40k: Escalation -- Heroic Abilities (1 posts)

thread created on 3/9/20 at 09:36

Heroic Abilities

John Smith, 3/9/20 09:36
Heroic Abilities

HEROIC ABILITIES:

ADDITIONAL ABILITIES:

1. Inspirational Fighter: Re-roll hit rolls of 1 in Fight phase for friendly <SUB-FACTION> units within 6" of this model.

2.Beast Hunter: : You can re-roll failed wounds for attacks made by this model in the Fight phase if the target is a MONSTER unit.

3.Heroic: : This model can perform a Heroic Intervention if, after the enemy has completed all of their charge moves, it is within 6" of any enemy units, and can move up to 6" when doing so.

4.Duelist: Add 1 to this model's Strength and Attacks characteristics while it is within 1" of any enemy CHARACTER units.

5.Zealot: You can re-roll failed hit rolls in the Fight phase if it made a charge move, performed a HEROIC INTERVENTION, or was charged this turn.

6.Deadly Charge: Add 1 the Attacks characteristic of this model in the Fight phase if it made a charge move this turn.

7.Targeting Augury: Enemy units do not gain the benefit of cover to their saving throws against attacks made by friendly <SUB-FACTION> units within 6" of this model when the attack is made.

8.Directed Fire: Re-roll hit rolls of 1 in the Shooting phase for friendly <SUB-FACTION> units within 6" of this model.

9.Deadly Marksman: Add 1 to the Damage characteristic of ranged weapons used by this model.

10.Sundering Shots: Each wound roll of 6+ made for this model's ranged attacks inflicts 1 mortal wound on the target in addition to any normal damage.

11.Keen Eye: This model can target enemy CHARACTER units in the Shooting phase even if they are not the closest enemy model.

12.Defensive Fighter: When this model fires Overwatch, it successfully hits on rolls 5 or 6, instead of only 6.

13.Grudge: You can re-roll any hit, wound, and damage rolls made for this model's attacks that target the enemy Warlord.

14.Resilient: Each time this model loses a wound, roll a die, on a 5+ it does not lose that wound.

15.Camouflage: Add 2 instead of 1 to saving throws made for this model when it is receiving the benefit of cover.

16.Stealth Assault: Enemy units cannot fire Overwatch on this model.

17.Indomitable: All damage suffered by this model is halved (rounding up).

18.Impervious: This model regains 1 wound at the start of your turn.

19.Infiltrator: During deployment, you can set up this model in ambush, instead of placing it on the battlefield. At the end of any of your Movement phases it can reveal its location - set up anywhere on battlefield that is more than 9" from any enemy models.

20.Stealthy: Subtract 1 from hit rolls for attacks made from ranged weapons that target this model.

21.Hard to Kill: Wound rolls of 1, 2, or 3 made for attacks that target this model always fail, even if the attack has a Strength characteristic higher than this model's Toughness characteristic.

22.Strategic Feint: At the start of the first battle round but before the first turn begins, you can pick a friendly <SUB-FACTION> unit within 6" of this model and set it up again, anywhere wholly within your deployment zone. If your opponent has any units with similar abilities, roll-off; starting with the winner of the roll-off, take turns to resolve these abilities.

23.Swift Strike: You can always choose this model to fight first in the Fight phase even if it did not charge. If the enemy has units that have charged, or have a similar ability, alternate choosing units to fight with, starting with player whose turn is taking place.

24.Foresight: Once per battle, if this model is on the battlefield, you can re-roll one hit roll, wound roll, damage roll, or saving throw.

25.Inspirational Leader: Friendly <SUB-FACTION> units can use this model's Leadership instead of their own while they are within 6" of it.

26.Rallying Cry: You can re-roll failed Morale tests for friendly <SUB-FACTION> units while they are within 6" of this unit.

27.Icon of Retribution: Roll a die each time a friendly <SUB-FACTION> model within 6" of this model is slain in the Fight phase. On a 6, the unit that made the attack suffers 1 mortal wound after it has finished making its attacks.

28.Impetuous: You can re-roll failed charge rolls for this model.

29.Terrifying: Subtract 1 from the Leadership characteristic of enemy units while they are within 3" of this model.

30.Savage Riposte: Each time you roll a successful saving throw of 6 for this model in the Fight phase, the enemy unit that made the attack suffer 1 mortal wound after it has resolved all of its attacks.

31.Air Strike: Once per battle, in your Shooting Phase, you can pick an enemy unit, other than a CHARACTER unit, that Is visible to this model and roll a die. On a 1-4 nothing happens. On a 5+ the target unit suffers D3 mortal wounds.

32.Swift Advance: When this model Advances add 6" to its Move characteristic instead of rolling a D6.

33.Reactive Tactics: This model, and friendly <SUB-FACTION> units within 6", may charge even if they Fell Back that turn.

34.Strike and Fade: After this model has fought in the Fight phase, it can immediately pile in D3+3" in any direction, not just towards the closest enemy model.

35.Final Strike: If this model is slain, you can select an enemy unit within 3" and roll a D6, on a 2+ that unit suffers D3 mortal wounds.

36.Direct Fire: Each time you make a wound roll of 6+ in the Shooting phase for a friendly <SUB-FACTION> unit within 6" of this model, the AP characteristic of that attack is improved by 1.

WEAPON IMPROVEMENTS:

1.Auto Loader: Pick one of this model's ranged weapons. Increase the number of shots that weapon makes by 1.

2.Penetrator Rounds: Pick one of this model's ranged weapons. Improve that weapons' AP by 1.

3.High Caliber: Pick one of this model's ranged weapons. Add 1 to that weapon's Strength.

4.Improved Sights: Pick one of this model's ranged weapons. Add 6" to that weapon's Range.

5.Inferno Rounds: Pick one of this model's ranged weapons. Units do not receive the benefit of cover to their saving throws against attacks made by this weapon.

6.Artificer weapon: Pick one of this model's weapons. Add 1 to that weapon's Damage.

7.Finely Balanced: Pick one of this model's melee weapons. Add 1 to that weapon's Damage.

8.Shredder: Pick one of this model's melee weapons. You can re-roll failed wound rolls for attacks made with this weapon.

9.Brutal: Pick one of this model's melee weapons. Improve that weapon's Strength by 1.

10.Razor-edged: Pick one of this model's melee weapons. Improve that weapon's AP by 1.

11.Heirloom: Pick one of this model's melee weapons. Each unmodified roll of 6 made for attacks with this weapon scores 2 hits instead of 1.



PSYCHIC ENHANCEMENTS (PSYKER CHARACTERS ONLY):

1.Psychic Might: Add 1 to the number of psychic powers this character can manifest in your Psychic phase.

2.Adamantium Will: Add 1 to the number of psychic powers this character can attempt to deny in you opponent's Psychic phase.

3.Master of Lore: Add 1 to the number of psychic powers this model knows from one of the psychic disciplines available to them.

CHARACTERISTIC MODIFIERS:

1.Courageous: Add 1 to Leadership characteristic.

2.Ferocious Combatant: Add 1 to Attack characteristic.

3.Mighty: Add 1 to Strength characteristic.

4.Dead-eyed: Improve Ballistic Skill by 1, to a maximum of 2+.

5.Fleet: Add 2" to Move characteristic.

6.Blademaster: Improve Weapon Skill by 1 to a maximum of 2+.

7.Enhanced Physiology: Add 1 to Toughness characteristic.

8.Toughened Armor: Improve Save characteristic by 1 to a maximum of
2+.

9.Divine Protection: Improve invulnerable save by 1 to a maximum of 3+, or grant 6+.

10.Heroic Constitution: Add 1 to Toughness characteristic.

Edited by: John Smith on 3/9/20

Heroic Abilities