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1. Prayer of Death |
The priest calls the attention of his diety
to a foe. Targeted model must roll under
their Toughness on a d6 or take a Wound
with no Armor save possible (non-Armor saves
are still possible). Difficulty 8, Range
12". |
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2. On Death's Door |
The priest may intercede with his diety
on behalf of a member of the warband who
recieves a mortal wound. Any one Hero of
the warband who recieved the 'Death' result
on the serious injury chart may escape death
and instead only misses a single game while
recuperating. Difficulty: Auto if the priest is not dead. |
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3. Face of Death |
The priest's face takes on a dark aspect
and radiates a fearsome emanation. The priest
is immune to Fear and Terror, and causes Fear.
All enemy models within 12" that can see the priest
suffer a -2 penalty to all of their Leadership tests.
Difficulty: 7. Duration: until the priest casts
another spell or is Knocked Out or Stunned.
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4. Render the Final Rest |
After the battle, when opposing gangs roll for serious injuries,
their Henchmen with serious injuries die of their wounds on a roll of 1-3,
and their Heroes with serious injuries die of their wounds on a roll of 11-16 or 21.
Difficulty: Auto if the priest is not dead.
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5. Wind of Death |
The priest summons a dark wind from beyond
the grave.
All models of your choice anywhere on the battlefield must
roll under their Toughness on a d6 or take a Wound
with no Armor save possible (non-Armor saves
are still possible). Difficulty 10, but reduce the
difficulty by 1 each time the priest fails to cast a prayer (to a minimum of 2)
and increase it by 1 each time they successfully cast a prayer (to a maximum of 12).
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6. Messenger of Death |
The priest takes on the aspect of his god
and wreaks havoc amongst those who would dare stand against the inevitable.
For the
duration of the game the priest gains the
following abilities:
- +2 to all statistics, including Movement
and Wounds; this can take the priest over
Human profile maximums for the duration
of the game.
- 5+ Unmodified save vs. all attacks, including
Magic and Prayers
- The Scythe counts as a Magic weapon and may
strike creatures normally only affected
by Magic
- Scythe strikes in Initiative order, not
last.
Difficulty 12, but reduce the
difficulty by 1 each time the priest fails to cast a prayer (to a minimum of 2)
and increase it by 1 each time they successfully cast a prayer (to a maximum of 12).
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