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 weapon
are resolved at +1 to hit and +1 to Strength.
The weapon can be in any form, but does
not gain any of the special abilities of
its normal type. |
|
Daemonic Favor |
The warrior has gained a boon from his
Daemon Lord. He may ignore one result on
the Serious Injury Chart. This is a one
use gift and is lost once used. Another
gift is not gained to take its place. |
|
Daemonic Vigor |
The warrior is filled with dark energy
that gives him superhuman potency. He may
ignore the first Wound he suffers in a battle.
This is shown as +1 Wound on his profile. |
|
Daemonic Speed |
The warrior may move so quickly that
his appendages actually blur to the untrained
eye. His attacks cannot be parried. |
|
Daemonic Drive |
The warrior is filled with the power
of his 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. Unless the warrior is the band's
Leader they miss a game while the mutations
occur; if they are the Leader they instead
suffer a -2 penalty to all Leadership checks
in the next game as they are distracted
by the painful changes their body is undergoing.
|
|
Gifts of Khorne |
|
Berserker |
The warrior learns the secrets of working
himself into battle lust. He gains the ability
to Frenzy but must charge the enemy if he
is within range. |
|
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 him. This can
take the warrior over his Max Profile for
the remainder of the battle only. |
|
Collar of Khorne |
The warrior has a 4+ unmodified save
vs. Magic and Prayers. |
|
Chaos Armor |
The warrior gains a natural 4+ armor
save. He may not wear any other form of
armor but may have a Shield and benefit
from being Mounted. The Chaos Armor includes
a Helmet. |
|
Axe of Khorne |
The warriors axe is infested with a bound
deamon and causes d3 wounds rather than
the normal 1. Axes only. |
|
Relentless |
Once per game, if the warrior fails a
charge he may make a Leadership roll to
move an extra inch towards the target of
the charge. The warrior may continue to
make Leadership rolls, moving an additional
inch closer to the target of the charge
for each succesful check until he comes
BtB with the target of his charge or he
fails a Leadership roll. The model must
make the Leadership rolls even if Immune
to Psychology. |
|
Gifts of Slaneesh |
|
Angel to some, Daemon to others |
The warrior is able to facinate a single
foe per HtH phase (both thier own and the
enemies). At the begining of the HtH phase
before any hits are resolved, the warriors
player may choose a single enemy model in
base to base contact and force them to make
a Leadership check. If they fail the Leadership
check then they may do nothing at all during
that HtH phase and all attacks on them hit
automatically. Not vs models that are Immune
to Psychology. |
|
The Reaching |
If the model is not currently in HtH
combat then they may make a special attack
during the shooting phase. The warrior can
target an enemy model not currently involved
in HtH up to 6" away with daemonic
hooks, lines, tentacles, whips, chains,
or some other appropriate implement. The
attack automatically hits, and if the target
cannot roll under his Strength on a d6 then
he is pulled to the Reaching Hero. They
fight in the ensuing HtH phase. The Reaching
Hero counts as charging. The Spear special
rule does not apply.
|
|
Sadomasochism |
The warrior is a master of pain. He knows
how to administer pain and is inured to
it himself. The model counts Stunned results
as Knocked Down and is +1 on Injury rolls
only to Stun in HtH only. He Stuns foes
on a Injury result of 2-4 with normal weapons
and on a 1-4 when using a clubbing weapon. |
|
Miasma |
The warrior exudes a soporific musk that
can affect the minds of others. All models
within 4" of the Hero feel out of touch
with reality and loose 1 Attack down to
a minimum of 1 Attack. Note that this affects
ALL models, including the Hero's fellow
warband members. Not vs models that are
Immune to Psychology. |
|
Leathers and Silks |
The warriors clothing takes on mystical
properties and gives them a 5+ unmodified
armor save vs all attacks, but cannot be
used in conjuntion with Armor or Shields. |
|
Leather Mask |
The warrior wears a mask that is enchanted
with fell magics. The mask counts as a Helmet,
but also has the following effect: All models
charging the Hero or being charged by the
Hero must make a Fear check as normal, but
if they pass it they must roll a second
Fear check. If the second roll is also passed,
then the model is unaffected by Fear as
normal. Not vs models Immune to Fear. |
|
Gifts of Nurgle |
|
Filthy Beast |
The warrior is a disgusting filthy animal
that never washes and rejoices in all things
foul. They are surrounded by a stench that
causes other warriors to retch and gag.
All models within 4" of the Hero
loose 1 Attack, down to a minimum of 1 Attack.
Note that this affects ALL models, including
the Hero's fellow warband members.
Not vs Supernatural creatures (Daemons,
Possessed, True Undead, Ulfwerener, etc.) |
|
Fat Bastard |
The warriors rotundity is remarkable.
The extra layers of fat and lard absorb
blows and protects his vitals. Therefore,
he is never Critically Wounded. |
|
Nurgles Rot |
Any enemy wounded by the warrior in HtH
must roll under thier Toughness or take
an additional wound from Nurgles Rot. |
|
Stream of Corruption |
The warrior may vomit forth a vile stream
of corruption in the shooting phase against
a single model up to 6" away. If in
HtH the warrior must vomit on one of the
opponents in base to base contact with him.
The target takes a single Strength 5 hit,
ignoring normal armor. |
|
Cloud of Flies |
The warrior is surrounded by a buzzing
cloud of flies that distracts all opponents
in HtH. All warriors base to base with the
Hero are at -1 to hit in HtH. |
|
Full of Crap |
If struck and wounded, a stream of crap
explodes from the wound and coats the wounding
model. All enemy models that wound the Hero
in HtH take a single Strength 4 hit igoring
normal armor saves (unmodified saves and
special abilities are not normal armor). |
|
Gifts of Tzeentch |
|
Flames of Tzeentch |
If not in HtH the warrior may project
flames against a single foe up to 6"
away in the shooting phase, rolling to hit
with his BS. If struck the target takes
d6 Strength 3 hits. If in HtH the warrior
may choose to Flame a single foe rather
than take his normal attacks. The Flame
attack hits automatically, is resolved at
Strength 3 and causes d3 Wounds instead
of the normal 1. |
|
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 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. It also
counts as a member of the Warband for purposes
of Unit max. It counts as an Animal and
does not gain experience. If the Disk is
taken Out of Action roll for its survival
after the game as if it were a Henchman.
If it leaves the warband it is gone and
removed from the roster. The Aspiring Champion
does not get another Gift to replace it.
The Disk Flies, Causes Fear, and is a Daemon.
|
|
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 |
If not in HtH the warrior may gaze upon
a single foe up to 24" away in the
shooting phase. The target takes a single
Strength 9 hit. The Hero must roll to hit
using his BS and using the normal shooting
rules. Cannot use in HtH. |
|
Lord of Magic |
The model can mimic Spell effects. If
any Spell (not prayer) is cast during normal
combat by other models, the warrior may
himself cast that Spell following the normal
rules for the duration of the game. The
player should note down the Name and Difficulty
of the Spells that have been cast by other
models. Difficulty for each Spell is the
base Difficulty, not counting any modifiers
that apply for the original caster such
as having learned a Spell multiple times. |
|
Robes of Daemonkind |
The warriors robes are possessed by a
daemon, giving the warrior a 5+ unmodified
save. This cannot be used in conjuntion
with Armor or Shields. |