Ascension & Gifts
For each 3 different Prayer effects (excluding 'God is angered' effect), the operative receives a Gift from Dark Gods. Next time you perform Prayer, in addition to prayer effect, select 1 Gift from those described below. After selecting a Gift for the operative, roll a D10, subtracting the total number of Gifts already received from the result (to a minimum of 1). On a roll of 1, the operative becomes the CHAOS SPAWN, and this effect cannot be undone by any means.
The operative must meet the conditions to receive the gift. If it does not meet the conditions in further, the ability granted by the gift does has no effect until the operative will not meet the conditions again.
FIRST STAGE
CLOAK OF SHADOWS
Condition: The operative is equipped with Combat Blade (or its variations), and with a ranged weapon with the Silent weapon rule.
The operative can perform the Charge action while having the Conceal order. Whenever a shooting attack is made against this operative when it is in Cover, it can retain two normal successes (instead of one) or a critical success. The oprative cannot be equipped with Chain weapons, Power weapons or ranged weapons that don't have the Silent weapon rule (excluding weapons that are result of having other abilities).
CORROSION
Condition: The operative has the Wounds stat of 16 and more or is equipped with plague weapons.
Enemy operatives within 2" of this operative must re-roll their attack dice of the result that is equal to their Hit stat. Each time the scenario ends, roll a D10 for each item of wargear equipped by this operative, on a result of 1 that item is lost.
EMPYRICAL BODY
Condition: The operative is PSYKER
First time the operative is incapacitated during the Scenario, in the Strategy phase of the next turning point, it can be revived with full wounds remaining. When you do so, it loses a random element of his equipment (count the equipment, and roll the dice re-rolling excessive results).
OBLITERATOR VIRUS SYMPTOMS
Condition: The operative is equipped with Meltagun, Plasma gun or Heavy bolter.
Improve the operative's Hit stat by 1. The operative is equipped with Meltagun, Plasma gun and Heavy bolter, and cannot lose them from being incapacitated at the end of Scenario. The operative cannot be equipped with any other ranged weapons.
SONIC SUBWOOFER
Condition: The operative is equipped with Sonic weapons, Sonic Rounds or has any number of Boons of SLAANESH
This operative is always equipped with Sonic Rounds. Whenever an enemy operative performs the Fall Back action within control range of this operative, roll a D6, on a result of 3+ inflict D3 damage on that operative. This operative cannot be equipped with ranged weapons other than Bolt and Sonic weapons.
UNLIMITED STRENGTH
Condition: The operative is equipped with Chainaxe, Heavy Chainaxe or has at least one boon of KHORNE.
Whenever the operative is fighting, it can use either: discard one enemy normal success without spending their attack dice, or end combat after striking with the critical success and make the enemy operative move up to 2" away from this operative.
SECOND STAGE
Condition: 2 or more Gifts of the first stage
BLOODLUST
Condition: The operative is equipped with power or chain weapons.
Whenever this operative strikes with a critical hit, it regains D3 lost wounds. Whenever this operative fights after it performed the Charge action, improve the melee weapon's Hit stat by 1.
GUNSLINGER'S DESPAIR
Condition: The operative is equipped with 2 or more different pistols.
This operative can perform the following unique action:
PISTOL BARRAGE | 1AP |
---|---|
Perform two free Shoot actions. You must select different pistols for each action. Treat your Hit stat as 2+ for one of that actions. The operative cannot perform this action if there is no valid targets or if less than 2 of its pistols have sufficient ammo. The operative can perform this action while being within engagement range of enemy operatives, but in such case the action costs 2AP, and it must select the operatives fwithin engagement range of it as targets. |
RUBRICA
Condition: The operative is equipped with 3 or more different PSYCHIC weapons and has at least one boon of TZEENTCH.
Whenever that operative is in Base of Operations has no RUBRIC MARINE operatives on their Henchmen list, they can perform the Rubrica:
Discard 6BP from your BP pool. Roll a D6. On a roll of 1-2, nothing happens. On a roll of 3+ add the RUBRIC MARINE operative with follower value of 2 to your Henchmen list with following wargear:
- 3-4: Inferno boltgun and Fists.
- 5: Warpflamer and Fists.
- 6: Soulreaper cannon and Fists.
Since the operative is added, it can be taken on a scenario as henchman without spending any BP. That operative cannot be given other wargear, and its wargear cannot be modified by Warpsmith. It cannot pray to Gods and always counts as having Mark of TZEENTCH with its blessing and curse. However, it can still be given Equipment and use it.
If the RUBRIC MARINE is Slain, you can perform the Rubrica again, or you can disincarnate your RUBRIC MARINE by your own will. In such case, 6BP is not refunded, any Equipment on it is returned to your stash.
VICIOUS CLAWS
Condition: The operative is not equipped with any melee weapons except Combat blade or its variations.
This operative's melee weapons have Balanced and Lethal 5+ weapon rules. When fighting against an operative that is Expended, improve the melee weapon's Atk stat by 1.
WARP SIGHT
Condition: The operative is equipped with the Auspex.
This operative's weapons have the Seek Light weapon rule. This operatve cannot lose its Auspex from being incapacitated at the end of Scenario.
WINGS
Condition: The operative is equipped with the Jump Pack.
The operative's Move stat is 8", it can FLY when performing Charge and Fall Back, and cannot lose its Jump Pack from being incapacitated at the end of Scenario. Whenever a shooting attack is made against this operative, if it did perform Reposition, Charge or Fall back in its previous activation, treat Heavy terrain features as Light for purposes of determining line of sight.
THIRD STAGE
Condition: 2 or more Gifts of the second stage
ALPHA AND OMEGA
Condition: The operative has the Cloak Of Shadows Gift and has no more than 1 Boon ability of each God except CHAOS UNDIVIDED.
Once per scenario, the operative can perform either in their activation:
- Select enemy operative with Wounds stat of 11 or less visible to and within 6" of this operative. That operative becomes friendly operative.
- Select enemy operative visible to this operative. For the next Shoot action against that enemy operative, this operative's ranged non-PSYCHIC weapons have the Seek weapon rule.
DEMAGOGUE
Condition: The operative has the Cult Leader ability.
Increase this operative's Follower capacity by 4.
DEVASTATING ONSLAUGHT
Condition: The operative has the Muscled ability.
Control range of this operative is 2". However, enemy operatives that are within control range of it, but not within 1" of it, can consolidate in their activation to be within 1" of it for 1AP. In addition, whenever this operative fights or retailiates, enemy operatives cannot assist.
LIGHTNING REFLEXES
Condition: The operative has the Slick ability.
The Fall Back action for this operative is free. That action does not prevent this operative from performing other actions in which it moves.
MUTABILITY AND CHANGE
Condition: The operative has two or more PSYCHIC weapons as the result of Boons of TZEENTCH.
At the start of scenario, select one of the following abilities for that operative:
- Astral Bombardment: Select one of ranged weapons this operative is equipped with. Improve its Devastating weapon rule by 1. If you have selected the Doombolt weapon, change it to 2" Devastating 2 instead.
- Mutant Appendage: This operative can perform the Interact, Pick Up Marker, Place marker and mission actions within control range of enemy operatives, and can perform them for 1 less AP.
- Time Walk: Add 2" to this operative's Move stat.
SICKENING RESILIENCE
Condition: The operative has the Disgustingly Resilient ability.
Do not roll the dice when resolving the Disgustingly Resilient ability, the damage is reduced anyway.
DAEMONIC STAGE
Condition: 1 or more Gifts of the third stage, 6 or more Gifts total.
DEMONICITY
The operative cannot perform Prayer To Gods and receive Gifts of Chaos anymore. Change its datasheet class name to Daemon Prince. It becomes your henchman with the follower value of 5. You can select a new character operative then.
The operative gains the following abilities:
Arise!: Whenever this operative performs the Reanimate action, do not make a roll, the target is reanimated. However, the target still has limited number of reanimations per scenario (4 for astartes, 3 for other operatives). In addition, this operative can perform the Reanimate action within 3" of incapacitated operative, if it does so, that action is treated as PSYCHIC action.
Warp Time: This operative can be activated twice per turning point, but it cannot counteract if it does so.
Daemonic: Add 5 to the operative's Wounds stat. The operative can never be Slain. Instead, if it is incapacitated at the end of scenario, roll a D6. On a roll of 1, it is reanimated. On a roll of 2+ it is expelled and cannot be selected for the respective number of scenarios.
In addition, count the Boon abilities this operative has received. Depending on whichever god gave the most number of Boons to this operative, it has one of the following abilities. If it is two or more gods with the highest number of Boons, you must select one of them.
SLAANESH: Art Of Melee: Whenever this operative incapactates an enemy operative that is within control range of it, it can perform the free Charge action and can perform more than one Charge action for that turning point.
NURGLE: Revoltingly Resilient: First time per scenario this operative's wounds are reduced to 0, it is not incapacitated and regains 12 lost wounds.
KHORNE: War Scream: Whenever this operative incapactates an enemy operative that is within control range of it, roll a D6 separately for each enemy operative within 3" of this operative. On a 3+, for this turning point that enemy operative is friendly operative (you still can attack it however). If that enemy operative is Expended, it is Ready, but subtract 1 from its APL stat.
TZEENTCH: Potent Psyker: Improve the Piercing weapon rule of this operative's PSYCHIC weapons by 1. If that weapon does not have the Blast weapon rule, it has the Blast 1" weapon rule.
UNDIVIDED: Favoured By The Four: This operative always has all Marks of Chaos, always has their blessings and never has their curses.