- Blogs
- Thade's Blog
- Comment permalink
Comment permalink
LATEST UPDATE: All upgrades have been reduced by 5 pts. Many upgrades have been removed due to potential abuse.
These rules were originally from the 40k Fight Club for 4th Ed. I've updated them to 7th edition and would like to share them for people to playtest. Please sound off in the comments with suggestions (and please note whether you've tried the rules or are making suggestions based on observation). These should be considered Beta rules and changes will be made based on playtesting.
ALWAYS GET YOUR OPPONENT'S PERMISSION BEFORE USING THESE RULES.
Heroes of Ordo Fraternitas
Character Creation Rules
Written and Edited by Jeffrey Wild
Updated for Seventh Edition and Edited by Ian C. (Thade)
Inspired by Games Workshop and the local GW Retail Stores
V5.2
How to use the Heroes of Ordo Fraternitas Character Creation rules in your games.
These rules are meant to be used for fun games, such as club games, campaign games, or just some good old garage hammer. Always get your opponent’s permission before using these rules.
Set forth are the rules to govern these characters. Feel free to use these guidelines for your own clubs and campaigns.
1. Heroes
Upgradeable characters are character selections within your chosen codex that do not have an individual name. (Special characters are excluded from using these rules).
[AMENDED]All characters made with these rules are considered to be Heroes of some sort or another. As such, your force may only ever contain one hero in a regular game of 40k. In Apocalypse, all bets are off.
Heroes are generally HQ choices, but you may build a Hero squad leader to add flavour. Certain restrictions apply (see below). If your hero is 225 points or more, they become a Lord of War instead of an HQ (squad leaders must be less than 225 points).
All appropriate upgrades must be modeled. There is no exception. We understand that Psychic powers and some other stuff can’t be modeled but I think you guys know what needs to be and what doesn’t.
Once you register your hero in the proper place (iToySoldiers, campaign website, gaming club forum, local store bulletin board, wherever) all wargear and options the character has will be locked. (See #2 for more info). You cannot change choices later down the road unless the Character Creation rules change and a selection is no longer viable.
When you register your Hero you need to include some storyline of the character. You won’t be judged on this, but put a little effort into it. What makes this guy so special or nefarious? Make sure the character has a name.
Your Hero must be fully painted. I would recommend converting up a nice figure to represent your Hero. There is no reason to have just a plain old model be somebody that is spectacular.
2. Registering your Hero
For campaigns or clubs, post your Hero online (either iToySoldiers or whatever forum or website your club uses) with all the rules, backstory, and at least one picture.
3. Stat Increases
No stat may be adjusted above 10.
4. Get Playing
Simple enough, now that you are done building your character get to rolling dice already.
Options marked with “***” are limited to HQ or Lord of War choices only.
Stat Increases
A Character may choose up to three upgrades listed below at the listed point costs. Each may only be purchased once
+5 points each
+1 Weapon Skill
+1 Ballistic Skill
+1 Initiative
+10 points each
+1 Strength***
+1 Toughness***
+1 Wound***
+1 Attack
Skills and Abilities
The Character may choose up to three upgrades listed below at the indicated points cost. No ability may be purchased more than once. Skills marked with a “*” are usable by any squad the character is attached to. Weapon upgrades marked with “**” are limited to one per weapon.
Level 1 Skills—10 points each
[REMOVED] Adamantium Will
The Character gains the Adamantium Will special rule.
[REMOVED] Acute Senses
The Character gains the Acute Senses special rule.
[REMOVED] Night Fighter
The Character gains the Night Vision special rule.
[REMOVED] Crusader
The Character has the Crusader special rule.
Fear
The Character has the Fear special rule.
[REMOVED] Bring It Down
The Character gains the Tank Hunters and Monster Hunters special rule.
[AMMENDED] Blade Singer
The Character gains the Precision Strikes special rule. If he already had Prescision Strikes, he makes a Precision Strike on a roll of 4+ instead of 6.
[AMMENDED] Sniper
The Character gains the Precision Shots special rule. If he already had Prescision Shots, he makes a Precision Strike on a roll of 4+ instead of 6.
Furious Charge
The Character gains the Furious Charge special rule.
Hatred
The Character and his unit have the Hatred (X) special rule. Note which Codex is hated.
[REMOVED] Move Through Cover
The Character has the Move Through Cover special rule.
Poison Attacks**
One of the Character’s weapons has the Poisoned (4+) special rule. If the weapon is already Poisoned, it becomes Poisoned (2+). Note which weapon is affected.
[AMMENDED] Heavy**
One of the Character’s melee weapons gives an additional +1 to Strength, but also gains the Two-handed special rule. Or one of the Character's Ranged weapons gains +1 to Strength. Note which weapon is affected.
Master Crafted** ***
One of the Character’s weapons has the Master Crafted special rule. Note which weapon is affected.
Level 2 Skills—15 points each
[AMMENDED] Invulnerable ***
The Character gains a 5+ invulnerable save. If the character already has an invulnerable save he gets +1 to the invulnerable save. (3+ is the maximum it may be increased to). This improved save may only be taken by the model with the upgrade, never other models (i.e. this does not affect an Ork Kustom Force Field).
[REMOVED] Infiltrate/ Scout (choose one)
The character gains the infiltrate or the Scout special rule. If the character already has the infiltrate special rule he may deploy as if he was out of line of sight to any enemy models. If the character already has the scout special rule he may make a double move before the game starts but still may not end his move within 12” of an enemy unit. If the character already has either rule and chooses to Outflank he may roll 2 dice and choose which result he wants when deciding what board edge to come in from. Infiltrate/Scout may not be chosen by a model with the Bulky special rule (or any of variant) or with the Mark of Khorne.
[REMOVED] Preferred Enemy
The Character has the Preferred Enemy (X) special rule. Note which codex your Character has Preferred Enemy to.
Stubborn
The Character gains the Stubborn special rule.
[REMOVED] Counter Attack
The Character gains the Counter Attack special rule.
[REMOVED] Shrouded
The Character has the Shrouded special rule.
Split Fire
The Character has the Split Fire special rule.
[AMMENDED] Duellist
The Character may reroll failed To Hit rolls when fighting in a challenge.
Hammer of Wrath
The Character has the Hammer of Wrath special rule.
Rage
The Character has the Rage special rule.
Rampage
The Character has the Rampage special rule.
Strikedown
The Character has the Strikedown special rule when fighting in close combat.
Fleet
The Character gains the Fleet special rule.
Relentless***
The Character gains the relentless special rule.
[REMOVED] Hit & Run
The Character has the Hit & Run special rule.
Rending**
One of the Character’s weapons gains the Rending special. If the weapon already has the Rending special rule, the weapon’s attacks rend on a 4+ to wound roll instead of a 6. Note which weapon is affected.
Force Weapon (Psykers only)**
One of the Character’s weapons gains the Force special rule. Note which weapon is affected.
Blind**
One of the Character’s weapons has the Blind special rule. Note which weapon is affected.
[REMOVED]Psychic Null*
Any psychic powers that target the Character gain +1 to Deny the Witch.
Level 3 Skills—25 points each
[AMMENDED]Eternal Warrior ***
The Character gains the Eternal Warrior special rule. If he already has Eternal Warrior, “D” strength weapons will only ever do 1D3 wounds against him. This may not be taken if the character has the It Will Not Die special rule.
It Will Not Die***
The Character gains the It Will Not Die special rule. This may not be taken if the character has the Eternal Warrior special rule.
Blood Weapon** ***
Whenever the character rolls a 6 To Hit in close combat with this weapon, he may immediately make another attack. Additional attacks do not generate more attacks. Note which weapon is affected; this weapon also gains the Specialist Weapon special rule.
Feel No Pain ***
The Character receives the Feel No Pain universal special rule. If the Character already has Feel No Pain, he gains Feel No Pain (4+).
[AMMENDED]Psychic Power ***
The Character is a Psyker with Mastery Level 1 and has access to any psychic discipline available to units in his codex (excluding those only available to special characters or disciplines for which he does not have the requisite wargear or mark of chaos). If the character is already a Psyker, he gains one Mastery Level (up to a maximum of 3). Not available to characters from Codex: Tau, Codex: Adepta Sororitas, Codex: Necrons, Codex: Dark Eldar, or characters with the Chapter Tactics (Black Templars) special rule, Daemon of Khorne special rule, or Mark of Khorne.
[AMMENDED]Alternate Force Organization ***
If the Character has this ability, any force which includes him in it may give one non-vehicle unit from the Elites, Fast Attack, or Heavy Support categories the Objective Secured special rule. Note which unit in the character profile.
Mighty Warlord***
The Character always has the same Warlord Trait: note which Warlord Trait he has. This may be from any Warlord Trait table available to him.
Honoured Weapon
The Character is equipped with a single weapon listed in his Codex or the Warhammer 40 000 Rulebook (except the Character CANNOT take an Inferno Cannon or Dreadnought Close Combat Weapon). This may not be a weapon unique to a special character, that is normally only available to a Vehicle or Monstrous Creature (even if the Character is itself a Monstrous Creature), or one for which the Character does not have the requisite mark of chaos. This weapon may not be modified with any of the weapon abilities listed above. This weapon cannot have the Heavy, Ordinance, and/or Large Blast special rules (except the Character CAN take a Sniper weapon).
This rule is meant to open the door for interesting conversions: for example, an Imperial Guard Commissar with a thunder hammer, or an Eldar Autarch with an Executioner. It is, however, the rule that is open to the most abuse. Use common sense when applying and remember that these characters are meant to be for fun games.
Drawbacks
You may give your character up to three drawbacks. Drawbacks that affect a specific weapon may be weapons that were given a weapon upgrade. For each Drawback taken, reduce the points cost of the Character by 5 points. Some Weapon Abilities already have the same effects as some of the Drawbacks; do not reduce the points cost of your character for those.
[REMOVED] Slow and Purposeful
The character gains the Slow and Purposeful special rule.
Stat Reduction
Reduce any stat, except Armour Save, by 1, to a minimum of 1. You may take this drawback more than once, but you must reduce a different stat.
Gets Hot
One of the Character’s weapons has the Gets Hot special rule. Note which weapon is affected.
Unwieldy
One of the Character’s weapons has the Unwieldy special rule. Note which weapon is affected.
Two-handed
One of the Character’s weapons has the Two-handed special rule. Note which weapon is affected.
Hated
Units from a specific codex or codices have Hatred when assaulting or shooting the Character. Note which codex or codices despise him.
Berserker
The Character must always declare a charge if he is able to do so. In addition, roll a die at the beginning of each turn: on a 1, the Character must move towards the nearest enemy unit. He cannot fire in the Shooting Phase that turn, and must Run if he is over 12” away from the nearest enemy unit.
Feel free to modify the die roll: i.e. your character might go berserk on a roll of 1-3.
Specialist Weapon
One of the Character’s weapons has the Specialist Weapon special rule. Note which weapon is affected.
Martial Honour
The Character must always issue and accept a challenge whenever possible.
Comments
I really like these. You know what'd be kinda cool? So you know there's the "Commander" section of the battle reports. This pretty much ends up creating a list of HQ/Commander/Warlord units. One COULD add a button to "create a hero" and then as games are played iTS could allow folks to buy the upgrades or something like that. Renown, Battle Score, or something could be the currency. Hmmm... Something to consider.
So. The Alternate Force Org one might be deprecated now that everything is scoring. An alternative to not using it would be that it grants the same ability as troops in a Battle forged list.
Here's a question: So I'm always looking to make systems on iTS system agnostic. Anyone out there think this could apply to other games if the stats/special rules weren't 40K specific or if each game had their own set within the framework?
Good job, Thade!
Its very possible to do it I know with standard warhammer it could doable as well as custom Pilots for the X-wing Miniture games. I think this has a alot of potional and going to try out some builds.
Regards,
General Soban
I'm really digging this too. A cool way to add some flavor to characters. Really helps creating those unique characters we've all wanted to use but were instead stuck with the closest special character equivalent. Now i can create the hive tyrant I've always wanted to. Though, it may get very costly to do so.
"How ironic it is that, as fast as we spread progress and hope throughout the galaxy, the Tyranids spread death and despair." -AUN'SHI OF VIOR'LA
See, I'm looking at it slightly differently. I'm thinking that the upgrades aren't necessarily paid for with points from your army list but rather the result of using the same character in battles and the progression is based on the results of battles.
A different approach. Largely, 'cause I don't want to hard code the point values for the various HQ choices for all the armies that exist.
For campaigns, you could definitely waive the points value. For play testing though I figured there should be points values, and also for friendly pickup games.
Also, I erred on the side of expensive when assigning points values (though I think it's pretty fair).
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
Oh yeah. I get you. The points are a good idea for general consumption. I was just spitballing my own agenda. Tee hee.
No worries. Part if the reason I updated these was so I could design the cool characters I converted/plan to convert.
On another note, I've reread the rules and noticed some mistakes or problems. Will be updating soon.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
This would be incredibly useful for Dreggrod da Maneater, but I'm a little iffy on use "homebrewed" rules.
Hence why I put the large disclaimer to get your opponent's permission.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
I caught that. I'll consider this though, it looks like loads of fun, but maybe not the best choice for my kind of play style. I like having a minimalist warboss rules wise and have the model speak for himself.
...
... Need to get around to teaching myself how to sculpt. ._.
Check this guy out: http://fireforeffectstudios.usefedora.com/ Online sculpting course. How cool is that?
He's running a live course in London at The Game Chamber (a superb store, btw). They're here: http://thegamechamber.com/
I'm the opposite: I always put too many points into characters. I usually end up running a warlord who is 160+ pts.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
That's pretty easy to do with Space Marines and the Dark Eldar. I find myself going over 160 with only a minimal amount of war gear.
You think that's bad? My warlord is 275 as it stands. Adding some of these nifty rules will easily tip him into the 300+ range... ouch
"How ironic it is that, as fast as we spread progress and hope throughout the galaxy, the Tyranids spread death and despair." -AUN'SHI OF VIOR'LA
As they should be! A hive tyrant can take down a Lord of Skulls with ease... Point for point... Wow. Quitcherbitchen.
*snicker.
I just really need to figure out how to deal with Tyranids. They just pwn me.
I was thinking using the Ork Dread List to combat them. Lots of choppy and shooty. Grotzookas everywhere.
Yikes! I think in general these rules will be reserved for higher point games...
who knows.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
Updated some of the rules that needed updating and removed Psychic Null (becuase it was the same as Adamantium Will, except more expensive). I started working on these in 6th Ed., and there were some things that didn't translate super well, but I think I've fixed them.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
Made a change where characters over 225pts become Lords of War.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
That does make alot of hqs lords of war including tyraids will this balance them out or ? just kinda of curious on that one.
Regards,
General Soban
I picked 225 because that's Ghazghull's points cost and it seemed reasonable. Some characters made with these rules can become extremely powerful, and I thought this might help keep them in check. The rules are still in beta, so we'll see what happens.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
Updated with a global points reduction of 5. Removed many rules that gave bonuses to units, as these can be abused. May add some back in later, but for now, they've all been removed.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.
Sorry to bring this up, but doesn't slow and purposeful spread to unit the character joins? This would mean he is basically giving everyone in his unit relentless, just with no overwatching and running.
I have seen the death of stars, mortal. I have seen the gods themselves bowed and broken, enslaved to the whims of the empire. And you think to resist?
- Overlord Lacras of the Mephrit Dynasty
Oh, good catch. I'll fix that.
---
Listen to the Wrong Side of the Maelstrom, a Warhammer 40k Podcast out of Windsor and Toronto.