AP 4 Wound, as per shooting.
Big Bang Attack: 40 SP: Shooting Phase: Center the 7" blast template over the Librarian all models under the template suffer a strength 7 AP 3 Wound, as per shooting.
Warpfield Cascade: 30 SP: Shooting Phase: Select an enemy unit within 12" of the Librarian, all models in that unit must pass an Initiative test or suffer instant death.
Earth Mover: 25 SP: Movement Phase: Place the Earth Mover Template anywhere within 12" of the librarian this template blocks line of sight for models attempting to draw line of sight across the template, models touched by the template are "tank shocked" as per the rules, and must be moved so none of them are on the template.
Flux Capacitor: 25 SP: Movement Phase: The Librarian may be placed anywhere on the board as long as he is at least 1" away from other models, he may still move normally if he hasn't already, he also gains Initiative and Weapon Skill 10 and may re-roll failed to hit rolls of any kind until his next turn.
Psycho Crusher: 30 SP: Assault Phase: Any enemy units engaged with the Psyker suffer 2d6 Strength 3 wounds with normal saves, these count towards combat resolution.
Holocaust: 40 SP: Assault Phase: Can only be used while the Librarian is engaged in close combat, center the large template over him, all models under the template are wounded on a roll of 3+ with normal armor saves. This is resolved at Initiative 1 and counts toward combat resolution.
Terminator Armor: The Librarian replaces his current armor saves with 2+, 5++ he is also now relentless but cannot perform sweeping advances, and if he had a plasma pistol or bolt pistol it is now replaced with a Storm Bolter with the following profile:
Storm Bolter 24" 4, 4, Assault 3
There are going to be many more characters but take this as the example.
Also in the works are :
Chaos Aspiring Champion
Also in the works are :
Chaos Aspiring Champion
Seraphim Superior
Eldar Warlock
Imperial Guard Lt.
Tau Crisis Suit....tau man.
And many more!
So stay tuned for a finalized version of all this
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