Blood-Raging Khorne Berserker
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These are blessings which I created for a kill-team tournament in which I will be participating soon! I am allowed to take along a deceiver shard with only the pyre shards power for 200points.
Every time I invented some fluff and then the necessary rules. Enjoy!
And you will notice Tzeentch in there many times, he challenged the deceiver in a contest of deceit and trickery!
Madness (C'tan / Tzeentch blessing)
The Deceiver has realized his mind games over other's can be quite destructive, many a foe has been found dramatically frightened of his mere presence, he felt this, and has found an entrance to mortals minds. Now he can mangle their thoughts with horrors unimaginable. Tzeentch helped him a bit gaining this ability all according to his plan.
The Deceiver gained a shooting weapon =
MADNESS : Range 18" S X AP X Assault D6 + 1
Madness : Roll the assault D6 + 1, the number you get are all hits which may be distributed among chosen non-vehicle targets within 12" range, these must not be in line of sight, the Deceiver senses their mind through any material. (you may not give one model 2 or more hits) when all the targets are chosen roll to hit as normal. Every one hit must pass a leadership test on 3D6. When failed the model is removed from play, if passed, he may continue the battle as normal. invulnerable saves can be taken against these hits (for they can block the mind lock) yet it can never be better than 4+ for even the best wargear can't stand the forces of a material god.
Control : The Deceiver may not fire another weapon this turn for he needs to focus on the minds of the mortals, the maddening itself is easy, but in war the attention of even a shard of a god can't always focus on awesome powers, he can only use this power once every 2 turns (example, if he used it in turn 1 he cannot use it in turn 2, but can in turn 3)
Shroud of Deceit (C'tan blessing)
Tzeentch bothered the C'tan with a slightly different challenge than anything else he can easily do. Objectives truly aren't his best shot, for a shard alone might be powerful but he can't claim objectives which many can take from him. Yet the Deceiver learned from battles hence forth and came with a solution of his own. He managed to attain the power to make a copy of himself which can act, move even attack like him but isn't truly him. Besides that he also found out it's quite easy to shroud himself from view and therefore will never start as himself ever again. Though if his copy were to take damage he isn't all that safe from it. He can always terminate the copy and reveal himself.
SHROUD OF DECEIT: The Deceiver starts the game with his fake, this model has all powers and blessings of the normal shard. At the start of any of the c'tan movement phase he may wish to terminate the fake and reveal himself, the real shard may be placed within 24" of the fake shard. this can only be done once per game. If the fake shard were to have wounds already, the real shard must take a save for each wound the fake had.
Worldscape illusion (Tzeentch blessing)
Tzeentch noticed the c'tan's ability to change every fabric of the material realm with ease. Willingly giving him another challenge to let him evolve his ability to a much more larger scale. The Deceiver willingly accepted the new challenge given knowing this power will aid him throughout his plans. Winning the challenge thinking he has won, the c'tan doesn't realize that his new powers aren't all that pure. Tzeentch altered it dramatically to fit his schemes. With every change in the landscape a dot of pure tzeentch magic will be manifested and act as a beacon for the chaos god knowing what happens in its vicinity. Knowledge is power.
WORLDSCAPE ILLUSION: Once per game at the start on any turn, the Deceiver may redeploy D6 pieces of terrain. Models standing in or on terrain will simply be dropped wherever they stood on the terrain piece, straight on the table, if the distane dropped is beyond 6" then there is a chance they drop to death. The model must then take a dangerous terrain test which fails on a 1,2 and 3. Models can be (if possible) placed in terrain this way.
Reïnforced Manifestation (C'tan Blessing)
The Deceiver has absorbed a massive amount of lifeforce and so he regained a portion of his complete godlike being. Tzeentch saw this coming nonetheless, for the god already has plans with his growth. Yet the Deceiver hid the kind of growth taken and knew this would play part in his adversaries plans. The Deceiver forced his growth in invulnerability making more sure he doesn't have to be frightened of all the awesome weaponry foolish races like even Orks could bring. (Lifeforce required: 150 'living' models (any way) and a victorious battle.)
REÏNFORCED MANIFESTATION: The Deceiver's invulnerable save is improved to a 3+
Mindtrick (Tzeentch / C'tan Blessing)
While making mortals go mad is so pleasing, the Deceiver wanted a new challenge. Being able to enter the minds filling them with horrors, he now has learnt how to use this ability to shroud their minds, or even guide their minds making them do his bidding. Force them to do whatever he thinks. Tzeentch noticed his interest, something even he can't manifest is being done by this material 'god'. Tzeentch is angered, but could prove the new ability handy with a slight magical trick, Now as with the c'tan movement of buildings, information is transferred every time he uses mindtrick on someone so Tzeentch shall know even more. Both tricksters gained a step, both know they did, slowly the Deceiver gets a confident feeling, a feeling he is going to live through this, or maybe this is just what Tzeentch wants him to feel. None could truly tell, both find many ways for that idea, ways we cannot even think of.
MINDTRICK: This ability can be used at the start of the Deceiver's assault phase, He may choose a target within 12" and trick it to follow his command. The chosen model may be used as if it were controlled by the owning player. The shard can still assault after using his ability. (Models that are falling back or gone to ground can also be controlled and used as if they aren't falling back or didn't went to ground).
Trick of Sight (C'tan / Tzeentch blessing)
The Deceiver likes going unseen, more preferably to be near invisible. Being able to cloak himself with Shroud of deceit is one thing but going truly unseen is another, Yet not strong enough to make himself invisible, he is forced to find another solution. Tzeentch felt his need and guided him along the way finding his solution, which would as always follow the path of Tzeentch's plan. The c'tan, with some help of Tzeentch, found a way to use the terrain far more to his advantage. While he is able to make illusions of terrain he is ofcourse able to illusion himself into terrain-like features. He also toys with nearby terrain making him more shrouded against any kind of attack.
'Mortals and their eyes, their eyes trick themselves, where can I take it then?.'
~The Deceiver~
TRICK OF SIGHT: The deceiver has the ability to create an Illusion surrounding his body which reflects from any visual point taken, what is right behind him making him nearly invisible. Warriors of any kind aren't blind and are able to extract strange movements in the sky and other strange sightings which could be the c'tan. Any unit trying to fire or assault the Deceiver must pass a sight test. Test for shooting : roll 2D6 and multiply by 3, If the deceiver is within range of the result number then you may fire. The c'tan's cover saves are also improved by 1 (Example : 4+ becomes 3+)
Pyre Bolts (Tzeentch Blessing)
The Deceiver from the very start possessed the ability to launch several pyre shards straight into one enemy, Tzeentch a long while ago agreed with the Deceiver that if he were able to slay a certain amount of difficult enemies with it, Tzeentch would magically enhance the fired shards. The Deceiver accomplished his goal and Tzeentch spitefully had to do what he promised (though he only planned this all along). Some who witnessed the fury of Pyre shards will now be totally terrified. The Deceiver now fires Pyre Bolts which first are launched as normal Pyre shards but immediately after being fired they churn into a bolt of Pyre energy. (Kills with Pyre shards required : 50, vehicles count as a kill as well and a Victorious battle.)
The Deceiver got an upgrade for his shooting weapon =
Pyre Shards = Pyre Bolts
PYRE BOLTS: Range 18" S 5 AP 2 Assault 8
Fright : The newer weapon truly exposes magnificent power which unnerves anyone with ease (Seeing your friend getting blasted to nothingness while crying out terrible shrieks is quite unsettling). Any non-fearless infantry model that is within 6" (measuring from base to base) of a model that gets killed with Pyre Bolts by taking 4 (unsaved, this also applies when no saves could be taken) wounds of the shooting attack, must take a leadership test to see if they aren't frightened. A frightened model will follow the rules of being pinned.
Summon the Nightbringer (Tzeentch Blessing)
Mocking with his goals and achievements on a meeting with the Tzeentch entity the C'tan angered Tzeentch in many ways, he even teased Tzeentch so much on such an godlike level that Tzeentch started losing focus over some flows of destiny. The Deceiver had a cunning plan, 'Well well well my dear Tzeentch I've noticed some lack of grip over us C'tan... It seems like you cannot grasp us? Tzeentch's faces glowed red and spoke, 'You will see how much I'm capable of grasping you idiotic material beings!' With a whim and an expression of power Tzeentch brought a shard of no other than the Nightbringer before the Deceiver, freed from Necron chains now as well. 'Oh dear Tzeentch it seems you do have some grip over us... Well I atleast have to thank you for this very unexpected gift.' Tzeentch's thousand eyes blazed now and with warping screams the meeting ended. The Nightbringer shard first nearly attacked the Deceiver but the long freed C'tan knew how to stop him. 'My dear friend... Its time I explain a thing or two, for we are in a war with the warp my friend. The Nightbringer gazed in the Jackal god's eyes with an empty hollowness only the Nightbringer has. 'Deceiver, don't trick me, or I'll rip the force out of your immortal life.' The deceiver smiled, 'No my friend, I won't deceive you, I need you, more than you can imagine.' Both shards stood there and took time for a long talk, time only immortals can permit to have.
SUMMON THE NIGHTBRINGER: Once per game the Deceiver is allowed for one turn to summon a Nightbringer shard (This shard has the profile of a C'tan shard with the Gaze of Death and Transdimensional thunderbolt powers) He must enter the game via deep strike, Yet he may react as if he didn't (so he may move normally in the movement phase, and even assault in the assault phase). At the end of the Deceiver's turn he is removed from play, the game continues as normal, with death in his wake.
Deceive (C'tan Blessing)
The C'tan goes to a clear focus and tries to distort the world into one grand illusion for every mind he can find in the area. Total insanity and deceive will be thrown onto anyone on the battlefield. One might find himself suddenly at home with his children and beloved wife, others might suddenly dawn in blood drained dungeons, nothing is real. Only the very strongest can see trough the deceit and trickery, very few are able to, for even a psyker will be drenched in deceit unseen and for seconds even lost from the warp. The Deceiver moves closer towards his enemies while maintaining the great deceive.
DECEIVE: At the start of the Deceiver's turn the controlling player may declare to activate Deceive once per game. In the Deceiver's turn he may only move and run in any direction desired but may not shoot, assault or use other blessings in that turn. Only move and run. The enemy in his turn must pass a leadership test for every model on the table (no rule can make you pass it). This test can only be passed with the Insane Heroism result (double 1) or the Ignorant Stupidity result (double 2), when passed the model may react normal, if failed, the model will find himself in an appropriate deceived reality in which he completely loses him or herself and may not do anything the entire turn for the model is in his vision of paradise or his worst nightmare.
THE SOUND OF ROLLING DICE TO ME LIKE MUSIC IN THE AIR, BECAUSE I'M A GAMBLING BOOGIE MAN ALLTHOUGH I DON'T PLAY FAIR! (C'tan Blessing)
The Deceiver has realized the maddening tricks and schemes which are needed to trick Tzeentch, from then on improvisation is his new ally, together with an very unexpected gamble side. Since a gamble is the contradiction of Tzeentch existence the Deceiver is more than excited of using it! Tzeentch is losing control for every move of the c'tan is no longer thought trough, but now on the very fringe of a second invented just before it takes place.
THE SOUND OF ROLLING DICE TO ME LIKE MUSIC IN THE AIR,
BECAUSE I'M A GAMBLING BOOGIE MAN ALLTHOUGH I DON'T PLAY FAIR!: The Deceiver truly doesn't play fair and he gambles and tricks at every corner, for the Deceiver tricks the trick. The deceiver is allowed to re-roll 2 dice, and to push 1 over for maybe a better result (this consists of a slight tick against the die) once per game, the re-rolls and die push may be distributed among the phases. The deceiver using player may sing the rhyme every time he uses this power but it's not a must. (Unless you are quite able to sing jazzy and evil).
I'm a C'tan! (C'tan / Tzeentch Blessing)
The Deceiver has finally reached his goal, His entire evolution being regarded as a victory over Tzeentch. The warp doesn't realize yet, but the deceiver has tricked the trickster, he made Tzeentch fail in his quest of stopping him (yet also giving him the chance, this was all planned along other schemes for the kill-team planet by Tzeentch) become a c'tan and ended one of his schemes with pure randomness and improvisation. Gambling away... Now the Deceiver is fully what he was before, nothing will stop him now. Yet only at the brink of being what he once was, he now no longer is known with the name 'shard' (This ability can only be gained if all other blessings are in effect and he is able to win a battle without taking a single wound.)
I'M A C'TAN: The Deceiver's invulnerable save is improved to a 2+, His strength and toughness characteristic are improved to 8, His initiative value is improved to 6 and from now on he moves as jump infantry. (The owning player is allowed to laugh loudly and make desired inventive rhymes while playing his C'tan and butchering his enemies)
The Only Kill-Team King (GW staff Blessing)
The deceiver is now known as the kill-team king, no one may doubt his rule. (This power only applies when the deceiver ends the Kill-team tourney as the victor) Allowed by the Games Workshop staff, from here on the deceiver shard deployed by Rutger will have the 'I'm a C'tan' blessing for no additional cost. The C'tan must choose 2 powers as the normal shards do.
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