|
Type |
Number |
Cost |
Upkeep |
Warband Rating |
|
Demonologist |
1 |
60 |
30 |
+20 |
|
Demonologists are wizards and summoners
who deal in the most forbidden of Black
Arts, the sumonning of Deamons. Some start
with good intentions, others are evil from
the womb, but all seek to bring maelific
creatures from the Realms of Chaos into
this world. Aspiring Champions of Chaos
often find such men useful to their cause
and enlist their services, seeking to bring
their evil masters more souls. |
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
|
4 |
2 |
2 |
3 |
2 |
1 |
4 |
1 |
9 |
- |
HUMAN |
|
Warbands Allowed: Aspiring
Champion only |
|
Skill Categories: Academic |
Special Ability:
Bound Daemon. The Demonlogist
has summoned and bound a Lesser Daemon at
some time in the past. Though this has taken
a toll on his health (represented by starting
T of 2), it gives him great temporal power.
This Lesser Daemon may be called forth by
the Demonologist in the Shooting phase as
if he were casting a Spell with a Difficulty
of 6, appearing up to 6" away from
the Demonologist, but not into HtH. Thereafter,
the Demonologist must make a Leadership
roll in each of his own recovery phases
at -1 or loose control of the Demon. If
the Demonologist is Stunned he automatically
fails; if Knocked Down he suffers an additional
-1 Ld. If the Demonologist looses control
of the Daemon roll on the following chart:
- 1) The Daemon
charges the Demonologist if possible and
tries to kill him, otherwise it moves as
close to the Demonologist as possible so
as to charge in the following turn (if control
is not reasserted).
- 2-3) The Daemon
charges the nearest model of the Demonologist's
hiring warband.
- 4) The Daemon
immediately returns from whence it came
and may not be summoned again for the duration
of the game.
- 5-6) The Daemon
does nothing this turn. If in HtH, it does
not return strikes on his enemies (but still
defends itself).
If the Daemon is still present and the Demonologist
is still in action, then another Leadership
roll is made in the following turn's recovery
phase, with success returning the Daemon
to the players control. The Daemon is removed
from play immediately if the Demonologist
goes OoA; it simply dissapears back to whence
it came.
|
Special Limitation:
Daemonic Instability.
The Daemon does not belong on this plane.
Each Recovery Phase, roll a single die.
On a 1-5 the Daemon maintains stability
and no further action is necessary, but
on the roll of a 6 the Daemon becomes unstable;
roll again for the following result:
- 1-2) The Daemon
is finished and disapates into nothingness,
it may not be summoned again in this game.
- 3-4) The Daemon
is unstable; it may do nothing until the
next Recovery Phase; if in HtH it is auto
hit.
- 5-6) The Daemon
is invigorated and gains +1 A until the
next Recovery Phase.
|
|
Special Limitation:
Deific Bias
. The Bound Daemon available to the Demonologist
is determined by the Mark of the Aspiring
Champion hiring the Demonologist. This isnt
a function of preference, merely that an
Aspiring Champion would only hire a Demonologist
with an appropriate Daemon. Profiles are
provided for each of the available Daemon
types at the end of this document. Use the
following chart:
|
|
Aspiring Champion Mark |
Daemon |
|
Nurgle
|
Beast of Nurgle
|
|
Slaneesh
|
Fiend
|
|
Tzeentch
|
Flamer
|
|
Khorne
|
Flesh Hound
|
|
|
Special Ability:
Demonology. The Demonologist
starts with 2 of the following Spells (roll
randomly). Should they gain a Skill raise,
they may choose to randomly generate a new
Spell from the following list instead. |
|
1. Dispel Daemon: The Demonologist
may dispel a Daemon. Daemons are ejected
from this plane automatically if the Spell
is successfully cast. This includes Possessed
and Mutants with the mutation Daemon Soul;
both of which are destroyed by this Spell.
Difficulty 11. |
|
2. Summon Daemonic Power:
The Demonologist must make a T check or
take a wound. If not put OoA, the Demonologist
may roll and add a 3rd die for all Spell
Difficulty rolls and may make Leadership
checks at +2 for the duration of the game.
This Spell can be cast more than once, and
the effects stack. Difficulty 9 |
|
3. Zone of Daemonic Protection:
The Demonologist may erect a 2" radius
zone thru which no Daemon may pass or attack
into. Affected models halt 2" from
the caster, and count as failing their charge
is such were their intent. This includes
Possessed and Mutants with Daemon Souls.
This Spell lasts until the caster moves
or casts another Spell. Difficulty 8 |
|
4. Stop Daemonic Instability:
The caster may prevent his Daemon from taking
Instability checks. This Spell lasts until
the Daemonoligist casts another Spell. While
this Spell is active, the Bound Daemon does
not make Instability checks as long as it
is within 24" of the caster. Difficulty:
6 |
|
5. Superior Binding: The
caster focuses his will to holding the Bound
Daemon in check. While this Spell is active,
the Demonologist does not have to make Ld
checks to maintain control of their Bound
Daemon. Lasts until the Demonoligist casts
another Spell. Difficulty 7 |
|
6. Shared Insanity: The
caster projects images of the deeds he has
commited and the beings he has witnessed
in his career as a Demonologist into the
mind of any enemy model within LOS no further
than 12" away. That target must make
an immediate Leadership check at -2 or instantly
break. Not vs. models Immune to Psychology.
Difficulty: 9 |
|
Lesser Daemons |
|
Khornate |
|
Type |
Number |
Cost |
Upkeep |
Warband Rating |
|
Flesh Hound of Khorne |
1 |
- |
- |
- |
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
|
10 |
5 |
0 |
5 |
4 |
2 |
6 |
1 |
10 |
4+U |
DAEMON |
|
Special Ability:
Superior Collar of Khorne.
Immune to all magic targeted directly at
them or with an area of effect that would
envelop them. Additionally, Magical weapons
cannot hurt the Flesh Hound; it must be
destroyed with mundane weaponry. Willpower-based
effects still take place as they are a part
of the rituals of Daemonic Binding. Therefore
the Demonologists Spells still affect the
Flesh Hound except Dispel as the remainder
are all indirect. |
|
Special Ability:
Daemon. 4+ Unmodified
Save, Causes Fear |
|
Special Limitation:
Daemon. Never gains experience
and never gets any better. May not climb
or go up ladders, but can go up ramps. |
|
|
|
Nurgle |
|
Type |
Number |
Cost |
Upkeep |
Warband Rating |
|
Beast of Nurgle |
1 |
- |
- |
- |
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
|
3 |
3 |
0 |
3 |
5 |
3 |
3 |
d6 |
6 |
4+U |
DAEMON |
|
Special Ability:
Unstopable: The Beast moves
d6+2" directly forward in the Recovery
Phase. If this brings it BtB with an enemy,
it is considered to have charged. This is
in addition to its normal move. |
|
Special Ability:
Tentacles: The Beast has many
tentacles, from which it derives its variable
d6 attacks per phase. Additionally, no armor
save is allowed vs its attacks. |
|
Special Ability:
Slime Trail: Any model charging
the Beast from the side or rear takes an
automatic S3 hit with no armor saves. |
|
Special Ability:
Daemon. 4+ Unmodified
Save, Causes Fear |
|
Special Limitation:
Daemon. Never gains experience
and never gets any better. May not climb
or go up ladders, but can go up ramps. |
|
|
|
Slaneesh |
|
Type |
Number |
Cost |
Upkeep |
Warband Rating |
|
Fiend of Slaneesh |
1 |
- |
- |
- |
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
|
6 |
3 |
0 |
3 |
3 |
1 |
3 |
2+1 |
8 |
4+U |
DAEMON |
|
Special Ability:
Scorpion Tail: The Fiend gains
+1 attack (included on profile) from its
wickedly spiked tail. If this attack hits
and applicable saves are failed it automatically
wounds. Not vs Immune to Poison. |
|
Special Ability:
Soporific Musk: All opponents
in BtB suffer -1 to hit. Not vs True Undead
or Daemons. |
|
Special Ability:
Daemon. 4+ Unmodified
Save, Causes Fear |
|
Special Limitation:
Daemon. Never gains experience
and never gets any better. May not climb
or go up ladders, but can go up ramps. |
|
|
|
Tzeentch |
|
Type |
Number |
Cost |
Upkeep |
Warband Rating |
|
Flamer of Tzeentch |
1 |
- |
- |
- |
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
|
9 |
3 |
5 |
5 |
4 |
2 |
4 |
2 |
10 |
4+U |
DAEMON |
|
Special Ability:
Flamer: Ranged: 6", no
Range penalties, d6 S3 hits single target.
HtH: Causes D3 wounds instead of 1 Wound. |
|
Special Ability:
Bounding: Flamers may leap
obstacles of up to 2" high |
|
Special Ability:
Daemon. 4+ Unmodified
Save, Causes Fear |
|
Special Limitation:
Daemon. Never gains experience
and never gets any better. May not climb
or go up ladders, but can go up ramps. |