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Codex - Kroots: /tg/'s 9th Edition
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==Invocations of the Shamans== At the start of each of your Command phases, each {{W40kKeyword|Shaman}} in your army may decide to invoke an Invocation it knows that hasn't been attempted by other {{W40kKeyword|Shamans}} that turn. Roll a die, on a 4+ plus the Invocation is succesful and it immediately takes effect. Every {{W40kKeyword|Shaman}} knows the ''Invocation of the Hunter's Beak'' by default. '''-Invocation of the Hunter's Beak:''' ''The shaman invokes the spirits of his kindred to rile up their racial memories and remind them of their heritage as deadly hunters, piercing through any foe's defenses.'' :Until the beginning of your next turn, all friendly {{W40kKeyword|Kroot}} units which make a melee attack while within 6" of a {{W40kKeyword|Shaman}} who invoked this Invocation improve their weapon's AP by 1. This also applies to shooting attacks they make while within 6" of the {{W40kKeyword|Shaman}}, but only if their target is within 6" of them. A {{W40kKeyword|Shaman}} may always invoke this invocation, even if other friendly units invoked it already this phase. ===Invocations of the Kindred=== '''-1): Invocation of the Hound's Chase:''' ''The shaman invokes the spirits of past kroot hounds and other bestial relatives, asking them to grant their tireless, single-minded drive to pursue to a nearby kindred.'' :Choose a friendly {{W40kKeyword|Kroot}} unit within 6" of the {{W40kKeyword|Shaman}} who invoked this Invocation. Until the end of your turn, that unit may Advance and shoot as though it made a normal move. '''-2): Invocation of the Kindred's Bond:''' ''The shaman reminds his kindred of the bonds of kinship and battle-oaths that bind them together, steeling them against death and loss.'' :Until the beginning of your next turn, friendly {{W40kKeyword|Kroot}} units automatically pass Morale tests whilst they are within 6" of the {{W40kKeyword|Shaman}} who invoked this Invocation. '''-3): Invocation of Life's Tenacity:''' ''A powerful strength reinvigorates the kindred's spirits and makes their already powerful attacks into even deadlier assaults.'' :Choose a friendly {{W40kKeyword|Kroot}} {{W40kKeyword|Infantry}} unit within 12" of the {{W40kKeyword|Shaman}} who invoked this Invocation. Add 1 to the attack characteristic of models in that unit. '''-4): Invocation of Prey's Terror:''' ''Vision of the predators of the past flood the enemies of the pack, giving them insight on their fate to come.'' :Choose a non-{{W40kKeyword|Vehicle}} non- {{W40kKeyword|Character}} enemy unit within 12" of the {{W40kKeyword|Shaman}} who invoked this Invocation. The target must immediately make a Morale test. Rather than the number of models from the unit that have been slain this turn, add half of the result of the invocation roll (rounded down). If the target unit is in engagement range with a friendly {{W40kKeyword|Kroot}} unit, other than the {{W40kKeyword|Shaman}} itself, add the full result of the invocation roll instead. '''-5): Invocation of Shaper's Might:''' ''Raising his blade high in the sky, this shaman calls upon the spirits of the great hunters of the past to aid him in the sacred rituals of the hunt.'' :Until the beginning of your next turn, the Master Shaman's weapons are given uncanny sharpness and weight. Change the AP value of all of this model's melee weapons to -4, and change the damage to be XD3, where X is the normal damage value (e.g. damage 1 becomes damage 1D3, damage 2 becomes damage 2D3, and so on). '''-6): Invocation of Soil's Grip:''' ''[https://scifi.stackexchange.com/questions/100577/what-would-happen-if-the-ents-got-the-one-ring|"Stones will break, and roots will squeeze, vines will grow and bend all knees; mushrooms hunt and thorns yolk; weeds strangle and flowers choke. The time of waiting is done. The hour of the hunt has come."]'' :Choose an enemy unit within 12" of the {{W40kKeyword|Shaman}} who invoked this Invocation that doesn't have the {{W40kKeyword|Fly}} or {{W40kKeyword|Titanic}} keyword. Until the beginning of your next turn, the target's Movement characteristic is halved (round down). In addition, if the target Advances or Charges, for each die of 5+, that unit suffers one mortal wound. If that unit possesses a special rule that makes it Advance a set distance, the unit suffers 1 mortal wound for every 5" of that distance instead. ===Invocations of the Spirits=== '''-1): Invocation of the Ancestor's Hunger:''' ''The shaman calls on the ancestor spirits to guide the arms and beaks of his kindred, helping them find purchase on the foe and filling their bellies with mighty prey.'' :Choose a friendly {{W40kKeyword|Kroot}} unit within 12" of the {{W40kKeyword|Shaman}} who invoked this Invocation. Until the beginning of your next turn, that unit can re-roll all failed hit rolls during the Fight phase. '''-2): Invocation of Gmork's Destruction:''' ''Reciting ancient and forbidden tomes, the shaman brings forth a splinter of the Destroyer to bring forth ruin to the enemies of Vawk'' :Choose an enemy unit within 12" of the {{W40kKeyword|Shaman}} who invoked this Invocation. Roll a number of dices equal to the invocation roll for this Invocation; for each roll of 3+, the enemy unit suffers 1 mortal wound, D3 on a 6+. Add 1 to the roll is the {{W40kKeyword|Shaman}} invoking this is a {{W40kKeyword|Ancient Sage}}. '''-3): Invocation of Mist's Veil:''' ''At the shaman's words, the spirits of the ancient warriors rise from the ground, creating a thick white blanket to hide their brethren.'' :Friendly {{W40kKeyword|Kroot}} units which are within 6" of the {{W40kKeyword|Shaman}} who invoked this Invocation count as being in Heavy Cover. '''-4): Invocation of the Survivor's Blood:''' ''The shaman calls on the spirits of those who have survived great hunts against superior forces to shield the bodies and minds of the kindred against harm to come.'' :Until the beginning of your next turn, whenever a model in a friendly {{W40kKeyword|Kroot}} unit within 6" of the {{W40kKeyword|Shaman}} who invoked this Invocation loses a wound, roll a D6 and on a 5+, the model does not lose that wound. '''-5): Invocation of the Tracker's Speed:''' ''The shaman calls on the spirits of legendary headhunters and master trackers to reinforce the senses and legs of one kindred, speeding their steps.'' :Choose a friendly {{W40kKeyword|Kroot}} unit within 12" of the {{W40kKeyword|Shaman}} who invoked this Invocation. Until the beginning of your next turn, when that unit consolidates, it can move an extra 6". '''-6): Invocation of Vawk's Wings:''' ''Through the call of the shaman, the Great Mother blows powerful winds to lift the kindreds into battle, gifting them of a bountiful feast.'' :Choose a friendly {{W40kKeyword|Kroot}} unit within 12" of the {{W40kKeyword|Shaman}} who invoked this Invocation. That unit may immediately move as if it was the Movement phase, though it may not Advance.
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