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==Army Rules== '''Eye of the Gods:''' Units with this rule (read; Characters and unit champions) must always issue and accept challenges if you can. If the character wins the challenge or kills a monster you roll 2d6 on the EOTG table which will give your character a reward of chaos. You keep these rewards for the rest of the game, but you can't make any stat better then 10 so if you roll a reward you can't use you treat it as if you rolled The Eye Opens. *'''2 Damnation:''' Make a Toughness test. If you pass you gains stupidity or suffers -1 Leadership if he already has stupidity. If you fail, you get [[Chaos Spawn|Gribblifyed]] *'''3 Evil Eyeball:''' +1 BS. *'''4 Unholy Resistance:''' +1 Toughness *'''5 Iron Skin:''' +1 Armour Save *'''6 Murderous Mutation:''' +1 WS *'''7 The Eye Opens:''' Re-roll one failed to hit, wound or saving throw until the end of the next turn *'''8 Unearthly Reflexes:''' +1 Initiative *'''9 Dark Fury:''' Gain an extra attack *'''10 Slaughters Strength:''' +1 Strength *'''11 Aura of Chaos:''' Gain a 6+ Ward save or add 1 to a current ward save (to a max of 3+) *'''12 Dark Apotheosis:''' Do a Leadership test. If you fail you gain Stubborn or +1 Leadership. Pass and become a God Damn DAEMON PRINCE! Usefulness of each boon swings wildly between fantastic and completely pointless, but kitting your characters out to kick ass in duels is pretty much a must with this rule but Chaos lords are already very strong so you don't need to do much. '''Marks of Chaos:''' The blessings of one of the four Chaos Gods, most units can be upgraded and give one of these four marks, which will give said unit an extra rule. *'''Mark of [[Khorne]]:''' Any model with this mark gains Frenzy. Really simple, really good. Sticking this on Lords, Chaos Knights and Warriors is a sure fire way to up their killing potential. *'''Mark of [[Nurgle]]:''' Units attacking models with this mark suffer -1 to hit (in melee). Another simple but effective mark, especially when you aren't worried about your own guys killing potential. Up against armies like the Empire and Skaven which will usually rely on the quantity of their attacks to do damage over quality, forcing them to hit your guys on 6's can be debilitating for them. *'''Mark of [[Tzeentch]]:''' Models with this mark gain a 6+ ward save or add 1 to one they already have (to a max of 3+), in addition any Wizard with this mark can re-roll channelling rolls of 1. Good on Lords and also fairly good on warriors, as it bumps sword and board warriors up to a 5+ ward save, so if you're picking fights with ogres or other really hard hitting units it gives you some extra survivability. *'''Mark of [[Slaanesh]]:''' Models automatically pass Fear, Terror and Panic tests. The weakest of the four marks, but not bad. Frenzy makes units immune to psychology so mark of Khorne already has this one beat as it does the same thing, but also ups a units killing power. However the Mark of Slaanesh is always the cheapest mark, usually being half or sometimes even a third of the price of the other marks, meaning that it's a great mark to put on a fat unit of Marauders as it only marginally increases their cost and turns them into a great tar pit against big monsters. If you have some points left over dropping this mark on the odd unit of chosen or a character is also never a bad thing. '''Daemonic Attacks:''' Any unit with this rule has magical attacks, including ranged, stomps or impact hits. This rule is pretty much only found on Daemonic units (shocker).
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