Daemons
Battle Traits
When gaining a Battle Trait, a DAEMONS unit may select from one of the following tables instead.
Nurgle
1: Extra Resilient-You may reroll 1s for Disgustingly Resilient rolls made for this unit
2: Durable-Increase the Toughness characteristic of all models in this unit by 1.
3: Clouded In Filth-Subtract 1 from hit rolls made against this unit if the attack is made from more than 7" away
4: Virulent Wounds-Increase the Strength characteristic of all models in this unit by 1.
5: Regeneration-At the start of your Command Phase, roll a d3 and recover that many wounds. If there are no wounded models in the unit, you may instead return a number of one-wound models equal to the number rolled, or return a single multi-wound model with the number rolled wounds remaining.
6: Deadly Touch-Any unmodified wound rolls of 6 made by this unit inflict an additional wound on the target, at the same AP and Damage of the original wound.
Slaanesh
1: Swift As The Wind-Add 2" to the Move characteristic of this unit.
2: Penetrating Blows-Increase the AP of all weapons used by this unit by 1 point.
3: Graceful And Deadly-You may reroll 1s for Invulnerable saves made for this unit.
4: Powerful-Increase the Strength characteristic of all models in this unit by 1.
5: Impossible Alacrity-At the end of your opponent's Command Phase, you may move with this unit as if it were your Movement Phase.
6: Flurry Of Death-Any unmodified hit rolls of 6 made by this unit inflict an additional hit with the same weapon.
Khorne
1: Crushing Charge-When this unit successfully charges, roll 1d3 and inflict that many Mortal Wounds to the units charged.
2: Eager To Fight-This unit can make Heroic Interventions as if they were a Character, and may do so up to 6" instead of 3".
3: No Respite-When making an Invulnerable save against an attack made by this unit, subtract 1 from the roll.
4: Might Of Khorne-Increase the Strength characteristic of all models in this unit by 1.
5: Swift Death-This unit always fights first in the Fight Phase.
6: Invigorated By Blood-Roll a d6 whenever a model is slain by this unit. If there are any wounded models in the unit, regain a wound on a 4+. If there are no wounded models, a single slain model returns on a 5+ with one wound remaining.
Tzeentch
1: Bombardment Of Magic-Any unmodified wound rolls of 6 made by this unit in the Fight Phase inflict a mortal wound in addition to any other damage.
2: Power Source [AURA]-Add 1 to any Psychic Tests taken for a friendly TZEENTCH unit within 6" of this unit.
3: Transmogrification-Whenever this unit would lose a wound, roll a d6. On a 6+, that wound is not lost.
4: Magical Might- Increase the Strength characteristic of all models in this unit by 1.
5: Inscrutable-Subtract 1 from hit rolls made against this unit if the attack is made from within 12".
6: Hope-This unit automatically passes Morale tests.
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Still WIP for Daemons. Feel free to make suggestions or make your own Crusade stuff! I'll catalog it in the first post.
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