Undivided Gifts
(Available to followers of any Chaos God) |
Daemonic Weapon |
The warrior recieves a weapon with a
bound daemon in it. All hits with this Daemonic Weapon
are resolved with +1 to hit and +1 Strength.
The Daemonic Weapon can be of any kind, ranged or melee, that requires a WS or BS hit check and has a Strength rating.
Thus a Daemonic Sword or a Daemonic Bow are equally permissible.
The warrior can take this ability multiple times, taking the same kind or a different kind of Daemonic Weapon each time;
thus a warrior might have two Daemonic Swords or a Daemonic Axe and a Daemonic Spear.
|
Daemonic Armor |
The warrior gains a natural 4+ armor
save. They may not wear any other form of
armor but may also carry a Shield and benefit
from being Mounted. The Daemonic Armor includes
a Helmet. |
Daemonic Vigor |
The warrior is filled with dark energy
that gives them superhuman potency. They may
ignore the first Wound they suffer in a battle.
This is shown as +1 Wound on their profile. |
Daemonic Speed |
The warrior may move so quickly that
their appendages actually blur to the untrained
eye. The warrior's attacks cannot be parried. |
Daemonic Drive |
The warrior is filled with the power
of their belief and is therefore Immune to
Psychology. |
Daemonic Boon |
Each time this Skill is chosen the warrior
may gain new mutations with a gold cost
of up to 3d6 x (1d3+1). Cost doubling for
mutations taken after play starts does not
apply. If the warrior is not the Warband's
Leader they miss a game while the mutations
occur; if the warrior is the Warband's Leader they
suffer a -2 penalty to all Leadership checks made
in the next game as they are distracted
by the painful changes their body is undergoing.
|
Gifts of Khorne |
Berserker |
The warrior permanently gains the Frenzy ability, but in the movement phase must always declare a charge towards the nearest visible enemy.
If the warrior would lose Frenzy during the course of a game, they immediately Frenzy again at the beginning of their next turn.
|
Blood for the Blood God |
The warrior gains an additional attack
for the remainder of the battle for each
foe taken Out of Action by them. This can
take the warrior over their Max Profile for
the remainder of the battle. |
Collar of Khorne |
The warrior has a 4+ unmodified save
vs. Magic and Prayers. |
Favor of Khorne |
The warrior is a favorite of Khorne.
If the warrior is taken Out of Action and would have to roll on the Serious Injury chart, if during the course of the game
the warrior took at least one opponent Out of Action in HtH the warrior does not roll on the Serious Injury chart and instead gains a Full Recovery.
|
Axe of Khorne |
The warrior's axe is infested with a bound
deamon and causes d3 wounds rather than
the normal 1 wound. Axes only. |
Relentless |
Once per game, if the warrior fails a
charge they may make a Leadership check to
move an extra inch towards the target of
their charge. The warrior may continue to
make Leadership checks, moving an additional
inch closer to the target of the charge
for each succesful check until they are in
BtB contact with the target of their charge or they
fail a Leadership check, whichever comes first.
The warrior must
make these Leadership checks even if Immune
to Psychology. |
Gifts of Slaneesh |
Angel to some, Daemon to others |
In the HtH phase, the warrior is able to facinate a single
target. At the begining of the HtH phase
before any hits are resolved, the warrior
may choose a single target in BtB contact and force that target to make
a Leadership check. If the target fails their Leadership
check then that target may take no Attacks during
the ensuing HtH phase. This does not work vs models that are Immune
to Fear or Psychology. |
The Reaching |
In the shooting phase, if the warrior is not in HtH
combat they may make a special attack targeting an enemy model up to 6" away with daemonic
hooks, lines, tentacles, whips, chains, or some other appropriate implement.
Line of sight between the warrior and their target is required, and a model with full cover
cannot be targeted; otherwise the attack automatically hits the target.
The target must immediatle make a Strength check; if the target fails their check they are pulled into BtB contact with the Reaching Hero, ignoring any intervening terrain as necessary.
The warrior and their target will fight in the ensuing HtH phase if they are still in BtB contact.
|
Sadomasochism |
The warrior is a master of both the giving and receiving of pain.
The model counts all Stunned results against themselves
as Knocked Down and in HtH Stuns opponents
on an Injury result of 2-4. |
Miasma |
The warrior exudes a soporific musk that
can affect the minds of others. All models
within 4" of the warrior feel out of touch
with reality and have 1 less Attack down to
a minimum of 1 Attack. Note that this affects
ALL models, including the warrior's fellow
warband members. This ability does not work vs models that are
Immune to Psychology. |
Leathers and Silks |
The warrior's clothing takes on mystical
properties and gives them a 5+ unmodified
save vs all attacks. The warrior cannot use other Armor or a Shield. |
Leather Mask |
The warrior wears a mask that is enchanted
with fell magics. The Leather Mask counts as a Helmet,
and also causes Terror when the warrior charges or would be charged.
This ability does not work vs models Immune to Terror or Psychology.
|
Gifts of Nurgle |
Filthy Beast |
The warrior is disgustingly filthy,
never washing and rejoicing in all things
foul. The warrior is surrounded by a stench that
causes others to retch and gag.
All models within 4" of the warrior
have 1 less Attack, down to a minimum of 1 Attack.
Note that this affects ALL models, including
the warrior's fellow warband members.
This ability does not work vs Supernatural creatures (such as Daemons,
Possessed, True Undead, Ulfwerener, etc.)
|
Fat Bastard |
The warrior's rotundity is remarkable.
The extra layers of fat and lard absorbs
blows and protects the warrior's vitals. Therefore,
the warrior is never Critically Wounded. |
Nurgles Rot |
In the HtH phase, all models in base to base contact with the warrior who take a Wound
must roll under their Toughness, and those who fail take an additional Wound from Nurgle's Rot.
|
Stream of Corruption |
In the shooting phase, the warrior may vomit forth a vile stream
of corruption against
a single model up to 6" away.
The target must make an Initiative check at a -1 penalty or take a single Strength 5 hit,
ignoring normal armor (unmodified saves and
special abilities can still be used). |
Cloud of Flies |
The warrior is surrounded by a buzzing
cloud of flies that distracts all opponents
in HtH. All warriors in base to base contact with the
warrior suffer a -1 penalty to all checks. |
Full of Crap |
Any models that wound the warrior
in HtH must make an Initiative check at a -1 penalty or take a single Strength 5 hit
that ignores normal armor saves (unmodified saves and
special abilities can still be used), as a stream of corrosive putrescence bursts at them from the warrior's Wound.
|
Gifts of Tzeentch |
Flames of Tzeentch |
In the shooting phase, if the warrior is not in HtH they may project
flames against a single foe up to 6"
away, rolling to hit
using their BS. If struck the target takes
d6 Strength 3 hits. In the HtH phase, if the warrior is in HtH rather
than take their normal attacks they
may choose to make a single special Flame attack against
a single enemy they are engaged in HtH with. The Flame
attack hits automatically, and is resolved as
a Strength 3 hit that inflicts d3 Wounds.
|
Disk of Tzeentch |
The warrior gets a Disk of Tzeentch that
he may ride upon using the normal Mounted
Rules. |
Disk of Tzeentch |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
12 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
10 |
4+ Unmodified |
Special Rules:
The Disk Flies, Causes Fear, and is a Daemon.
The Disk counts as a Mount
while a warrior is mounted on it and as
a seperate model with the above stat line
when a warrior is not mounted on it. Thus
if the warrior riding the Disk is taken
out of action the Disk continues to fight
as a seperate entity with the above profile.
While being ridden the Disk makes no attacks
and cannot be attacked directly. The Disk
counts as a member of the Warband for purposes
of Unit max. The Disk counts as an Animal and
does not gain experience. If the Disk is
taken Out of Action during a game, it is not available to be
used in the Warband's next game, but returns to
the roster and may be used in the game after that.
|
Fortune |
Once per game the warrior may choose
to reroll a single die roll and modify the
result by +/- 1. This may only be used once
per game and cannot be used in conjunction
with other effects that allow rerolls. |
Gaze of Tzeentch |
During the shooting phase, if the warrior is not in HtH they may gaze upon
a single target up to 24" away.
Line of sight between the warrior and their target is required, and a model with full cover
cannot be targeted; otherwise the attack automatically hits the target.
The target must make an Initiative check; if the check is failed the target takes a single
Strength 9 hit that inflicts d2 Wounds.
After using this ability the warrior must make a Toughness check; if this check is failed
the warrior takes 1 Wound with no save possible.
|
Lord of Magic |
The warrior can mimic the Spells of other casters.
During the course of each game, any time another caster
successfully casts a Spell, the player of this warrior
should write down the name of the Spell and its Difficulty.
At any point thereafter during the course of the game
the warrior may cast Spells from their own list of known Spells
and also from the list of Spells other casters have cast thus far
in the game.
This ability does not work on Prayers, and it resets at
the end of each game.
|
Robes of Daemonkind |
The warrior's robes are possessed by a
daemon, giving the warrior a 5+ unmodified
save. This cannot be used in conjuntion
with Armor or Shields.
|