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Leader Powers

The Dire Avengers being the most numerous and oldest of the Aspect Warriors, are organised very much like a professional, veteran army. As a result, those who take the helm and become the leaders of this versatile and efficient troop are those outstanding individuals, through some worth of merit or deed, have proven their leadership capabilities. Oftentimes, given the nature of their work, their leaders are born out of dire situations, the circumstances conspiring to test them to their limits, forcing them to evolve in the face of imminent doom. Their leaders are thus experienced with their own distinctive styles and flairs to their management, that have grown out of their personalities. Indeed, their leaders are forged in the heat of battle, and have been tried and tested in the extreme.


Iron Hand: +20Pts

The Iron Hand has ascended the ranks noted for his tremendous strength of character. In fact, the Iron Hand is notorious for being rather overbearing as he leads his men with an iron fist, emphasising discipline above all. He pushes his men forward even in the harshest of circumstances, sometimes forfeiting their lives in exchange. His men obey him unquestioningly for they fear him. He delivers his orders in a strict and straightforward manner, expecting full compliance. He is a tremendous figure of authority, an awe-inspiring and highly uncompromising persona in the unforgiving war-torn galaxy of the far future.

You Shall Fire Without Falter:
Ignore Target Priority Tests.

You Shall Be Heedless in Approach:
Ignore Morale Checks from suffering casualties from Shooting.

You Shall Stand Your Ground:
May always Regroup even when below 50% of Starting Strength.

You Shall Know No Fear:
When required to take Morale Checks for losing in Assault, you do not need to take the Test but instead the squad suffers a number of Hits at the Strength of the opponents' (taking the majority Strength) equal to the Combat Resolution. For each Wound Saved the Combat Resolution is modified accordingly. If you choose to remove casualties suffered from those Wounds you will pass the Morale Check automatically, exactly as if your squad was Fearless. In other words, the suffering of these Wounds are optional. However, remember that you will have to pass a Morale Check if you choose to ignore the Wounds, albeit with the modified Combat Resolution.


Voice of Hope: +10Pts

The Voice of Hope has gained recognition through his charismatic presence. He has proven his mettle during times of dire crisis, uplifting his squad's spirits with stirring words. Indeed, he is the voice that pierces the darkness that permeates the darkest moments, the bringer of light that illuminates the path to victory. Upon the battlefield, his voice echoes across the fields, striking fear in the hearts of his enemies. Without a doubt, he is the voice of the people, their spirit and their heart. His charismatic words spur his men on to great feats of arm, turning the tide against the odds. When they would lose hope, they would fall back upon his words as support in dire times. He is their reserve in times of crisis, a charismatic force greatly revered by friend and foe.

Pillar of Strength:
Add D6 to all rolls required by Leadership Tests, in effect 3D6, taking the lowest two rolls.

Force of Charisma:
At the beginning of the Assault Phase, you may choose to pass an unmodified Leadership Test at 2D6. If you pass the Test, all squad members gain +1 Attack.


Sword of Valour: +15Pts

The Sword of Valour is one who leads by example. He is at the forefront of the fight, devastating the enemy ranks with heroic counter-charges. He is an inspirational presence to his men, spurring his men on with deeds rather than substanceless words. He has earned his leadership by his heroic endeavours at critical moments, mustering his courage and launching a counter-charge at opportune times when the enemies would otherwise be in expectations of their lacklustre, cutting a bloody swathe through their front, totally taking them unprepared, and delivering a decisive blow to the enemy ranks. Motivated by his heroic burst of arms, his men throw themselves into the fray, contributing whatever they can. Ironically, the Sword of Valour is at his best when the fighting has taken a turn for the worst. At those times, his blows double in their flurry, and if he successfully wards off the enemies, his men relieved and inspired by his actions, take up his lead in buoyant fashion, overrunning the enemy in triumphant melee. Clearly, the Sword of Valour is an inspirational force, both primal and potent in temperament and energy, to his men and to the fore.

Champion of the People:
During a Charge, the Sword of Valour must always be placed in base-to-base contact with the enemy's Champion, in which case he might be the squad leader or an attached Independent Character, approaching the greatest among them. For all Attacks allocated by the Sword of Valour on the enemy's Champion, or vice-versa, treat the Sword of Valour and Champion as Independent Characters for the purpose of determining allocation of Hits, and as such act as separate units to their respective squads.

Heroic Burst of Arms:
At the beginning of the Assault Phase, you may choose to pass an unmodified Leadership Test. If you pass the Test, the Exarch gains +D3 Attacks.

Live by Example, Die by Example:
When required to take Morale Checks for losing an Assault, the Exarch makes D6 number of Attacks. The Morale Check is then taken at the modified Combat Resolution. If the modified Combat Resolution is positive, the Morale Check is passed automatically. If the Morale Check is passed, the entire squad makes up to D3 Attacks that forces a Morale Check upon the enemy squad in accordance with the modified Combat Resolution that takes into account all the Attacks made by the squad.

Force of Inspiration:
For each Attack by the Exarch that Wounds successfully, the entire squad makes a single Attack.


War Prince: +5Pts

Some Leaders are born with the natural characteristics, being noble of birth, from worth rather than lineage. They are those who have gained their status through recognition of abilities, possessing desired qualities and natural talent. They are awarded the title of War Prince, to enunciate their regal bearing and natural charisma. These warriors of note often augment themselves in pursuit of what their gifts would provide allowance for. In that respect, they are often equipped with an impressive array of psychic powers, making them warriors of the body and the mind.

Regal Stature:
+1 Leadership.

Gifted Psyker:
May use one Farseer Psychic Power.
   
 
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