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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ The Blood God favors those who spill blood in his name, but some individuals he favors more than others. He actively bestows these individuals with favors after their blood letting, and such sights drive those around the Blood Champions to greater acts of bloodshed.<br /> <br /> Profile: <br /> <br /> M: 4 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 7 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: - S: 5 T: 4 W: 2 I: 6 A: 2 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>: 7<br /> <br /> Chaos Armour, Hand Weapon.<br /> <br /> Options: May be granted a Great Weapon for 8 pts, or an additional Hand Weapon for 4 pts.<br /> <br /> May be given any Magic Items up to a total of 50 pts. May take Gifts of Chaos up to a total of 25 pts.<br /> <br /> Special Rules:<br />  The Will of Chaos<br /> Eye of the Gods<br /> Magic Resistance (2)<br /> Gaze of Khornes Favor<br /> Frenzy<br /> <br /> Gaze of Khornes Favor: The Blood Champion has access to a "Spell" list that can only be cast in the Close Combat phase of the game. To use Khornes Favor, you must declare which "spell" you are using at the beginning of Close Combat, before all blows are struck. That spell is then cast using the number of models killed by the Blood Champion as it's Bound Power Level. I.E. Killing three guys gives your spell a Power Level of 3. Failing to kill any models displeases Khorne, and the Blood Champion takes a wound, with no armor saves allowed. These "spells" take effect before Combat Resolution is determined, but after all Blows have been struck. Note: Only the kills of the Blood Champion determine power levels.<br /> <br /> -Blood Rain: A giant cloud of black thunder and bronze hue hovers over the Blood Champion (and his unit), raining blood upon them and driving them to new heights of slaughter. The unit gains Frenzy, even if Immune to Psychology, and regains Frenzy if it previously lost it. Note that this effect doesn't happen until Combat Resolution, and as such does not grant his unit extra attacks for this round of Combat.<br /> <br /> -Deafening Roar: The champion, pleased with his work, shouts at a deafening level, causing all orders and shouts of encouragement to be lost on the wind. For this round of Combat, the losing side has to take any leadership tests, Break Tests, or Fear Tests using their own Leadership, or that of any Hero who has joined their unit, not the generals.<br /> <br /> -Bloodied Earth: The ground running red with the blood of his foes, the Champion pushes forward, over-running the opponent as he flees! The opposing unit rolls <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> for the distance it flees, discarding the highest.<br /> <br /> -Magic Barrier: Khorne Greatly displeases magic, and will not suffer it's interferance in a contest of martial skills! All units in this Combat gain Magic Resistance (2), and this applies to all magic, even friendly! Lasts until the beginning of your next turn.<br /> <br /> <br /> Not sure how many points he should cost, but I posted the general idea in that thread in General Discussion, figured I would post him up here. What do you guys think?]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 15:10:51]]> GMT</pubDate>
				<author><![CDATA[ Slarg232]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ Since is cast in the close combat phase, the level it goes off on does not matter; you're opponent won't have power dice handy.<br /> <br /> The basic idea is neat; (Gifts given for kills made in combat), but trying to tie it into close combat phase is a bit of a fail.<br /> <br /> My suggestion is, give the model 1 blood token for each wound inflicted.  In any friendly magic phase, blood tokens may be changed for power dice.<br /> Make all the Gazes of Khorne bound spells.<br /> Casting a Gaze of Khorne requires at least 1 blood power die.<br /> Blood Champions will not join an army that includes other wizards.<br /> Blood Champions are not wizards, and cannot channel.<br /> <br /> This would let you use power dice in a wizard free army to generate some khorne based bonuses, without the massive play in-balance that bonus power dice would cause with a chaos wizard-lord.<br /> <br /> <br /> -Matt]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 17:34:57]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ I'd still require him to use his bound spells in the Magic phase, allowing him to cast without giving the enemy a chance to dispel seems a little bit much.]]></description>
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				<pubDate><![CDATA[Fri, 19 Aug 2011 06:01:52]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ Well, the obvious:  khorne don't do magic.  Everything in his lore is weapons or gifts or some "buff."<br /> <br /> "Wizard of Khorne" is like saying "Non-Decaying Nurgle", "Ugly Slaanesh Broad With Only Two Boobs," or "Dumbass of Tzeentch."  It's an insult.<br /> <br /> <blockquote class="uncited"><div>Magic Barrier: Khorne Greatly displeases magic, and will not suffer it's interferance in a contest of martial skills! </div></blockquote><br /> YEAH!  I mean, except when this guy uses his magic in martial skills.  Then it's okay.<br /> <br /> But he's a Hero level unit with Lord abilities.  Yelling away Inspiring Pressence is massive.  I think one Beastman guy does it and it's 6".  You can say, oh, but we're hurt too if we lose, but you know that <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> has good <span class="glossaryitem" onmouseover='gp(82);'>LD</span> and other armies don't always.]]></description>
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				<pubDate><![CDATA[Fri, 19 Aug 2011 10:29:12]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ <blockquote><div><cite>DukeRustfield wrote:</cite>Well, the obvious:  khorne don't do magic.  Everything in his lore is weapons or gifts or some "buff."<br /> <br /> "Wizard of Khorne" is like saying "Non-Decaying Nurgle", "Ugly Slaanesh Broad With Only Two Boobs," or "Dumbass of Tzeentch."  It's an insult.<br /> .</div></blockquote><br /> <br /> I think its just a "name used to convey an idea"<br /> <br /> If he just said Blood Champion, how are we suppose to know that he has anti magic abilities?<br /> <br /> Also, Tzeentch can make you really stupid  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Aug 2011 16:37:04]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ Why don't you just make him a buffed up version of a warrior priest?]]></description>
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				<pubDate><![CDATA[Wed, 31 Aug 2011 03:19:12]]> GMT</pubDate>
				<author><![CDATA[ Murray145]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ Tz can make you a drooling fool.<br /> <br /> Still dosnt seem right and come on you can make any characters <span class="glossaryitem" onmouseover='gp(82);'>ld</span> useless cast pandaemonium its a tz spell goes of on 8 ish if i am not wrong  good times.]]></description>
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				<pubDate><![CDATA[Sun, 11 Sep 2011 07:30:54]]> GMT</pubDate>
				<author><![CDATA[ cowpow16]]></author>
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				<title>Re:Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Murray145 said:<br /> Why don't you just make him a buffed up version of a warrior priest?</div></blockquote><br /> <br /> I agree with this; he should be an equivalent to a Warrior Priest.  I also agree with <b>HawaiiMatt</b> on the idea of Blood Tokens.  So maybe he should be like the following:<br /> <br />                   <br /> <b>Blood Priest </b>  <i>M</i> <b>4 </b>    <i><span class="glossaryitem" onmouseover='gp(149);'>WS</span></i> <b>6</b>     <i><span class="glossaryitem" onmouseover='gp(14);'>BS</span></i> <b>3</b>    <i>S</i> <b>5 </b>  <i>T</i> <b>4</b>    <i>W</i> <b>2</b>   <i>I</i> <b>6</b>  <i> A</i> <b>3</b>    <i><span class="glossaryitem" onmouseover='gp(82);'>Ld</span></i> <b>8</b><br /> <br /> <b>Wargear:</b> Chaos Armour, Hand Weapon<br /> <br /> <b>Options:</b><br /> -Great Weapon . . . . . . . . 8pts<br /> -Additional Hand Weapon . 4pts<br /> -May take up to 50 points of Magic Items, and up to 25 points of Gifts of Chaos.<br /> <br /> <b>Special Rules:</b><br /> <i>The Will of Chaos, Eye of the Gods, Magic Resistance (2), Bloodfury, Gaze of Khornes Favor</i><br /> <br /> <i>Bloodfury:</i><br /> The Blood Priest is subject to <i>Frenzy</i>.  In addition, he may add a number of Blood Tokens equal to the number of wounds inflicted to his Blood Token pile until the end of the next combat phase.  The Blood Priest begins the game with D3 Blood Tokens.<br /> <br /> <i>Gaze of Khornes Favor:</i><br /> The Blood Priest may embody his rage and fury into <span class="glossaryitem" onmouseover='gp(111);'>raw</span> energy of Khorne, embattling his comrades to even greater heights of slaughter.  The Blood Priest may spend the allotted Blood Tokens required to activate each ability.  Note that each ability only lasts for one turn.<br /> <br /> ~<b>Bloodlust</b> <br /> <i>1 Blood Token</i> - the Blood Priest and his unit gain the <i>Hatred</i> special rule<br /> <br /> ~<b>Infinite Rage</b><br /> <i>1 Blood Token </i> - the Blood Priest and every model in his unit gain the <i>Frenzy</i> special rule.  <br /> <i>2 Blood Tokens</i> - the Blood Priest and every model in his unit gain both the <i>Frenzy</i> and <i>Killing Blow </i> special rules.<br /> <br /> ~<b>Dread Embodied</b><br /> <i>1 Blood Token</i> - the Blood Priest and his unit causes <i>Fear</i>.<br /> <i>2 Blood Tokens</i> - the Blood Priest and his unit causes <i>Terror</i>.<br /> <br /> ~<b>Khorne's Bloodrage</b><br /> <i>5 Blood Tokens</i> - the Blood Priest and his unit gain an additional D3 attacks each, and and their attacks are subject to <i>Armour Piercing</i>.  In addition, the units becomes <i>Unbreakable</i>.  <br /> <br /> Well that's about it, let me know what you think <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Sun, 11 Sep 2011 12:07:30]]> GMT</pubDate>
				<author><![CDATA[ Guardian_Phoenix]]></author>
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				<title>Re:Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ <blockquote><div><cite>Guardian_Phoenix wrote:</cite><i>Gaze of Khornes Favor:</i><br /> The Blood Priest may embody his rage and fury into <span class="glossaryitem" onmouseover='gp(111);'>raw</span> energy of Khorne, embattling his comrades to even greater heights of slaughter.  The Blood Priest may spend the allotted Blood Tokens required to activate each ability.  Note that each ability only lasts for one turn.<br /> <br /> ~<b>Bloodlust</b> <br /> <i>1 Blood Token</i> - the Blood Priest and his unit gain the <i>Hatred</i> special rule<br /> <br /> <font color='darkred'> This should be worth more, a normal unit of chaos warriors would have a 89% chance to hit in the first round of combat combined with a high base strength and a great amount of attacks per-model, that makes it a <b>BIG</b> buff. So price that a little higher if your going to keep it. </font><br /> <br /> ~<b>Infinite Rage</b><br /> <i>1 Blood Token </i> - the Blood Priest and every model in his unit gain the <i>Frenzy</i> special rule.  <br /> <i>2 Blood Tokens</i> - the Blood Priest and every model in his unit gain both the <i>Frenzy</i> and <i>Killing Blow </i> special rules.<br /> <br /> <font color='darkred'> like the frenzy but the killing blow is a little much. Once again should cost more.</font><br /> <br /> ~<b>Dread Embodied</b><br /> <i>1 Blood Token</i> - the Blood Priest and his unit causes <i>Fear</i>.<br /> <i>2 Blood Tokens</i> - the Blood Priest and his unit causes <i>Terror</i>.<br /> <br /> <font color='darkred'> Actualy liked this one i think terror is a little inexspensive but fear seems to be priced well <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> (I reserve the right to be horribly wrong <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">) </font><br /> <br /> ~<b>Khorne's Bloodrage</b><br /> <i>5 Blood Tokens</i> - the Blood Priest and his unit gain an additional D3 attacks each, and and their attacks are subject to <i>Armour Piercing</i>.  In addition, the units becomes <i>Unbreakable</i>.  <br /> <br /> <font color='darkred'> confused about the wording, is it saying D3 additional attacks per model in the unit, or the unit as a whole? I will assume you meant it on a per model bases in which case i would say just make it only 1 extra attack, then change the unbreakable to stubborn.</font></div></blockquote><br /> <br /> <br /> As for the mechanics make it so they either take multiple rounds of combat to be able to use, or allow you opponent a chance to negate their effects somehow.   <br /> <br /> Edit: <font color='darkred'> This text is hard to read but to lazy to change it &gt;.&gt; &lt;.&lt; </font>]]></description>
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				<pubDate><![CDATA[Sat, 17 Sep 2011 08:00:31]]> GMT</pubDate>
				<author><![CDATA[ Beastmenwarrior]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ This idea is pretty f-ing awesome.<br /> <br /> I think that all the amounts of token costs should be double( meaning all the 1 token ones cost 2 tokens etc), or you could make it that you pick one of the areas ( Khorne's bloodrage, dread embodied) per turn. <br /> <br /> OR<br /> <br /> You could make it that either he starts off with no tokens, or make it that he has 2 attacks base.]]></description>
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				<pubDate><![CDATA[Sat, 17 Sep 2011 09:20:18]]> GMT</pubDate>
				<author><![CDATA[ JohnnoM]]></author>
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				<title>Re:Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ Me ~<font color='white'>white</font>~ Beastmenwarrior ~<font color='green'>green</font>~<br /> <blockquote class="uncited"><div><b>Beastmenwarrior said:</b><br /> <br /> ~Bloodlust <br /> 1 Blood Token - the Blood Priest and his unit gain the Hatred special rule <br /> <br /> <font color='green'>This should be worth more, a normal unit of chaos warriors would have a 89% chance to hit in the first round of combat combined with a high base strength and a great amount of attacks per-model, that makes it a BIG buff. So price that a little higher if your going to keep it.</font><br /> <br /> <font color='white'>You're probably right, <i>Hatred</i> might be a bit much for 1 Blood Token.  What about re-rolls of a one to hit in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>?  And then you have to pay 3 Blood Tokens to get <i>Hatred</i>?</font><br /> <br /> ~Infinite Rage <br /> 1 Blood Token - the Blood Priest and every model in his unit gain the Frenzy special rule. <br /> 2 Blood Tokens - the Blood Priest and every model in his unit gain both the Frenzy and Killing Blow special rules. <br /> <br /> <font color='green'>like the frenzy but the killing blow is a little much. Once again should cost more. <br /> </font><br /> <font color='white'>Hmm . . . what about 2 Blood Tokens for <i>Frenzy</i>, then you can pay 3 for <i>Frenzy</i> and <i>Armour Piercing</i>?</font><br /> <br /> ~Dread Embodied <br /> 1 Blood Token - the Blood Priest and his unit causes Fear. <br /> 2 Blood Tokens - the Blood Priest and his unit causes Terror. <br /> <br /> <font color='green'>Actualy liked this one i think terror is a little inexspensive but fear seems to be priced well <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> (I reserve the right to be horribly wrong ) </font><br /> <br /> <font color='white'>Actually I think you're probably right.  I think maybe replacing <i>Terror</i> with <i>Fear</i> at -1 or -2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> (?).</font><br /> <br /> ~Khorne's Bloodrage <br /> 5 Blood Tokens - the Blood Priest and his unit gain an additional D3 attacks each, and and their attacks are subject to Armour Piercing. In addition, the units becomes Unbreakable. <br /> <br /> <font color='green'>confused about the wording, is it saying D3 additional attacks per model in the unit, or the unit as a whole? I will assume you meant it on a per model bases in which case i would say just make it only 1 extra attack, then change the unbreakable to stubborn.</font><br /> <br /> <font color='white'>Once again you're right, 1 extra attack would be more suitable - and yes I meant it as per model (it was meant to read 'the Blood Priest and each model in his unit . . .').  The reason I said <i>Unbreakable</i> is because (apart from getting a little over-enthusiastic) if Khorne's followers where put in such a state of mindless hate, I don't really see how they would feel inclined to flee; it (the rage) would truly be mindless , they'd fight to the bitter end.  Also remember this ability lasts one turn, and the chances of the Blood Priest getting enough Blood Tokens aside to do it for a second turn are very slim.  </font><br /> <br /> <font color='green'>As for the mechanics make it so they either take multiple rounds of combat to be able to use, or allow you opponent a chance to negate their effects somehow. </font><br /> <br /> <font color='white'>This one's tough.  Well being able to have a roll off wouldn't really work <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, because if you've saved up ages to use Khorne's Bloodrage and they roll higher than you it's a bit . . . obsolete.  Technically this isn't really magic, it's more faith, but there has to be a way of stopping it I suppose.  What about making the abilities be Bound Spell with a Power Level equal to the number of Blood Tokens used to activate the ability (automatically cast - the Blood Priest can't harness magic).<br /> <br /> I think that's all?  If there's anything else just say, so we can work through it.</font><br /> </div></blockquote><br /> <br /> <blockquote class="uncited"><div><b>JohnnoM said:</b><br /> This idea is pretty f-ing awesome. <br /> <br /> <font color='white'>Thanks <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"></font><br /> <br /> I think that all the amounts of token costs should be double( meaning all the 1 token ones cost 2 tokens etc), or you could make it that you pick one of the areas ( Khorne's bloodrage, dread embodied) per turn. <br /> <br /> OR <br /> <br /> You could make it that either he starts off with no tokens, or make it that he has 2 attacks base.<br /> <br /> <font color='white'>Or possibly make it a mix of both.  What about he starts with 2 Attacks base, and the abilities cost more (see my response to Beastmenwarrior)?</font></div></blockquote><br /> <br /> Thanks guys for your feedback <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Sep 2011 10:52:48]]> GMT</pubDate>
				<author><![CDATA[ Guardian_Phoenix]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ Yeah that would work quite well.<br /> <br /> What about a lord version?]]></description>
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				<pubDate><![CDATA[Sat, 17 Sep 2011 22:54:44]]> GMT</pubDate>
				<author><![CDATA[ JohnnoM]]></author>
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				<title>Re:Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ Well +1WS, T, W, A and <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. obviously, and somehow make his abilities better.  Could possibly make him the only one to be able to use <i>Bloodrage</i>, as opposed to both the Blood Priest and the Lord being able to use it; or maybe you get to roll a die each time you use an ability; on a roll of a 6 you generate an extra D3 Blood Tokens for the next combat phase.  Otherwise <span class="glossaryitem" onmouseover='gp(793);'>IDK</span>.  Open to ideas!]]></description>
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				<pubDate><![CDATA[Sun, 18 Sep 2011 11:27:01]]> GMT</pubDate>
				<author><![CDATA[ Guardian_Phoenix]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ well i think what could really finish him off and make him a valuable but not over powered asset to an army is he get an ability that brings extra dice to the dispel pool. then you could have a full combat oriented army plus have some dispel dice in replace of a wizards level so you are not boned in the magic phase. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>]]></description>
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				<pubDate><![CDATA[Sun, 18 Sep 2011 19:32:46]]> GMT</pubDate>
				<author><![CDATA[ Beastmenwarrior]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ That sounds like a very good idea.<br /> What about SoM? Would he be able to go on fulcrums etc?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/388054/3342780.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/388054/3342780.page</link>
				<pubDate><![CDATA[Sun, 18 Sep 2011 22:48:21]]> GMT</pubDate>
				<author><![CDATA[ JohnnoM]]></author>
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				<title>Re:Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> he shouldn't be able to go on fulcrums or anything - Khorne despises magic.  A think maybe the Blood Priest and his unit may add a single additional dispel die per spell cast at them - Khorne is resistant to magic, they can't control it in any way.  Of course the additional dispel die could be granted to any friendly unit within 12" too, to represent his aura of 'anti-magic', but I don't think it should affect the whole army.  However many people would probably be quite happy with any friendly unit within 12" gaining an additional dispel die per spell cast at them, so it's not like you'd be missing out a lot.  In fact, I'd prefer to have the suggested rule - it's probably much more useful - just have 1 or 2 Blood Priests throughout the army, then everyone gets it.  Dispel dice from multiple Blood Priests should NOT be cumulative  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/388054/3361751.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/388054/3361751.page</link>
				<pubDate><![CDATA[Fri, 23 Sep 2011 07:45:21]]> GMT</pubDate>
				<author><![CDATA[ Guardian_Phoenix]]></author>
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				<title>Blood Champion, &quot;Wizard&quot; of Khorne</title>
				<description><![CDATA[ It should be like magic in allied games (divided evenly.)]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/388054/3361787.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/388054/3361787.page</link>
				<pubDate><![CDATA[Fri, 23 Sep 2011 08:07:47]]> GMT</pubDate>
				<author><![CDATA[ JohnnoM]]></author>
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