Daemon teams
Posted: Wed Apr 28, 2004 3:10 pm
Daemonic (Racial Characteristic)
i) Daemons are not of mortal flesh, and have some immunity to physical harm. This aura means his AV is fixed, and cannot be modified by anything, positively or negatively. This means Mighty Blow, Dirty Player, Claw, Spikes, Fouls assists, Chainsaws, Magic Helmets etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated.
ii) A daemon's hold on our plane of existence is fragile at best, and can be broken with sufficient force. The player treats all results of Stunned on the Injury table as Knocked Out. Between drives, however, he will always recover from being KO'd on a 2+, rather than the normal 4+, as he is re-summoned from the Realm of Chaos.
iii) As a creature of raw magic, a daemon's link to his team is their wizard. A deamon may only use team re-roll counters if the team's spellcaster is on the pitch too. Note that a Daemonic big guy may still never use team re-rolls, even if the team's spellcaster is on the pitch.
*Collar of Khorne and Soporific Musk may be taken by players on the Khorne and Slaanesh respectively on a doubles roll, in the same way any other Physical Ability. Warriors of Tzeentch must be spellcasters, which means the team may have two spellcasters instead of one.
Collar of Khorne (Physical Ability)
The player is immune to spells and magical effects. This includes Magic Item cards produced from a casting of the Conjure spell.
Soporific Musk (Physical Ability)
Opposing players close to this player find their minds confused, and their limbs heavy and slow. Any opposing player that starts his action in this player's tackle zone must first roll a dice. If the roll is a 1, he is momentarily dazed and the action is wasted (though the team does not suffer a turnover, and the player retains his own tackle zone). Otherwise the player may perform his action as normal.
i) Daemons are not of mortal flesh, and have some immunity to physical harm. This aura means his AV is fixed, and cannot be modified by anything, positively or negatively. This means Mighty Blow, Dirty Player, Claw, Spikes, Fouls assists, Chainsaws, Magic Helmets etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated.
ii) A daemon's hold on our plane of existence is fragile at best, and can be broken with sufficient force. The player treats all results of Stunned on the Injury table as Knocked Out. Between drives, however, he will always recover from being KO'd on a 2+, rather than the normal 4+, as he is re-summoned from the Realm of Chaos.
iii) As a creature of raw magic, a daemon's link to his team is their wizard. A deamon may only use team re-roll counters if the team's spellcaster is on the pitch too. Note that a Daemonic big guy may still never use team re-rolls, even if the team's spellcaster is on the pitch.
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DAEMON-KHORNE
0-12 Beastmen 60k 6 3 3 8 Horns {G,S,Ph}
0-2 Warriors of Khorne 110k 5 4 3 9 Frenzy {G,S,Ph}
0-4 Bloodletters 80k 5 4 2 7 Frenzy, Daemonic {G,S,Ph}
Big Guy
0-1 Daemon Prince of Khorne 140k 5 5 3 8 BIG GUY, Frenzy, Juggernaut, Collar of Khorne*, Daemonic {S,Ph}
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DAEMON-NURGLE
0-12 Beastmen 60k 6 3 3 8 Horns {G,S,Ph}
0-2 Rotters 110k 4 4 2 9 Foul Appearance, Regenerate {G,S,Ph}
0-4 Plaguebearers 80k 5 4 1 8 Horns, Foul Appearance, Daemonic {G,S,Ph}
Big Guy
0-1 Daemon Prince of Nurgle 140k 5 5 3 8 BIG GUY, Foul Appearance, Stand Firm, Daemonic {S,Ph}
or
0-1 Beast of Nurgle (as Rotters)
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DAEMON-SLAANESH
0-12 Beastmen 60k 6 3 3 8 Horns {G,S,Ph}
0-2 Warriors of Slaanesh 110k 5 4 3 9 Thick Skull {G,A,Ph}
0-4 Daemonettes 80k 6 3 4 7 Claw, Hypnotic Gaze, Daemonic {G,A,Ph}
Big Guy
0-1 Daemon Prince of Slaanesh 140k 5 5 3 8 BIG GUY, Hypnotic Gaze, Soporific Musk*, Daemonic {S,Ph}
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DAEMON-TZEENTCH
0-12 Beastmen 60k 6 3 3 8 Horns {G,S,Ph}
0-2 Warriors of Tzeentch 150k 5 4 3 8 Spellcaster* {G,S,Ph}
0-4 Horrors 80k 6 3 3 7 Side Step, Two Heads, Extra Arms, Daemonic {G,A,Ph}
Big Guy
0-1 Daemon Prince of Tzeentch 140k 5 5 3 8 BIG GUY, Leap, Jump Up, Daemonic {S,Ph}
Collar of Khorne (Physical Ability)
The player is immune to spells and magical effects. This includes Magic Item cards produced from a casting of the Conjure spell.
Soporific Musk (Physical Ability)
Opposing players close to this player find their minds confused, and their limbs heavy and slow. Any opposing player that starts his action in this player's tackle zone must first roll a dice. If the roll is a 1, he is momentarily dazed and the action is wasted (though the team does not suffer a turnover, and the player retains his own tackle zone). Otherwise the player may perform his action as normal.