Main
Articles
Rumours
Tactics
Battle reports
Unofficial addons
New army lists
Scenarios
Painting
Short stories
Files
Odds & ends
Links
Help
Contact me



Heroic acts

During the combat phase, a player may select character models to perform heroic acts. Each character may attempt only one heroic act during each combat phase. The character must pass a Test of Heroism: a 1D6 roll on or under some stat, like Leadership or Initiative. A 1 always passes, a 6 always fails.

If the test is passed, the character may act heroically. All the tests must be performed on the character's own stats (a hero cannot use a general's leadership to perform an heroic act, for example.) But the Battle Standard can be used to inspire the character to steel his courage and retry any test of heroism. Do not consider magical enhancements to stats, use the character's base values only. True heroism comes from the heart and cannot be inspired by the artifices of magic.

Bolster

The hero dashes to a line threatened by a charging enemy. Test on Initiative.

When a unit is charged, a character model in the charged unit may be moved to any line that is being charged. Swap places with an RnF model in the charged line. You can move the character out of combat. Move the character when the charge is declared, but before it is determined if the charge is successful.

Sacrifice

The hero recklessly throws his body between a hand combat opponent and a beloved leader or close friend. Test on Leadership.

Declare attacks and resolve combat in the normal order. When hand attacks are ready to be rolled against a character (the target), another character in the unit may sacrifice himself. All declared attacks from one opponent model against the target character are deflected to the sacrifice. Do not roll to hit and wound the sacrifice as all deflected attacks, and remaining declared attacks, against the sacrifice automatically hit and wound. Roll armor saves and device of protection saves as normal. The sacrifice and the target characters can do nothing else for the rest of the combat phase. Do not count excess wounds against the sacrifice towards combat resolution.

Defiance

The hero defies an overwhelming onslaught of attackers while all about him flee in a panic. Test on Leadership.

When a character's unit is defeated in combat, but before the break test is performed, announce defiance. Now roll the break test. The unit cannot test on a defiant character's leadership. If the unit breaks, then roll the test of Heroism for each defiant character. Characters failing their test must flee with the unit. Those passing the test retain their positions. Another round of combat immediately ensues in Initiative order, but just between the defiant characters and the enemy. If the defiant characters loose this combat, they are destroyed by the enemy onslaught. Enemy units opposed by defiant characters, even if the defiant characters are destroyed, cannot pursue this combat round.

Written by: Carmen A Tanzio