1. Ancestry
2. The Armoury
3. Archetype
4. Bestial Companion
5. Characteristic Enhancements and Abilites
5.1. Select Character Abilities
Ethereal: Ignore modifiers (positive or negative) when making save rolls for attacks that target this model.
Ward: Roll a dice each time a wound or mortal wound is allocated to this model. On a 6, that wound or mortal wound is negated.
Fly: This model can fly.
Frenzy: If the unmodified hit roll for an attack made with this model's melee weapons (not including mount weapons) is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.
Regenerate: In your hero phase, you can roll a dice for this model. If you do so, on a 4+, heal up to D3 wounds allocated to this model.
Battle Standard Bearer: This model gains the TOTEM keyword.
Inspiring: While friendly units are wholly within 12" of this model, they can use this model's Bravery characteristic instead of their own. Increase the range of this ability to 18" if this model is a TOTEM.
Consummate Commander: If this model is part of your army, at the start of the first battle round, you receive 1 extra command point.
Archmage: Add 1 to casting and unbinding rolls for this model.
Arch-priest: Add 1 to prayer rolls for this model.
Zealot: This model can run and still charge in the same turn.
Decapitating Strike: If the unmodified wound roll for an attack made with this model's melee weapons (not including mount weapons) is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.
Deadeye: If the unmodified hit roll for an attack made with this model's missile weapons (not including mount weapons) is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.
6. Naming your hero
6.1. Character Name 6.2. Character title