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====Sheogorath, the Mad God==== The Mad God appears to mortals and rules the realm of the Shivering Isles in the form of a bearded man wearing lavish clothing and carrying a walking stick. It is in this incarnation, too, that he wanders the worlds, curing madness in some and spreading it in others. None can predict his whims, and all wise men dread his caprices. 450 pts Sheogorath may be taken as a hero choice of a Sheogoric Daedra army. If he is taken, he is the general. Base Size: 25mm x 25mm. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sheogorath | 4 | 4 | 4 | 4 | 6 | 10 | 1d6 | 10 | 10 | - / 4++ |} '''Special Rules''': Independent Character, Skirmish, Infantry, Physical God, Daedra. God of Insanity: Sheogorath's mind has no rhyme or reason to its caprices - at least not one recognizable by mortals. No one knows how he will next use his nigh-omnipotence. At the beginning of each game turn, you must roll 2d6 to determine what Sheogorath does: *2: ''Insane Despair''. Sheogorath cannot move, shoot, cast spells, activate abilities other than this one, march, charge or make attacks in close combat, until he rolls an 8 on this table. *3: ''Headached Spellslinging''. Sheogorath may cast spells this turn, but may not move or charge. He takes a wound for each spell he casts, saves allowed as normal. *4: ''Toxic Rage''. Sheogorath cannot cast spells this turn, but his melee attacks are Poisoned(2+). *5: ''Scratch that, cheese for no one!'' Sheogorath may cast spells this turn, but may not move or charge. *6: ''Dementia''. Sheogorath enters a state of Dementia. His melee attacks inflict Instant Death, and his weather effect is Rain(see below), until an 8+ is rolled on this table. Sheogorath cannot cast spells this turn other than Control Weather. *7: ''Moment of Clarity''. Sheogorath pays attention to the battle. He has no special rules from this table this turn. *8: ''Mania''. Sheogorath enters a state of Mania. He has Regeneration(6+), and his weather effect is Sunlight(see below), until a 2-6 is rolled on this table. Sheogorath cannot cast spells this turn other than Control Weather. *9: ''Cheese for everyone!'' Sheogorath may cast spells this turn, but may not move or charge. *10:''Greenmote Overdose''. Sheogorath cannot cast spells this turn, and is Paralyzed as well. *11:''Hallucinatory Spellslinging''. Sheogorath may cast spells this turn, but may not move or charge. He can move one enemy unit within 12" of him 2d6" during the shooting phase in addition to whatever else he does. Once this move is rolled for, move that unit either directly towards him or away from him. That unit is affected by dangerous and lethal terrain as normal on this move, but stops its movement if any model in the unit encounters impassable terrain. *12: ''Insane Bliss''. Every other model within 6" of Sheogorath, friend or foe, is turned into a sweetroll and eaten. They are removed as casualties. All Sheogorath's wounds are restored. '''Wargear''': Sheogorath carries the Staff of Sheogorath. Staff of Sheogorath: Daedric Artifact. Sheogorath may choose to automatically cast a spell regardless of his roll; he must still spend the minimum number of Power Dice required to cast that spell if he does this. He has d6 attacks in close combat(roll each time he attacks). '''Spells''': Sheogorath knows all the Illusion, Alteration and Mysticism spells in this book except those related to other Daedric Princes. Sheogorath knows the unique Alteration spell Control Weather. This spell is cast on a 25+, is a Weather effect, and remains in play until the spell is re-cast. It has one of three effects: *If Sheogorath is neither in Mania or Dementia(see table above), he casts Fog. Night Fighting rules enter effect (artificially) until Control Weather is re-cast. *If Sheogorath is in Mania, he casts Sunlight. All weather conditions are cleared, including Night Fighting. *If Sheogorath is in Dementia, he casts Rain. All flame attacks get -1 to wound, and bows and crossbows get -1 to hit, while Rain is in effect.
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