For each Hero in your Warband, you may choose from one of the Archetypes presented here. Each of those Archetypes has an array of abilities. You may pick one of those abilities and they may use it when that hero is the General of your army and is on the board. Some of them give you abilities you may use before the game begins and some give you abilities you can use as a Command Ability for a turn instead of the one in your Warscroll.
If you lost your last game you will gain a token of Failure’s Desperation, with an additional token for every 5 points by which you lost (do not factor in the points for having a fully painted army in this comparison). These tokens can be used on a one token for a one time use of one of the other abilities of your Archetype. These tokens do not carry over from game to game, so use them!
Your Hero is more comfortable in the shadowy corners than leading his ragtag troupe from the front. He has an eye for deception, and knows the ways of a silent death.
• Assassin: You may choose your Assassination secondary objective target instead of your opponent
• Disengage: When you select this Hero in the combat phase, instead of piling in to make an attack, you may move him up to his movement rating. If he is no longer within 3” of an enemy unit he is no longer engaged, otherwise you make attack whichever unit is still within range, but you do not get a pile in move
• Smoke Grenade: You gain the Command Ability – Smoke Grenade. During your hero phase, select a unit within 12”, that unit has a -1 penalty to both being targeted with ranged attacks as well as performing ranged attacks themselves until your next hero phase
• Disguise: Chose a terrain feature in secret. You may reserve a unit during your deployment. Reveal the terrain feature you selected and that unit may deploy on or within 3” of that terrain feature, and more than 9” from any enemy models, in the movement phase of any of your turns. This counts as their movement phase.
• Poisoned Blades: Once per game, your general can coat his weapon in a vile toxin. Declare you are using this ability as you activate this Hero in the combat phase. If your general causes any wounds in this combat phase, at the end of the combat phase roll a die for each wound caused. On a 4+ the unit he attacked takes a mortal wound as the poison wrecks its havoc.
Your Hero is a warrior through and through. He was going to be fighting anyway, it just so happens he caught the eye of a few others and they now follow him, knowing his instincts will bring them glory on the battle field.
• Demoralize Them: You may choose your Blunt secondary objective target instead of your opponent
• Flanking Maneuver: Chose a board edge in secret. You may reserve a unit during your deployment. Reveal the board edge you selected and that unit may deploy anywhere along that edge more than 9” from any enemy models in the movement phase of any of your turns. This counts as their movement phase.
• Pick Your Battles: You may always decide to either pick table sides or deployment order instead of a roll-off. If both generals have this ability then roll off, as per usual
• Tactical Advantage: You gain the Command Ability – Tactical Advantage. During your hero phase, select a unit within 12”. Until your next hero phase you may reroll 1’s for two of the following; hit rolls, wound rolls or save rolls. These rerolls only apply in the combat phase
• Blacksmithing: After deployment, select one of your units. Choose whether to give that unit a +1 to save rolls or a +1 to wound rolls in the combat phase. This bonus expires after the first combat phase this unit is involved in.
Your Hero relishes the outdoors, and knows how to use the wild spaces to his advantage. He also has a knack for ranged combat, and knows how to train his followers in his ways.
• Lay of the Land: Before deployment select d6 terrain features. For each of those features you may move them around board by 2d6 inches (roll for each terrain piece)
• Quick Deployment: After deployment is complete, select one unit you have deployed. That unit may immediately make a 2d6” move. This move may not bring that unit within 3” of an enemy unit
• Warning Shot: After deployment, select one enemy unit that your general can see. On a 2+ that unit takes a mortal wound
• Favorable Wind: After deployment, select a friendly unit with a ranged attack. For your first turn, that unit’s range in increased by 25%, rounding up.
• Fly True: You gain the Command Ability – Fly True. During your hero phase, select a unit within 12”, that unit may reroll 1’s in the shooting phase for both hit and wound rolls as long as there is no enemy unit within 3” until your next hero phase
Your Hero was born from privileged blood, or at least he would lead his followers to believe. He uses his superiority much like his weapon to secure victory.
• Duelist: In any combat where all of your attacks are directed at a unit consisting of only a single model, you have a ‘+1’ to hit. This applies only to any weapons the general is using, not his mount
• Shining Example: You gain the Command Ability – Shining Example. During your hero phase, you may select all friendly units within 12” of this Hero. They may use his Bravery Score until your next hero phase as long as they stay within 12” of the Hero
• Disapproving Glare: Once per game, if a unit within 12” of this hero has any models flee during the Battleshock Phase, roll a die for each model. On a ‘2+’, they notice their General’s disapproval of their cowardice and do not flee instead
• Custom Armor: After deployment, select a friendly unit. That unit can reroll any dice when determining the distance it can run or charge in the first two turns of the game due to its armor being extra light and non-intrusive
• Family Heirloom: Your general has a family heirloom with latent magics from the old world still bound within it. After deployment, declare if the heirloom has the arcane bolt or the mystic shield spell bound to it. The general may cast that spell as if he was a wizard with all of the normal ranges and casting values of that spell. If the casting roll contains any doubles, then the heirloom is out of energy, and may not be used for the rest of that game
Your Hero sees his followers as a means to an end. He cares little for their wellbeing and focuses solely on his victory, which is always within his merciless grasp.
• Reckless Savagery: You gain the Command Ability – Reckless Savagery. During your hero phase, you may select a friendly unit within 12” of your general. That unit increases its rend value with all of its melee weapons by one and adds one to all wound rolls for its melee weapons. However, any melee attacks that come up with an unmodified roll of 1 do their damage back to the attacker, and these 1’s cannot be rerolled (roll to wound and make your saves as per normal, but using the increased wounds and higher rend values due to this power)
• Executioner: Once per game when you select a friendly unit within 3” of your general in the combat phase you may remove any number of models from that unit as casualties. These losses do not count towards battleshock. For each model killed, gain one of the following abilities for that combat phase; reroll missed hits, reroll failed wounds, plie in 6” instead of 3”, become immune to battleshock this turn
• Get Them!: Any friendly unit that starts its charge phase within 6” of your general may roll an extra dice for its change distance, and drop the lowest
• Horrific Visage: Any successful battleshock tests your opponent makes within 12” of your general must be rerolled
• Rage Incarnate: At the end of your deployment phase, you may select one of your units. That unit causes fear to any enemy unit within 6” of it. The affected units must subtract 1 from their Bravery scores for as long as they stay within range of this unit
Your Hero is more of a scholar than a warrior, but this knowledge serves him well on the battlefield.
• Esoteric Lore: This Hero may unbind spells as if he was a wizard. If he is already a wizard, then add 2 to any unbinding rolls
• Tap into the Void: Whenever your hero casts a spell, you may opt to add up to 3 more dice to your casting. If you roll any doubles, the hero takes d3 mortal wounds
• Becalm Energies: You gain the Command Ability – Becalm Energies. During your hero phase, you may target a terrain feature your wizard can see within 18”. Until your next hero phase you may change that type of terrain into a different type of terrain. You may instead make the terrain feature have no special rules until your next hero phase instead (it will still boost the save of a unit in it, but all other features are nullified)
• Feign Flight: Once per game, when you select a unit for the combat phase within 12” of your general. That unit may make a move up to their movement rating. This must be used to get them out of combat (more than 3” from any enemy model). If they cannot, then you cannot use this ability, but you do not lose its use
• Hidden Arcana: At the start of the game, you may forgo either the Assasination or the Blunt secondary objective. Instead of having the enemy pick a target for that objective, you may pick a terrain feature in your opponent’s side of the board. You get the 4 secondary points you gave up from Assassinate or Blunt if you control that terrain feature at the end of the game. To control a feature you must have more models on the feature, or within 3” of it, than your opponent.