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===Chaos Daemons=== Warp the environment. To choose a ritual ground pick a piece of terrain. You may pick an additional piece of terrain within 6" of the first piece of terrain if the first piece of terrain is less than 10" tall, wide and long. You may pick a third piece of terrain within 6" of the first and second piece of terrain if the first and second pieces of terrain are both less than 5" tall, wide and long. You may not pick a piece of terrain that has been picked for a different relic in your army. Any effects of Chaos Daemons Relics remain in effect even if the bearer is not on the table or if the bearer is destroyed. Seven deadly sins. pride, greed, lust, envy, gluttony, wrath, and sloth BLINKING FIEND (action to disable ritual ground otherwise teleport the bearer to the ritual ground) MANY-ARMED MONSTROSITY Nurgle powers range 7" Slaanesh powers desecrate. Horror tropes: DO NOT GO KEEP YOUR EYES CLOSED DON'T SHAKE HANDS DO NOT BLINK Choose a ritual ground for the bearer after choosing sides. During the Reinforcements step of your Movement phase the bearer can be removed from the battlefield and set back up within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Once per game when the bearer is destroyed you may set the bearer back up with 1 wound remaining within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Units from your opponent's army can attempt the following action: Keep Watch (Action): One or more units with multiple models from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the ritual ground of your opponent's bearer of Do Not Blink. The action is completed at the end of your turn. If completed your opponent may not use the ability of Do Not Blink until the start of your next turn. DO NOT BREATHE Choose a ritual ground for the bearer after choosing sides. Reduce the Toughness characteristic of units with wrong air by 1. While enemy units are within 3" of the bearer's ritual ground their air is wrong. The bearer has the Do Not Breathe ability. βDo Not Breathe (Aura): While enemy units are within 3" of the bearer their air is wrong.β DO NOT LISTEN Choose a ritual ground for the bearer after choosing sides. While an enemy PSYKER unit is within 3" of the bearer's ritual ground, each time a Psychic test is taken for that PSYKER unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6. Add 3" to the bearer's Aura abilities. DO NOT KILL IT Choose a ritual ground for the bearer after choosing sides. When the bearer is slain each enemy unit within 3" of the bearer or the bearer's ritual ground suffer 1 mortal wound and the enemy unit that destroyed the bearer suffers 2 additional mortal wounds. DO NOT STEAL Choose a ritual ground for the bearer after choosing sides. The bearer gains the Objective Secured ability until the end of the battle round each time an enemy unit starts to perform an action. While an enemy unit is within 3" of the bearer's ritual ground that unit does not benefit from the Objective Secured ability. KEEP MOVING Choose a ritual ground for the bearer after choosing sides. Enemy units that remain stationary within 3" of the bearer's ritual ground reduce their Movement characteristic to 3" until the end of the game. The bearer has the Keep Moving ability. βKeep Moving (Aura): Enemy units that end their Movement phase within 3" of the bearer reduce their Movement characteristic to 3" until the end of the game.β STAY SILENT Choose a ritual ground for the bearer after choosing sides. Enemy units with Aura abilities may not use those abilities while within 3" of the bearer's ritual ground. Enemy units arriving from Reinforcements within 3" of the bearer's ritual ground suffer 3 mortal wounds. The bearer has the Stay Silent ability. βStay Silent (Aura): Enemy units with Aura abilities may not use those abilities while within 3" of the bearer.β STAY TOGETHER Choose a ritual ground for the bearer after choosing sides. Add 1 to the Damage characteristic of the bearer's weapons when targeting CHARACTERS. Add 1 to charge rolls for friendly units charging an enemy unit within 3" of the bearer's ritual ground unless that enemy unit is within 3" of another enemy unit. TELL NO LIES Choose a ritual ground for the bearer after choosing sides. Enemy units within 3" of the bearer's ritual ground roll an extra D6 when rolling Morale and discard the lowest result. Each time the bearer fights both players secretly choose 1, 2 or 3, if they're different add 1, 2 or 3 to the bearer's Attacks characteristic depending on the number you chose. WASH YOUR HANDS Choose a ritual ground for the bearer after choosing sides. Enemy units suffer 1 mortal wound and become afflicted at the start of your Psychic phase if they are within 3" of the bearer or the bearer's ritual ground. Each time an enemy unit that has not been afflicted ends a move within 3" of a unit that has been afflicted it suffers 1 mortal wound and becomes afflicted.
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