Characters
Character models are independant figures that can act as powerful force multipliers across the battlefield.
Designing Characters
Characters are described with Character Levels, which grant an amount of points that can be spent to modify the basic profile of that character. These points may be spent on a one-to-one basis, but note that there is a maximum attribute score of 10 - no raises from this or even later mutations can raise the base attribute of a character above 10. You should also take note that for every five points allocated, you must raise at least four statistics. Beyond that, there is a maximum number of points that may be spent on any one statistic, as noted here:
Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
+0 | +3 | +3 | +1 | +1 | +3 | +3 | +3 | +3 | +3 | +3 | +3 |
Take core to note the bonus given to Leadership, Intelligence, Cool, and Willpower, as well as the final value. The amount that these are increased by are also temporarily given to squads they may lead. Savvy leaders might continue to raise these values above 10 for that reason.
Independant Characters
Independant character models may move, charge, and fight on their own without the support of a formation.
Turns and Wheels: A character model has no restrictions on turning, and may move in any direction - though it must face the direction it is moving appropriately. If it is moving backwards, its movement is reduced as is normal.
Difficult Ground: Characters count Difficult Terrain as open ground and Very Difficult Terrain as Difficult Terrain.
Obstacles: Character models have their movement reduced by one quarter instead of one half.
Facing a Charge: Character models are turned to face a charge for free unless already engaged in combat, overriding anything that prevents turning.
Associating with Units
If in base to base contact with a unit consisting of at least five non-character models, the character is associated with that unit. Association brings many benefits, including greater protection from being shot. Associated characters are placed in formation under the command if the unit's Leader, and follow normal rules for formations and combat. The character model may take the place of its Leader if their Leadership score is higher than the Leader's Leadership score, and may declare a transfer of Leadership back to the original Leader at the start of any Movement phase.
Joining: If placed in base-to-base contact with a unit, the character becomes associated and may be placed anywhere within it, displacing models into the back row.
Leaving: May leave at the start of the Movement phase so long as it is not the unit Leader or has transferred Leadership in the same turn. May only leave a unit in Combat if not engaged. May not leave if subject to psychology or any effect that controls movement.
Association: The character is subject to all psychological effects and other rules that affect the entire unit.
Generals
The character with the highest Leadership may be designated as the General. All friendly units within 12" of the General may use the General's Leadership value.
Lower Leadership Characters may be designated as subcommanders. Roll 2D6 before battle for their Leadership range, which may only affect units of their Species.
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