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Chaos Boon Table Barbarians pick a patron upon reaching 2nd level and choosing Chaos Warrior as their

path. They select a god. Each level, including 2nd they make two total rolls, selecting from any chart they choose. At least half the selections must be from one chart if they select a god. Each god selection also forbids one of the charts from being rolled. Also starting at level 3 and each time the warrior goes up in level they may also elect to reroll one previous boon from earlier levels. A boon may only be rerolled once (mark as such on your character sheet). Also 'no reply' boons are treated differently as denoted later. No boon may be duplicated except for no reply, simply roll until a unique boon is selected. - Tzentch spells: certain rolls on the Tzentch table entitle the warrior to spellcasting. They are treated as a wizard of the same level though they never have a power store and only add one half of their current level (round up) to determine spells in a turn. Furthermore they may only cast one spell a round for every 3 full levels the character has. If the 'no reply' boon is obtained then it may always be rerolled the next time the Chaos Warrior enters a settlement after his next adventure. A no reply boon may always be rerolled and unlike normal boons may in fact have been rerolled multiple times in a career. Certain boons are denoted with a '*'. If one is rolled then the warrior must roll a d6, adding his willpower but subtracting his level. If he rolls under the current number of * boons obtained then the character must retire and leave for the frozen north... Roll another character... Boons denoted with a 'E' is considered equipment. These pieces cannot be voluntarily removed from the character, though they may be rerolled as normal. The warrior does not have to use it item. If the item is removed somehow (event) then the boon is shifted to a 'no reply' result. KHORNE d66 (Slaanesh may not roll on this table) 11-16 No Reply 21 Blind Fury * - The warrior has virtually no ability to hold his tounge, constantly yelling at the slightest of situations. The warrior cannot break pinning for any reason. 22 Frenzy - If the first attack each round scores a 6 to hit, the warrior gains an additional attack this round. 23 Mark of Chaos - +1 Luck 24 Blood Rage - If the warrior is damaged in the previous turn the warrior may turn this into damage during his turn. Up to twice his level in damage may be banked. Any attack that hits may have this banked damage added to hit, decided after the hit but before the damage is rolled.

25 Strong - +1 Str 26 Maim, Kill, Burn! Maim, Kill, Burn! - Any attack of 6 to hit ignores the warriors level in armor. 31 Razor Claws - Sharp, protruding talons burst forth from the end of the warriors fingers. If fighting unarmed the warrior gains the following: An extra attack, all attacks are at -1, damage is damage dice+ level + strength. 32 Nose Bleeds * - Constant Rage courses through the body of your warrior, bursting capilaries all the while. The Warrior sufferes an additonal point of unavoidable damage any attack agaisnt him that rolled a 6. 33- 35 Magic Resistance - 6+ Magic resistance, unlike normal abilites this may be obtained more than once, each time imporoving by 1, up to a 3+. 36 Strength - + 1 Str 41- 42 Psychotic Warrior - The warrior is immune to Fear, can be obtained once more to also be immune to terror. 43 Hand Spasms * - This warrior has twitches, far too much adrenaline.... -1 Initative. 44 Meteoric Charge - The warrior deals +1 damage the entire turn for each step taken before attacks. 45 All Consuming Hatred - Any monster that wounds the warrior is hated, reroll all failed misses against it. 46 Burly - +1 Str 51 Skull Collector - The party earns double xp for the first monster slained in its entirety by the warrior each encounter. 52 Witch Eater - The warrior gains +1 to hit and +2 damage against monsters who can cast spells. 53 Guiding Voices - If the warrior finishes off an enemy the next attack is at +1 to hit and +2 damage. 54 Intractable * - A glowering mix of impatience coupled with zeal and rage means no fight is ever over. -3 to the escape table. 55 Helm of Daemon Sight 'E'- The warrior can see if holding the latern. The helm adds +1 to toughness for every full 3 levels of the warrior (min 1). While donning the helm any attack against a monster with less current health than the strength of the warrior then the warrior deals an extra point of damage. 56 Skull Amulet of Impunity 'E'- The warrior heals his level in wounds at the end of any turn in which he damages an opponent.

61 Blood Armor of Chaos 'E' - The armor grants toughness equal to the willpower of the warrior, any weapon wielded is at +1 to hit. 62 Axe of Hellstone 'E' - The axe grants +1 str and on a roll of 6 to hit all damage that is dealt after defenses are doubled. 63 Hellblade 'E' - If the warrior hits with all his attacks in a turn, the blade grants another attack with +2d6 damage. 64 Shield of Spell Absorption 'E' - Grants 6+ MR that stacks, heals the warriors level in wounds if a spell is resisted. 65 - 66 Blood for the Blood God! * - ... Khorne does not care from where the blood flows..... Any roll of 1 to hit in melee hits an adjacent friendly model, ignoring armor beyond any other effect. If the character is not touching a friendly model then they deal 1 extra point of damage on their first hit a turn. Nurgle (Tzeentch may not roll on this table) 11-16 No Reply 21 Stout - +1 T 22 Albino * - The warrior recieves one less point of healing the first time he is healed each round. 23 Mark of Chaos - +1 Luck 24 Iron Hard Skin - +1 Armor 25 Scaly Flesh - +1 Armor 26 Tough - +1 T 31 Cloud of Flies - Ranged attacks hit at best on a 4+ against the warrior. 32 Spits Acid - The warrior can make a range attack in addition to any normal attacks, if it hits it deals damage equal to the level of the warrior which is unavoidable. 33 Hunchback * - Any turn where the winds of magic is a '1' or a '2' the warrior is at -1 M 34 Festering Sheen - Any turn where the Warrior is not injured he heals 1 wound. 35 Blackened Skin - Any turn where the Warrior is injured he heals 1 wound. 36 -42 Terrifying - Causes Fear, can be obtained again to cause terror, can be obtained a 3rd time allowing for a buzzing aura of decay giving the warrior +1 Damage dice. 43 Resilent - +1 T 44 Atrophy * - The warrior is at -1 WS 45 Bloated - The warrior ignores its first critical injury a dungeon.

46 - 52 Rust Covered - The warrior is immune to attacks labled as gas or food/thirst, Can be obtained a second time to make the warrior suffer half damage from breath attacks, Can be obtained a third time for +1 hit points/level. 53 Blight Breath - Attacks against the warrior are at -1 54 Black Hood of Kargan 'E' - The Warrior is immune to breath attacks. The warrior heals 1 wound any time he his attacked, regardless of result. 55 Poxed * - The warrior is -1 WP 56 Ring of Desolation 'E' - Any weapon held by the warrior ignores 2 points of armor and deals 1 extra point of damage. 61 Armor of Fortitude 'E' - +1 T, increases by +1 at 4th, 6th, 9th level. The warrior ignores his level in melee damage each round. 62 Boots of Desication.'E' - At the start of his activation all adjacent monsters to the warrior sufferes a point of damage. 63 Plague Knife 'E' - Ignores armor, any monster wounded is at -1 T, can drop a monster to 0 T, instantly killing it. 64 Mace of Terror 'E' - 2 handed weapon. The warrior is at -1 move any turn he intends to attack. Any monster with less hit points than the weilder cannot attack the warrior. All other monsters lose 1 attack. +2 str. 65-66 Decay and corruption of the flesh are their secret joys. * - The warrior has fits of reverie longing to be in the gardens of Grandfather Nurgle. Any roll of 6 on the power phase the warrior can only move 2 squares a turn and is at -1 A. Slaanesh (Khorne cannot roll on this table) 11-16 No Reply 21-22 Bladesmen - +1 WS, can be aquired twice for +1 A 23 Vampiric Tendency * - The warrior has to spend double in town for purchases due to reputation. 24 Fast - +1 M 25 - 31 Weaponmaster - +1 WS, can be aquired twice for +1 A, can be aquired a third time for +1 damage Dice. 32 Riposte - The first attack against warriors that miss each turn allows the warrior to make a free, out of sequence attack on the monster in question. 33 Tactician - Any roll of 6 to hit ingores armor 34 Jaded * - The warrior is -1 WP

35 Razor Claws - Sharp, protruding talons burst forth from the end of the warriors fingers. If fighting unarmed the warrior gains the following: An extra attack, all attacks are at -1, damage is damage dice+ level + strength. 36 Powerful Legs - + 1 M 41 Bitting Attack- Every attack from the warrior ignores 1 point of T 42 Fangs- In addition to any other actions in a round the warrior can make a melee attack, if it hits the warrior deals 2 damage and heals 2 damage. 43 Hypnotic Gaze - The model can make an additional gaze attack which hits on a 6. If it hits the monster is stunned for the round. 44 Mark of Chaos - +1 Luck 45 Cowardness * - The Warrior is -1 to psychology tests. Any monster that causes fear/terror which damages the warrior forces the warrior to reroll sucessful psychology tests with a -3 penalty. 46 Excess - +1d6 wounds 51-53 Bladespawn - +1 A, may be obtained 2 additional times. 54 Banner of excess 'E' - Held in one hand, party members on the same board as the warrior regains 1 wound during the activation of the warrior. 55 Chalice of Night 'E' - At the start of the adventure, roll a d6, this is the number of attacks during the adventure that automatically hit for the warrior. Any unused attacks heal the warrior for 1 wound each. 56 Coins of Betrayal 'E' - The monster ignores one attack during the adventure after damage is rolled. 61 Fractured Visage * - The warrior subjects adjacent warriors with a -1 penalty to WS and BS, also makes spells cost one more than normal. 62 Armor of Devastation 'E' - +1 T, any attack from the warrior which rolls max damage ignores d3 points of T and all armor. 63 Lashing Blade 'E' - +2 str, the warrior can attack any monster on the same board as him. 64 Parrying Blade 'E' - Any monster attacking the warrior loses 1 attack, may result in no attacks in a turn, +1 str. 65 - 66 Cult of Excess * - The Warrior can only move 1 square or make 1 attack the turn after he slays a monster. Tzeentch (Nurgle may not roll on this table) 11-16 No Reply

21- 36 Spell - The warrior may select any spell from the Damage or Support Spell list. May be obtained any number of times during his carrer for a new spell. 41 Faceless Feature * - The warrior (or an adjacent warrior if so desired) is at -1 A while in base to base with the warrior. 42 Eyes of Fire * - The warrior may see as if holding the lantern. -1 WS and -1 BS 43 Uncanny Resemblance *- When the power phase is a 1, the warrior selects himself of one of his companions on the same board section. That warrior loses 1 attack for the round or has their spells cost 1 more than normal for the round. 44 Alcoholism *- The warrior cannot carry any potions, having drunk them all. If they are assigned potions they use them the following turn. 45 Albino * - The warrior recieves one less point of healing the first time he is healed each round. 46 Mindless * - The warrior cannot move during any turn where the power phase is a 1, may attack and act as normal otherwise. 51 Teleport - If the power phase is a 6, the warrior may move to any visible square, or any square previously explored. 52 Magic Resistance - 6+ Magic resistance, unlike normal abilites this may be obtained more than once, each time imporoving by 1, up to a 3+. 53 Arcane Knowledge- On a roll of a 6 for the power phase the warrior can cast one random damage spell with a power rating equal to his level. 54 Helm of Sorcery 'E' - +1 T, has a power store equal to his level. 55 Ring of Illusion 'E' - The warrior cannot be targeted by ranged attacks 56 Glittering Sheild 'E' - +1 T, monsters are at a -1 to hit the warrior. 61 Amulet of Power 'E' - Once a dungeon the warrior can cast a spell for free, does not count as a spellcast so may cast other spells as normal. 62 Chaos Armor 'E' - Grants +2 T, 6+ MR that stacks 63 Scrolls of Learning 'E' - Select one already known spell per adventure, that spell costs 1 less to cast (min 1) 64 Shield of the Void 'E' - any attack against the warrior of a 1 causes the monster to hit itself. 65- 66 All is Dust * The warrior is at -1 WS and S unless the power phase is a 4+

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