UNDIVIDED GIFTS | UNDIVIDED GIFTS | These Wargear items and abilities may be taken by models bearing any of the Marks of Chaos and that are allowed to chose from the Armoury (eg Lords, Lieutenants and Aspiring Champions). | ITEM | PRICE | Daemon Sense | 6/3 pts | Daemonic Vinculum | 15 pts | Fenrir | 25 pts | Power Halberd | 25/20 pts | Storm Slayer | 25 pts |
| Daemon Sense: The Champion is able to detect the waves in the Warp that the eruption of Daemons into the material world causes. Any unit that includes a model with Daemon sense may take one free shot each at one Daemon unit per turn once they appear. This cannot be used against Daemons that are already on the table and all the rules for shooting apply including line of sight. | Daemonic Vinculum: The Champion bears a potent link to the Warp and it's denizens. The model may be used for summoning daemons and may re-roll any one roll for summoning Daemons (even Greater Daemons may benefit from the +1). You must declare before rolling the dice for summoning the daemons. | Fenrir: These large beasts are wolf like in appearance, but unlike their distant cousins, never hunt in packs. It was rumoured that these are Fenrisian wolves that have succumbed to the taint of chaos and their appearance warped within the Eye. They follow the master around and move at the same speed as their master. They have the following profile: | WS | BS | S | T | W | I | A | Ld | Sv | Fenrir | 3 | 0 | 5 | 4 | 2 | 4 | 2 | 10 | 5+ |
| Power Halberd: The Champion wields a potent weapon that is wielded in both hands by the user and is capable of decapitating most opponents easily. The Power halberd is a power weapon that adds +2 Strength to the wielders attacks in combat. | Storm Slayer: These potent daemon weapons are capable of creating a very localised storm. Once per game, the model with the storm slayer may trigger it's power in the Shooting phase instead of shooting another weapon. Place the large Ordnance template over the model with the Storm slayer and any models under the template excluding the model with the Storm slayer takes a Strength D6+2 hit with an AP of 4. |
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| KHORNE GIFTS | These Wargear items and abilities may be taken by models bearing the Mark of Khorne that are allowed to chose from the Armoury (eg Lords, Lieutenants and Aspiring Champions), unless otherwise noted. | ITEM | PRICE | Brass Skull | 25/18 pts | Cauldren of Blood | 20/15 pts | Chalice of Khorne | 20/12 pts | Curse of Khorne | 10/5 pts | Hellion Rage | 12/8 pts | Mark of Khorne Ascended | 60 pts |
| Brass Skull: The Champion wields a heavy crystal and brass skull mounted on a heavy brass chain that is wielded in two-hands. This weapon is used in combat, and counts as a power fist. In addition, the Brass Skull always automatically hits all models within base-to-base combat with the wielder. This weapon cannot be used by those in Terminator armour since the weapon is far too unwieldly to be used by these individuals. | Cauldren of Blood: The Cauldren of Blood is a potent symbol for all worshippers of Khorne. Any model with the Mark of Khorne and any Khorne daemons within 12" count as having 'Feel No Pain.' Models that already have this ability gain +1 to their rolls when within 6" of the Cauldren. | Chalice of Khorne: The Chalice of Khorne continually flows with energy from the Warp and when drunk from, enfuses the bearer with renewed vigour and strength. It may be drunk from once per game during any Assault Phase. When drunk the bearer doubles his effective fighting Strength and strikes at Initiative order. | Curse of Khorne: The Champion is covered in an aura of death and those nearby want nothing more then bloodshed. All models (friend or foe) within 6" automatically hit on 3+ regardless of Weapon Skill. | Hellion Rage: The Champion is bloodthirsty beyond reckoning, and frightful in combat. When in combat, he doubles any Attack bonuses he gets for Terminator armour, the Mark fo Khorne, Daemonic mutation and being equipped with two weapons. | Mark of Khorne Ascended: The Khorne Lord is a truely blessed in the eyes of Khorne, and is one of his finest warriors. The Mark of Khorne Ascended replaces the normal Mark of Khorne on the Lord, and may only be taken by models with Daemonic stature. The Mark of Khorne Ascended grants the bearer a 4+ Invulnerable save, daemonic essence and the Khorne Lord also does an additional +D6 Attacks in combat, rolled for at the beginning of combat. |
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| NURGLE GIFTS | These Wargear items and abilities may be taken by models bearing the Mark of Nurgle that are allowed to chose from the Armoury (eg Lords, Lieutenants and Aspiring Champions), unless otherwise noted. | ITEM | PRICE | Grotesque Form | 16/12 pts | Mark of Nurgle Ascended | 60 pts | Plague Discharger | 20/15 pts | Plague Shells | 2 pts | Poisoned Blades | 10/10 pts | Vile Armour | 20/15 pts |
| Grotesque Form: The Champion has mutated horribly and his form turns the stomach of even those who are normally iron willed. Any model wishing to charge a model with grotesque form must first pass a Leadership test or be unable to charge this turn. They may however divert their charge to any viable targets within charge range. | Mark of Nurgle Ascended: The Nurgle Lord is a truely blessed in the eyes of Nurgle, and has spread more plagues in his wake then any other follower. The Mark of Nurgle Ascended replaces the normal Mark of Nurgle on the Lord, and may only be taken by models with Daemonic stature. The Mark of NUrgle Ascended grants the bearer a 4+ Invulnerable save, daemonic essence and the Nurgle Lord also gains the ability to regenerate. At the beginning of each turn, the Lord regains +1 Wound up to a maximum of 4. | Plague Discharger: These small orbs contain emit a green fog of the purest and deadliest strains of some of the most deadly viruses. Yet this gas is highly corrosive in nature and can eat away at almost any known material. As such, the Plague Marines emit a sticky slime that coats their armour which stops the gas from eating away at their armour. Any enemy unit involved in combat with a model with the Plague Discharger, takes a S4 hit with no Armour save. | Plague Shells: The Plague Marine carries special bolt shells that are tipped in vile toxins. This upgrade can be taken by any model in the Nurgle army with a bolter, bolt pistol or heavy bolter for +2 pts per model. Any model with plague shells count as having a +1 modifier on any rolls To Wound. This +1 modifier does not apply for use against Necrons, Daemons, Wraithlords or Wraithguard. | Poisoned Blades: The Plague Marine carries an assortment of blades that are all tipped with bacterial soups that dead to those infected. This is an upgrade to any model with a power weapon, close combat weapon, great weapon, daemon weapon and power fists. All models wounded but not plain by a model with such weapons are slain outright on a roll of 4+ on a 1D6. | Vile Armour: The Nurgle Champion wears a grotesque armour that literally drips with filth, diseases and hundreds of viruses. Any model that successful rolls To Wound the model with Vile armour in combat, then the model that successfully Wounded them must make an Armour Save or lose a Wound. These armour saves are resolved after all other models have attacked. Models removed because of Vile armour count towards the combat resolution. |
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| SLAANESH GIFTS | These Wargear items and abilities may be taken by models bearing the Mark of Slaanesh that are allowed to chose from the Armoury (eg Lords, Lieutenants and Aspiring Champions), unless otherwise noted. | ITEM | PRICE | Concubine | 10/6 pts | Hellshriek | 20/20 pts | Mark of Slaanesh Ascended | 60 pts | Rapturous Aura | 15/10 pts | Tormentor Armour | 5/2 pts | Undynable Beauty | 20/12 pts |
| Concubine: The model is followed by a ritual partner that is quite beautiful. The concubine has the same profile as a Chaos Hound and follows the rules for Chaos Hounds with one exception. Any non-daemon model that is fighting a model with Concubine suffers from a -2 Iniative penalty. Note this is not cumulative with the warp scream ability. | Hellshriek: The model can emit a ear piercing shriek of pure Warp energy that blurs reality. This ability can be used once per game and when used, all daemons on the table double their Initiative and any daemons awaiting to arrive gain +1 to the roll. This ability can only be used at the beginning of the game and only a single model can have this ability. | Mark of Slaanesh Ascended: The Slaanesh Lord is a truely blessed in the eyes of Slaanesh, and has spread more plagues in his wake then any other follower. The Mark of Slaanesh Ascended replaces the normal Mark of Slaanesh on the Lord, and may only be taken by models with Daemonic stature. The Mark of Slaanesh Ascended grants the bearer a 4+ Invulnerable save, daemonic essence and the Slaanesh Lord is also covered in an aura of animosity. Any model fighting the model with the Mark of Slaanesh Ascended halves their WS when resolving their attacks. | Rapturous Aura: The Champion is radiates pleasurable energy and overwhelms those nearby. Any model (friend or foe) within 2" of the model with rapturous aura is at -1 Attack to a minimum of 1. | Tormentor Armour: The Champion wears a suit that contains the bound Slaaneshi armour that warps, bends and shifts into suggestive forms. Any non-Slaaneshi model must charge the wearer of the armour if at all possible. | Undynable Beauty: Any model wanting to shoot a unit that can also draw line of sight to a unit with undynable beauty then they must pass a Leadership test or be unable to shoot the unit with the model. |
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| TZEENTCH GIFTS | These Wargear items and abilities may be taken by models bearing the Mark of Tzeentch that are allowed to chose from the Armoury (eg Lords, Lieutenants and Aspiring Champions). | ITEM | PRICE | Changer of Ways | 25/18 pts | Eye Talisman | 12/8 pts | Mark of Tzeentch Ascended | 60 pts | Scroll of Enchantment | 20/12 pts | Warp Siren | 10/5 pts | Warp Vincuum | 20/15 pts |
| Changer of Ways: The Champion is able to weave the fates of those nearby into his plans and is able to influence them easily. Before battle, but after the armies are set up, up to one unit (chosen by the Tzeentch player) is moved D6" in a random direction. If a hit is rolled, the unit moves in the direction that the Tzeench player chooses. Only one model may be given this power per game. | Eye Talisman: The Champion carries an Eye Talisman that glows with warp fire. Once per game, the bearer may cast Bolt of Change in the shooting phase in addition to any other power or ranged weapons he uses. | Mark of Tzeentch Ascended: The Tzeentch Lord is a truely blessed in the eyes of Tzeentch, and has spread more plagues in his wake then any other follower. The Mark of Tzeentch Ascended replaces the normal Mark of Tzeentch on the Lord, and may only be taken by models with Daemonic stature. The Mark of Tzeentch Ascended grants the bearer a 4+ Invulnerable save, daemonic essence and the Tzeentch Lord is also as master at his craft and cast powers that are incredibly powerful. Any power cast by the Tzeentch Lord with this mark doubles it range with the exception of Stream of Corruption. | Scroll of Enchantment: The Champions carries one of only a few Sacred Scrolls that exist. Once per game, the model with the Scroll of Enchantment may read from the scroll in the beginning of Movement Phase. For that one turn, any one Thousand Son unit within 6" doesn't count as being subject to the Slow and Purposeful special rule for that turn. Only one model in the army may be given this item | Warp Siren: The Champion is accompanied by a mysterious creature of the Warp that is attracted by the sheer power that the individual has the ability to harness. The Warp Siren counts as a Chaos spawn but gains +1 Strength in combat for each major power the bearer has cast that turn. | Warp Vincuum: The Champion is a conduit for the Warp and the complex vortexes of Warp power are most concentrated around him. Any model using a psychic power within 12" gains +1 Strength bonus (if it counts as a weapon and has a Strength such as Doombolt). However, if the power doesn't have a Strength, then it increases the range of the power by +D6". This is cumulative with the Warp focus power. |
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