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Heroes of Ordo Fraternitas

Character Creation Rules

Written by Jeffrey Wild Edited by Jeffrey Wild

Inspired by Games Workshop and the local GW Retail Stores

V3.0

How to use the Heroes of Ordo Fraternitas Character Creation rules in your games.

These rules are meant to be used on club nights for open play or for most Club ran campaigns. Its not to say that you can not use them outside of the club but you will of course need your opponents permission. Set forth are the rules we use in governing these characters within our club. Feel free to use these guidelines for your own clubs and campaigns. 1. Heroes Upgradeable characters are generally HQ selections within your chosen codex that do not have an individual name. (Special characters are excluded from using these rules) In some rare occasions the selections may come from another section of your codex such as Elite inquisitors in the Daemon Hunter codex. All characters made with these rules are considered to be Heroes of some sort or another. As such, your force may only ever consist of one hero. Regardless of the Apocalypse rule set you may not include multiples of this same hero or more than 1 hero period. Heroes take 1 HQ slot unless their rules indicate otherwise. All appropriate upgrades must be modeled. There is no exception. We understand that Psychic powers and some other stuff cant be modeled but I think you guys know what needs to be and what doesnt. Once you register your hero in the proper place all wargear and options the character has will be locked. (See #2 for more info) You can not change choices later down the road unless the Character Creation rules change and a selection is no longer viable. When you register your Hero you need to include some storyline of the character. We are not judging this but put a little effort into it. What makes this guy so special or nefarious? Your Hero must be fully painted. I would recommend converting up a nice figure to represent your Hero. There is no reason to have just a plain old model be somebody that is spectacular. 2. Registering your Hero Your club will either have an online forum to register your character or a Character registration sheet available at events. Unregistered characters will not be allowed in any game play. 3. Stat Increases None of the stat increases in the following rules count as the normal stats of the model. You use their unadjusted stats for anything from figuring what the natural toughness of a model is or what their normal armor saves is. No stat may be adjusted above 10. 4. Get Playing Simple enough, now that you are done building your character get to rolling dice already.

Stat Increases
A Character may choose up to three upgrades listed below at the listed point costs. (Items marked with a * may not be purchased more than once.) +15 points Each +1 Weapon Skill +1 Ballistic Skill +1 Initiative +20 points Each +1 Strength* +1 Toughness* +1 Wound* +1 Attack

Skills and Abilities


The Character may choose up to three upgrades listed below at +20 points for the first, +35 for the second and +50 for the third. No ability may be purchased more than once. Skills marked with a * are usable by any squad the character is attached to. Force Weapon (Psychers only)
The Character counts as having a force weapon. If the character is already armed with a force weapon it may be used to inflict Instant Death on any model regardless if they are immune to Instant Death. Infiltrate/ Scout (choose one)* The character gains the infiltrate or the Scout special rule. If the character already has the infiltrate special rule he may deploy as if he was out of line of sight to any enemy models. If the character already has the scout special rule he may make a double move before the game starts but still may not end his move within 12 of an enemy unit. If the character has either rule and chooses to Outflank he may roll 2 dice and choose which result he wants when deciding what board edge to come in from. Infiltrate/ Scout may not be chosen by a model in terminator armor, on a bike, wearing a jump pack or with the Mark of Khorne. Psychic Power

Righteous Zeal
The Character counts as having the Righteous Zeal special rule. If the character already has it any unit from that charges into close combat and has at least 1 model within 12 of the character as well as in line of sight may re-roll failed to hit rolls on the turn they charged.

Feel No Pain
The Hero receives the Feel no Pain universal special rule. If the Character already has Feel no Pain he may use it against attacks that normally wouldnt allow a chance. Psychic Null (Characters who have access to psychic powers only) . The Character counts as having a psychic hood. If the character already has a psychic hood or the equivalent the character may roll 2d6 and pick the highest when trying to negate powers. Fleet of Foot The Character gains the fleet of foot special rule. If the character already has the Fleet of Foot special rule once per game he may grant the special rule to any squad he is attached to. Invulnerable The character gains a 5+ invulnerable save. If the character already has an invulnerable save he gets +1 to the invulnerable save. (3+ is the maximum it may be increased to) Rending The character gains the rending special rule in close combat. If the character already has the rending special rule for close combat his attacks rend on a 4+ to wound roll instead of a 6+.

The character counts as a psycher and can take any one psychic power from its own codex. If no psychic powers are in your codex use the Supreme Psycher table in Codex Imperial Guard. If the character is already a Psycher he may choose any one power from any codex. Fearless* The Character gains the fearless special rule. If he already has the fearless special rule he can choose to pass or fail any moral check he is required to make. Poison Attacks The Character can choose either shooting or close combat. Any attacks he made in the chosen phase count as having the Poison special rule. If these attacks already count as having poison they then count as always being of the same strength or higher no matter what the toughness of the target is. Psychic Void If the character is the target of a psychic power, within its area of effect or is cast within 6 of him it will automatically fail and the caster will suffer perils of the warp attack. Any innate psychic power will also be turned off while within 6 of the character. The character may not purchase psychic powers, force weapons or other psychic type war gear. Master Crafted All of the characters weapons may re-roll failed to hit rolls. These may only be re-rolled once regardless of other rules.

Blood Weapon Any rolls to hit in close combat by the character of 6 may will add one more dice to roll an attack with. Defensive Grenades*

Furious Charge* The Character counts as having the Furious Charge Special Rule. If he already has the Furious Charge Special Rule then he receives either +2 to strength or initiative on the turn he charges but not both. Acute Senses*

The Character and any unit he is attached to counts as having defensive grenades. Daemonic Weapon If the character has a power weapon or its equivalent he counts as having a standard Daemon Weapon from Codex Chaos Space Marines. (Daemonic Weapon may not be taken if Grey Knights or non radical Inquisitors are present in the army.) Blade Singer/ Sniper (choose one) In Close Combat (Blade Singer) or shooting (sniper) the character may single out one individual model with some or all of his attacks. This model will be the only one affected by nominated attacks. Counter Attack* The Character counts as having the Counter Attack Special Rule.

The Character counts as having the Acute Senses Special Rule. If he already has it he may roll another d6 and add it to the result of the first two dice. Alternate Force org If the character has the Alternate Force org ability any force which includes him in it may count one non troop unit as a troop selection. Relentless* The Character gains the relentless Special rule. If he already has it he may charge a different unit then the one he shot at. Eternal Warrior The Character gains the Eternal Warrior special rule. If he already has it D strength weapons will only do 1d3 wounds of damage against him.

Special thanks to the GW stores for their original ideas for the Dark Crusade campaign. Thanks to Gerald Biochini for his input throughout all of the versions and their updates. His use of these rules within his own club, Adeptus Fanaticus, has shed much light onto the project. I think this time we have the best possible streamlined version of the rule set that should stand the test of time with only updates coming to add new abilities that GW provides us special rules for with each new codex release. Enjoy these rules for what they are. They are not meant for competivive play. Any input feel free to email me at jwild2002@yahoo.com
All artwork and trademarked terms are used without permission and their rights are in no means meant to be challenged.

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