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 Daemons. 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, Demonology Spells
|
Special Ability: Demonology Spells. The
Demonologist may either start with two of the following Spells determined randomly,
or one of the following Spells chosen by the player. Should the Daemonologist gain
a Skill raise they may instead choose to randomly generate a new Spell from the
following list or lower the difficulty of a spell they already know by one.
|
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
|
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
|
Khorne
|
Flesh Hound
|
Nurgle
|
Beast of Nurgle
|
Slaneesh
|
Fiend
|
Tzeentch
|
Flamer
|
|
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.
|