Levl 0 Heroic Abilities
Any Hero may select one Warlord Trait from their codex that becomes permanently attached
Special Troops (champion)
A Champion Path Hero may select one type of Elite or Fast Attack unit type that is a non-vehicle, non-monstrous creature from their army list as their Special Troops. These Special Troops are considered a 0-1 Troops choice and are Objective Secured.
Gifted Pysker (pysker)
A Psyker Path Hero may select any one ‘Psyker Only’ Unique Ability (up to Level 3) from the Heroic Abilities chart
Level 1 Heroic Upgrades
+1 Ballistic Skill
(Stat Increase) : Up to BS 2+
(stat increase) : Up to Ld 10
+1 Weapon Skill
(Stat Increase) : Up to WS 2+
Add +1 to Deny the Witch rolls (Psyker).
May roll 2D6 when Advancing and choose the highest. Also add D3" during Consolidation.
Enemy units within 1" of Hero add +1 to their Morale test.
Add 2 to the damage of one melee weapon.
Re-roll all failed wound rolls against MONSTERS.
Hero adds 1 melee attack when charging.
During the Fight Phase, each wound roll of 6+ is resolved at -4 AP and adds D3 Damage.
Friendly units within 1" halve their number of wounds (rounding up) when making Morale tests.
Double the number of shots on one of the Hero's ranged weapons up to S 5. (e.g. Pistol 1 becomes Pistol 2. Assault D6 becomes Assault 2D3)
Level 2 Heroic Upgrades
(Stat Increase) : Up to A 5
(Stat Increase) : Up to S 5
(Stat Increase) : Up to T 5
The Psyker may select one additional psychic power chosen from their own <sub-faction> list. Empower does not increase the number of powers that Psyker may use during the Psychic Phase.
Feel No Pain (5+)
Each time the Hero suffers a wound or mortal wound, roll a D6; on a roll of 5 or 6, the Hero ignores the wound.
Hero can charge even if it Advanced during its turn.
Psychic Dissonance (Psyker)
Units with 3" gain +1 Strength during the Fight Phase on a turn they charged.
Hit & Run
Hero can Fall Back and still shoot and charge in the same turn.
Friendly units within 6” of the Hero may use his leadership during Morale tests.
[rename to Vanguard] At the start of the first battle round but before the first turn begins, the Hero can move up to its movement value. It cannot end this move within 9" of any enemy models.
Hero may target a CHARACTER even if it is not the closest enemy unit.
Level 3 Heroic Upgrades
Each time Hero rolls a 6+ To Wound roll against a VEHICLE, the target suffers a mortal wound in addition to any other damage.
(Wpn Upgrade/Ranged) : The Hero changes one of its Rapid Fire weapons to the Assault type with the maximum rapid fire attacks the weapon was orginally capable of shooting. (e.g. Rapid Fire 2 becomes Assault 4)
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
(Wpn Upgrade/Ranged) : The Hero adds +2 shots to one of its Pistols in the shooting phase.
Rebuke the Witch (Psyker)
The Psyker gains +1 to Deny the Witch rolls, cumulative with other psychic defenses and abilities.
Hero does not suffer the -1 To Hit when shooting Assault weapons after Advancing.
Hero can re-roll failed wound rolls with one ranged or melee weapon.
Hero can re-roll failed hit rolls against models with the FLY keyword with one ranged or melee weapon.
Weapon Master (Champion)
During the Fight Phase, the Hero may negate one melee hit assigned against them from each unit. The Hero chooses the specific hit to negate after all attacks are made.
Level 4 Heroic Upgrades
Revised Ability Text
(Stat Increase) : Up to A 10
(Stat Increase) : Up to S 10
(Stat Increase) : Up to T 10
(Once per game) : Once a Hero’s last wound is removed, roll a D6. On a roll of 3+ the Hero may return to the exact location of his death with D2 wounds remaining.
Ammo, Adamantine Core
(Wpn Upgrade/Ranged) : Add D3 to one ranged weapon's damage rolls.
(Wpn Upgrade/Ranged) : Increase the strength of one ranged weapon by 1.
(Wpn Upgrade/Ranged) : Increase the maximum range of a ranged weapon by 12”.
(Wpn Upgrade/Ranged) : Increase one ranged weapon's AP by -1. (e.g. AP -2 changes to AP -3)
Determined Focus (Champion)
Friendly units within 6" halve their number of wounds (rounding up) when making Morale checks.
Emergency Shield (Special)
(Once per game) : Hero gains a single 2+ invulnerable save that cannot be re-rolled for any reason.
Hero gains an additional 1 Command Point
Each time Hero rolls a 6+ To Wound roll against a INFANTRY, the target suffers a mortal wound in addition to any other damage.
Force of Will (Psyker)
The Psyker may ignore Perils of the Warp on a roll of 5+.
Power Blade Upgrade
(Wpn Upgrade/Melee) : Increase a melee weapon's Armor Penetration capability by -1. (e.g. AP -2 becomes AP -3)
Hero gains additional D3 melee attacks in the Fight Phase
INFANTRY units that suffer damage from a weapon with this ability suffer a -2" to their movement value on the subsequent Movement Phase.
Level 5 Heroic Upgrades
Revised Ability Text
The Psyker may cast one more power per turn
Killing Blow (Champion)
Each time Hero rolls a 6+ To Wound roll against a model with the INFANTRY keyword, the target suffers D2+1 mortal wounds.
Latent Psyker (Champion)
The Hero gains the PSYKER keyword. They may select a single psychic power from their <sub-faction> discupline. This ability may not be selected by Heroes from <sub-factions> that do not have a psychic disipline.
Warp-Touched (Infantry Hero)
The Hero gains the FLY keyword. If this ability is taken, it is recommended that players create a suitable conversion to represent a warp-touched hero
Level 6 Heroic Upgrades
Revised Ability Text
Eternal Warrior (Champion)
The Hero halves any DMG they suffer rounding up. This does not apply to multiple mortal wounds.
Master Psyker (Psyker)
The Psyker can use one additional power in the Psychic Phase. This ability does allow the Psyker to cast a power more than once during the Psychic Phase.
Master Tactician (Special)
The Hero can Steal the Initiative on a base roll of 4+.
Natural Selection (Champion)
The Hero may take any non-psyker special power or ability from one other CHARACTER in its <sub-faction> index/codex
Warp-Touched (Monster Hero)
The Hero gains the FLY keyword. If this ability is taken, is recommended that players create a suitable conversion to represent a warp-touched hero