Warhammer Fantasy: Character Traits
This page is a Warhammer Fantasy House Rule that allows you more freedom to customize your characters and helps them fight in response to the recent powercreep caused by The End Times.
Each Trait has a listed points cost. Heroes may take up to 50 points worth of traits while Lords may take up to 100 points worth of traits. Traits unique to a specific army book (such as Vampire Powers and Chaos Mutations) have their points limit bound to this pool instead of the magic items pool. These traits are divided up into five categories: Slayer, General Combat, Leadership, Divine Powers and Strategic. Each of these have restrictions on who they can be given to (except for leadership) which will be explained in their appropriate section.
Some of these traits are made up but others are stolen inspired by similar traits present in the army books.
Slayer
These traits are meant for the ultimate warriors, those who devote all their efforts into slaying the toughest and strongest of opponents.
These are only available to Bretonnian Lords, Paladins, Beastlords, Doombulls, Wargors, Gorebulls, Bloodthirsters, Keepers of Secrets, Heralds of Khorne and Slaanesh, Dreadlords, Masters, Assassins (both Dark Elf and Skaven), Daemon Slayers, Dragon Slayers, Templar Grand Masters, Princes, Nobles, Infernal Castellans, Bull Centaur Taur’ruks, Saurus Oldbloods and Scar Veterans, Tyrants, Bruisers, Ork Warbosses (Normal, Savage and Black), Ork Big Bosses (Normal, Savage and Black), Tomb Heralds, Vampire Lords, Vampires, Wight Kings, Strigoi Ghoul Kings, Daemon Princes, Chaos Lords, Exalted Heroes, Glade Lords, Glade Captains and Waywatchers.
- Slayer (50pts): The character has the Heroic Killing Blow special rule.
- Challenger (25pts): The character must always issue and accept challenges but may re-roll all failed rolls to hit and to wound during a challenge.
- Jouster (25pts): Mounted models only. The character may re-roll failed rolls to hit when charging with a spear or lance.
- Blood Lust (35pts): For each attack that the character hits and wounds with on the charge (before saves), it may make an additional attack. Extra attacks are not generated if these attacks hit and wound.
- Counter (30pts): Against enemies with a higher strength than itself, the character may re-roll failed rolls to hit and to wound.
- Riposte (20pts): For every attack that fails to hit the character, the character may make an attack against the enemy model that hits on a 5+ regardless of Weapon Skill. This attack may not be re-rolled.
- Dodge (30pts): Infantry (not Monstrous Infantry) only. The character has a 5++ Ward save.
- Maim (50pts): The characters close combat attacks have the Multiple Wounds (D3) special rule.
- No Escape (50pts): The character can re-roll failed rolls to hit in challenges. In addition, the enemy cannot refuse a challenge made by the character.
- Monster Hunter (25pts): The character adds +1 to its rolls To Wound against enemies with the Large Target special rule.
General Combat
These are abilities that can be learned by any fighter. Only those who devote themselves completely to some other form of warfare are unable to learn these abilities.
Any character except for Treeman Ancients, Spellweavers, Spellsingers, Master Necromancers, Necromancers, Tomb Banshees, Necrotects, Liche Priests, Liche High Priests, Grey Seers, Warlock Engineers, Ork Shamans (Normal and Savage), Goblin Shamans (Forest and Night), Slaan Mage-Priests, Skink Priests, Archmages, Mages, Wizard Lords, Battle Wizards, Master Engineers (Empire and Dwarf), Supreme Sorceresses, Sorceresses, Changers of Ways, Heralds of Tzeentch, Prophetesses of the Lady and Damsels of the Lady may take traits from this category.
- Bold (35pts): The character and the unit it is with adds D3 to its charge distance.
- Fanatical (25pts): The character and any unit it is with has the Frenzy special rule.
- Grizzled Warrior (40pts): All successful to wound rolls against this character must be re-rolled.
- Weapon Master (20pts): The character gains +1 Weapon Skill and may re-roll one failed roll to hit each combat phase.
- Marksman (10pts): The character ignores penalties for shooting at long range and can re-roll failed rolls to hit with missile weapons.
- Mighty (15pts): The character does not have the Always Strikes Last special rule when wielding a Great Weapon.
- Ride Master (20pts): Mounted models only. The character and its unit may re-roll one dice when determining their charge distance.
- Skilled (15pts): Infantry only. The character may re-roll 1’s when rolling to hit in close combat and may re-roll failed parry saves. If their parry save is already replaced with a better ward save then they may make a parry save in addition to their regular ward save.
- Swift (15pts): The character has +1 initiative. Note that initiative still can’t go above 10.
Leadership
All characters are expected to lead and as they gain experience in this role they learn how to better inspire and direct the soldiers under their command.
Any character may take traits from this category.
- Stubborn (50pts): The character is Stubborn.
- Disciplined (35pts): The character and any unit it is with is Steadfast as long as they have at least one complete rank.
- Stoic (35pts): The character and its unit rolls 3D6 for all Leadership tests and discards the highest.
- Dutiful (30pts): Not available to the General. A character with this trait adds +1 to the combat resolution of any fight of which it is part as long as the General is still alive.
- Tyrannical (30pts): Any friendly unit within 6" of the character may re-roll failed panic tests.
- Loner (25pts): The character has the Stubborn special rule but may not join any unit.
- Medicinal Knowledge (30pts): The Character and the unit it is with has the Regeneration (6+) special rule.
- Charismatic Leader (30pts): General only. The character’s Inspiring Presence range is increased by 6”.
- Drillmaster (20pts): The character and any unit he joins may re-roll failed tests to Rally, March, Reform and Redirect charges.
- Immune to Psychology (15pts): The character and his unit have the Immune to Psychology special rule.
- Leader (10pts): The character has +1 leadership. Note that Leadership still can’t go above 10.
- Fast Cavalry (10pts): Cavalry only. The character has the Fast Cavalry special rule. This trait may not be taken by characters that gain a +2 armor save bonus from their mounts (due to barding or a special rule) or characters that have a 3+ armor save or better (this includes the bonus from being a cavalry model).
Strategic Traits
These traits are for those who have devoted themselves to the strategic aspect of war, succeeding primarily through outwitting their opponents rather than through brute force or skill at arms.
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, Hunters, 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 affects a chosen unit within 12” 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 (25pts): For every character with this trait, one unit of Core Infantry (not Monstrous Infantry, just Infantry) may scout.
- Forward March (30pts): All infantry units within 12” of the character may make a Vanguard move of 6” before the battle starts.
- Scouting (30pts): 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 (20pts): 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 does not gain any combat bonus for 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.
Divine Powers
These traits are divine in nature, power granted by the gods so that their mortal priests may carry out their bidding.
These traits may only be taken by Branchwraiths, Treeman Ancients, Lich Priests, Lich High Priests, Skink Priests, Slaan Mage-Priests, Anointed of Asuryan, Handmaidens of the Everqueen, Arch-Lectors, Warrior Priests, Witch Hunters, Death Hags, Prophetesses, Damsels, Supreme Sorceresses, Archmages, Spellweavers, Sorceresses, Mages, Spellsingers, Shadowdancers and Firebellies.
- Their Will Be Done (30pts): Every unsaved wound inflicted by the character in close combat counts as two for the purposes of combat resolution.
- Holocaust (35pts): Bound Spell, Power Level 5. Place the small round template anywhere within base contact with the character. All models, friend or foe, covered by the template suffer a S4 hit. Against Daemons, Undead and Wizards the Strength is increased to 5.
- Sanctuary (35pts): Bound Spell, Power Level 3. Remains in play. While active Daemons and Undead treat all terrain within 3” of the character and its unit as impassable terrain during the movement phase.
- Blessed (40pts): The character and any unit it is with may re-roll failed armor saves. Other characters in the unit are unaffected.
- Scourging (25pts): Bound Spell, Power Level 3. Scourging is a magic missile with a range of 18” that causes D6 S5 hits.
- Divine Pronouncement (25pts): Bound Spell, Power Level 3. Target one enemy unit within 18” which is not in close combat. This unit must immediately take a Panic test. If the characters leadership is greater than the enemy unit, the test if modified by the difference.
- Might of the Gods (20pts): Bound Spell, Power Level 4. Might of the Gods doubles the basic strength of the user until the start of its next turn, but may not use any magic weapons while Might of the Gods is in effect.
- Sword of the Witches (20pts): Bound Spell, Power Level 4. All enemy wizards within 18” must pass a Leadership test or take D6 S4 hits as divine purity consumes them.
- Purge (15pts): Bound Spell, Power Level 3. Target one enemy model that is within 24” of the character that is within line of sight. Both players roll a D6 and add the leadership of their respective models. If the casting character rolls higher than the target model, the targets leadership is reduced by 3 until the start of the characters next magic phase.
- Word of God (30pts): All enemy units attempting to charge the character or its unit must pass a leadership test. If they fail, they may not charge that turn.
- Resistant to Magic (20pts): The Character has the Magic Resistance (1) special rule. If the character already has Magic Resistance then it is improved by 1. This trait may be taken multiple times. Note that Magic Resistance cannot go above 3.