Editing
Warhammer Fantasy: Character Traits
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Strategic Traits== These traits are for those who have devoted themselves to the strategic aspect of war, succeeding through outwitting their opponents rather than through brute force, skill at arms or overwhelming numbers. These traits may only be taken by Changers of Ways, Heralds of Tzeentch, Black Ark Fleetmasters, Dwarf Lords, Thanes, Generals of the Empire, Captains of the Empire, Sea Helms, Loremasters of Hoeth, Sorcerer-Prophets, Skink Chiefs, Goblin Bosses (Forest and Night), Goblin Warbosses (Forest and Night), Verminlords, Warlords, Grey Seers, Chieftains, Tomb Kings, Tomb Princes, Vampire Lords, Master Necromancers, Vampires, Necromancers, Daemon Princes, Sorcerer Lords, Sorcerers, Treeman Ancients and Shadow Dancers. Traits with the Order type can be activated once per turn during the specified phase and affect a chosen unit within 12β of the character. Roll a D6 for each time an Order is used, on a 2+ the described effect occurs but on a 1 the Order is misheard and doesn't cause any effect. *False Orders (20pts): Before the battle begins, nominate D3 enemy units for every character with this trait. These units will be subject to Stupidity on their first turn. This ability does not affect units that are Immune to Psychology. *Spies (15pts): D6 enemy units chosen by the player controlling the character must reveal all their Magic Items and hidden units like Assassins before the battle starts. *Master of Intrigue (15pts): For every character with this trait, one Core unit may deploy as Ambushers unless they are a cavalry unit without the Fast Cavalry special rule. *Forward March (30pts): All infantry units within 12β of the character may make a Vanguard move of 6β before the battle starts. *Scouting (15pts): General only. The player may add +1 to the roll for choosing which table side to deploy on and whether or not to deploy units (including scouts) first or second. *Rapid Deployment (30pts): General only. The player may add +1 to his roll to see who goes first. *Cunning (20pts): The player may keep one of his units to be deployed at the same time as his scouts. This unit must be placed in his deployment zone as normal. *Rapid Reform (30pts) (Order): Activate in the Remaining Moves phase. The unit may Reform without suffering movement penalties. *False Flank (25pts) (Order): If charged in the flank the unit may perform a swift reform (following the normal rules) to face the enemy to the front as a charge reaction, provided that they are not already in combat. *Strike as One (25pts) (Order): Activate during the Close Combat phase. If the unit charged this turn they receive a +1 bonus to hit this close combat phase. Any characters in the unit are unaffected. *Schiltron (25pts) (Order): Activate as a Charge Reaction. The unit has no flanks or rear while in this formation. However, a unit in a Schiltron formation halves (rounded down) any combat bonus result gained for having extra ranks. *Fire and Move (20pts) (Order): Activate during the shooting phase. The unit may fire their ranged weapons even if they have marched this turn. *Feigned Retreat (20pts) (Order): Activate during the Movement phase. Until the next turn, the unit ignores panic caused by friendly units fleeing through them, as well as friendly units breaking from combat. *Reflect Light (15pts) (Order): Activate as a Charge Reaction. Units with shields only. Any enemy unit charging a unit with the Reflect Light lose all charging bonuses in the ensuing combat phase. *Shield Wall (15pts) (Order): Activate in the Remaining Moves phase. If the entire unit is equipped with shields and consists entirely of infantry (not Monstrous Infantry), it may form a Shield Wall as a reform. The unit adds +2 to their armor saves against missile attacks but may not march. Upon entering combat, they immediately break the formation.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information