Characters
Chapter 8
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In this section you will find details on Characters, the powerful abilities they bestow and how they are placed in the Regiment.
![Fig. 8.1 ยท A [Character] Stand joins the front Rank of a Regiment](fig/tl-fig-8-1.webp)
![Fig. 8.2 ยท A [Character] may have sustained Wounds but not the Regiment they are attached to. In the event of the [Character] being Removed as a Casualty, any excess Wounds that were allocated to the [Character] will not spill over to the Regiment they were a part of.](fig/tl-fig-8-2.webp)
![Fig. 8.3 ยท Above, Regiment A uses a Clash Action. You roll the Attacks for the [Character] (Clash 4, Attacks 4) alongside those of the Cavalry Stands (Clash 3, Attacks 4), but using different-colored dice.](fig/tl-fig-8-3.webp)
![Fig. 8.4 ยท Above, Regiment Aโs [Character] and Regiment Bโs [Character] fight a Duel. Both [Character]s already have Wounded Markers, but only Bโs [Character] inflicts enough Wounds to kill their opponent. Regiment Aโs [Character] is removed as a Casualty, and Regiment A reforms to fill the gap. Note how the Wounded Markers apply only to the [Character]s. Had Regiment Aโs [Character] suffered excess Wounds, they would have been discarded.](fig/tl-fig-8-4.webp)
Character Stands
Characters are a step up from Command Models. Like Command Models, they grant the Regiment they join powerful upgrades. Unlike Command Models, Characters sometimes represent the Character Model alone, or on a monstrous mount.
The Character Profile
Character stands have a Characteristic Profile just as other Stands do, with the exception of their Type and Class. A Character's Type will mention the Type of troop it represents and therefore may be attached to and will also include the CharacterBattlefield Role or keyword (in the case of some Army Lists). In any case any mention of a Character refers to the Character and these terms might be used interchangeably. A Character does not have a Class of its own and instead adopts the Class of the Regiment they are currently attached to.
Name: Sample Character
Class: -
Type: Infantry
Battlefield Role: Character
Character Stands and Regiments
Characters cannot act alone โ they must be attached to a Regiment to take part in the battle. That being the case, you will assign each of your Characters to a Regiment of the same Type, from their Warband, during the first Reinforcement Phase.
Characters cannot join Regiments of a different Type than their own. A Character counts as having the Class of the Regiment they are currently attached to. Some Character s reach such epic levels of power, or ride on Monsters so large, they are considered Regiments on their own.
In these cases, it will be clearly marked on the Character's Special Rules. However, unless otherwise stated, Characters' Special Rules do not affect the regiment.
Character Stand Position
A Character is always placed in the front Rank of a Regiment. A Regiment joined by a Character can adopt any legal formation, so long as the Character is always next to the Regiment's Command Stand. In the case of Brute or Cavalry Regiment the Character should be next to the Stand the Regiment's Leader is in.
Each Regiment can only be joined by a single Character at any one time.
Characters and Wounds
Characters consist of a Model on a Stand that is the physical representation of that character.
A Character is allocated its own Wound Markers and is removed as a Casualty once the number of Wound Markers allocated is equal to or greater than its Wounds Characteristic. Please note that Characters can only suffer Wounds through Duel Actions and Special Rules and abilities that specifically mention they cause Wounds to Characters. Regular Clash and Volley Actions cannot target a Characterthat is attached to a Regiment. If a Character is also a Regiment, these rules are ignored.
Should a Character be destroyed and subsequently be removed from play or removed from a Regiment in any way, then the Character is no longer considered to be part of a Regiment and therefore cannot be Restored through Healing.
A [Character] may have sustained Wounds but not the Regiment they are attached to. In the event of the [Character] being Removed as a Casualty, any excess Wounds that were allocated to the [Character] will not spill over to the Regiment they were a part of.
Characters and Actions
Unlike Regiments, Characters can only perform a single Action each Round. Furthermore, they can only perform Actions unique to them.
However, if the Regiment the Character is attached to performs an Action, the attached Character acts alongside the Stands in the Regiment.
The Character is assumed to be part of the Regiment and adds size to it for the purpose of Scaling, Resolve, etc. whilst being affected by any Special Rules, Draw Events and abilities that affect every Stand in the Regiment. Furthermore, all abilities and auras projected from a Character are measured from the Character itself.
If the Regiment the Character is attached to performs a Clash or Volley Action, the Character Attacks and fires Shots alongside it (the latter is assuming the Character has the Special Rule with sufficient Range).
If the Character is in contact with an Enemy Regiment, it uses its full Attacks. If not, it adds one Supporting Attack. Use a different colored dice to represent the Character's Attacks, or Shots, at both the Hit and Defense Roll stages, as these will often have different Clash or Volley Characteristics and Special Rules.
Above, Regiment A uses a Clash Action. You roll the Attacks for the [Character] (Clash 4, Attacks 4) alongside those of the Cavalry Stands (Clash 3, Attacks 4), but using different-colored dice.
Killing Character Stands
Note that Characters cannot be Hit as part of a Clash or Volley Action. The only way to destroy a Character is to destroy the Regiment they are attached to, or to slay them as part of a Duel Action or Special Rule.
The Regiment immediately performs a free out-of-sequence Reform or Clean Reform Action to assume a new legal formation making sure to only reduce Ranks by the minimum amount needed to fill the gap created.
Die Fighting!
If the Regiment a Character is attached to is destroyed, and the Character or their attached Regiment has not performed any Actions this Round, the Character immediately makes an out-of-sequence Clash Action against one enemy Regiment in contact with it โ one last heroic stand, in other words! If there are no Enemy Regiments in contact with the Character, then the Character is removed as a Casualty without fanfare.
Monster Characters do not Die Fighting!
Above, Regiment A's [Character] and Regiment B's [Character] fight a Duel. Both [Character]s already have Wounded Markers, but only B's [Character] inflicts enough Wounds to kill their opponent. Regiment A's [Character] is removed as a Casualty, and Regiment A reforms to fill the gap. Note how the Wounded Markers apply only to the [Character]s. Had Regiment A's [Character] suffered excess Wounds, they would have been discarded.
Character Stands and Attached Regiments
Once a Character's Activation is completed you may choose to immediately Draw your next Command Card and reveal it.
If the Command Card belongs to the non- Monster Regiment this Character is currently attached to, and the Regiment has not Activated this Round, you immediately Activate it.
If not, return the Command Card to the top of your Command Stack and play passes to your Opponent. A Regiment Activating in this way is called an Entourage Activation.
It is entirely possible that a Character may Activate without necessarily also Activating the Regiment they are currently attached to.
This in fact, allows Players to fine tune their Activation timings and give them an edge throughout the Battle.
Note: It is often beneficial during play to Activate a [Character] only to interfere with your Opponent's plans and stagger your Activations instead of always performing Entourage Activations.
Unique Character Actions
Characters have a set of unique Actions only they can use. These function exactly as other Actions.
When the Character's Command Card is drawn, you resolve any Draw Events, choose an Action for your Character to take, and then resolve that Action.
Duel (Combat Action)
To resolve a Duel Action, choose an Enemy Character in an Enemy Regiment in contact with the Regiment your Character is attached to. The Character does not need to be in contact with your Character โ we assume that voices travel a long enough way, and so do bloodthirsty combatants in the swirling melee.
Your opponent can now elect to accept the Duel, or decline. If they decline, the Enemy Character's Regiment suffers the following until the end of the Round:
- Stands in the Regiment cannot Seize Objective Zones even if a rule would normally allow them to.
- The Regiment uses the lowest Resolve Characteristic in the Regiment.
- Cannot benefit from the Special Rule.
- Re-Roll successful Resolve tests of "1".
- The Character cannot decline another Duel until the end of the Round.
If they accept, both Characters Attack each other simultaneously, Rolling To Hit and making Defense and Resolve Rolls as usual.
Any Wounds inflicted are applied only to the appropriate Character, not its Regiment.
If your Character is slain during the Duel Action, your Regiment immediately takes a free Combat Reform Action.
This Combat Reform does not require you to perform a Resolve Characteristic Test and is considered a Clean Reform.
However, you may only reduce Ranks and Files by the minimum amount needed to fill the gap created by the Character's demise. If both Characters are destroyed as a result of the Duel Action, the Active Player Combat Reforms first.
Spellcasting (Combat or Out-of-Combat Action)
The Action can only be performed by a Character with the (X) or (X) Special Rules. It allows the Character to attempt to cast a Spell, as described on page 80.
A Character or Regiment cannot cast the same spell as part of a Spellcasting Action more than once during a single Activation
The Warlord
One Character, chosen when you build your army, is selected to be your Warlord โ a powerful and influential figure capable of changing the course of the battle. Depending on the Warlord you choose, different Supremacy Abilities will become available to you. Choose wisely as they can greatly affect the way your Army plays on the Battlefield.
Character Stand Personalization
Characters Stands and Upgrades
Magical items and heraldry are an important part of a Faction's culture and history. Each Faction has access to a list of Character Upgrades, such as Heirlooms, Trove-Finds, etc. or additional abilities and unique upgrades as described in their respective Faction's Army List and Entry.
Character Upgrades do not need to be visually represented on the Character. Each Character Upgrade can confer Abilities, Characteristic bonuses, Special Rules, Draw Events and Supremacy Abilities. These bonuses are lost as soon as the Character is removed for any reason.
Character Stands and Masteries
Characters are heroes of renown or highly gifted individuals, who excel above and beyond the masses. Be it through luck, education, training and effort or other powers at work, Characters have mastered abilities that make them exceptional, though it is not uncommon for two such heroes to have mastered the same path.
Masteries are optional upgrade abilities for your Characters, which are noted on your Army List and confer bonus abilities to your Character. A Character may select one Mastery according to the Available categories listed on their Character's entry. Each Mastery can only be purchased once unless stated otherwise.
There are three common categories for Masteries: Tactical, Combat and Arcane. Certain Factions, however, may have access to only some of them or even to Faction specific Mastery categories. All available Masteries and categories are listed in each Faction's Army List.
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