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Skip Navigation LinksMordheim>Content>New Skills>Chaos Gifts
Chaos Gifts
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.
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