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Obsessions/relics

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Mar 19th, 2021
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  1. Obsessions:
  2. Black Heart - treat PfP as one higher, if you have an Archon, Mercenaries benefit from it too, +1 Ld, reroll 1 failed hit in shooting/fighting
  3. War Trait: Roll a 6s when op uses a Stratagem. On a 6 you gain a Command Point.
  4. Relic - reroll 1s to wound for Core units around the bearer, if the unit is a Realspace Raider (mixed Detachment) it also benefits Mercenaries.
  5. Agents of Vect - use it once per battle after a Stratagem of your opp - raise it's cost by 1 till the end of battle. Does not work on Command Reroll.
  6.  
  7. Flayed Skull - Flyers and units in transports ignore Light Cover, Vehicles move +2'
  8. War tr: +1 S and Attacks for the warlord.
  9. Relic - 4+ Inv for the bearer
  10. Stratagem - select a unit from the kabal, shoot at units with fly at +1, +2 if it's an Aircraft.
  11.  
  12. Obsidian Rose - +6 to range of Heavy, Assult, Rapid Fire weapons (no relics), re-roll one failed wound when shooting/fighting (Triple Dark Lance Ravagers are moist now)
  13. War Trait - +1 S for bearer's Weapons (S5 Power Sword, S9 Blast Pistol on the Archon lol)
  14. Relic - 3+ armor, reduce enemy hits in melee by -1
  15. Stratagem - you can use it when any models run with an attrition test - they can shoot once more before being removed (or hit if they are in engagement)
  16.  
  17.  
  18. Custom Obsessions (pick 2, all-consuming count as 2):
  19. Dark Mirth - enemies 12' within models with this are dealt a mortal on 5+ if they move, advance, fall back or charge.
  20. Deadly Deceivers (all-cons) - units can shoot after a fall back, but with -1 to hit.
  21. Disdain for Lesser Beings - +1 to Combat Attrition test by this models
  22. Merciless Razorkin - 6s to hit with splinter weapons are counted as 2 hits
  23. Torturous Efficency - 6s to wound in shooting are treated with additional -1 AP
  24. Mobile Raiders - +2 movement for Fly models
  25. Soul Bound - Ignore Mortal Wounds on 5+
  26. Toxin Crafters (all-con) - Re-roll 1s for poison weapons. 6s to hit cause poison weapons to be 2+ to wound.
  27. Twisted Hunters - +1 Attacks against characters
  28. Webway Raiders - Reduce CP cost for Webway Portal by 1 if it's used on that unit.
  29.  
  30. Wyches:
  31. Cult of Strife - if the unit is in Engage at the begging of the fight phase, they can fight first
  32. If a unit charges a unit with no models from your army in engage, add +1 to charge
  33. War trait - 6s to hit score 3 hits instead of 1
  34. Relic - Roll d6 at the start of each battle round. Gain combat drugs associated with that roll. It is cumulative!
  35. Stratagem - once per battle round, you may use this strat. One unit can either shoot or fight again this phase.
  36.  
  37. Cursed Blade - +1 S for all models with this obsession, saving throw of 6 is a mortal wound for the attacker after he finished all his attacks.
  38. War trait - saving throw of 4+, instead of 6.
  39. Relic - if the bearer is killed by a melee attack, on 2+ the attacker take D3+3 Mortal Wounds.
  40. Stratagem - use on a charged unit of wyches. They can fire Overwatch beofre the charge roll is made. Up to five models with plasma grendes can make attacks with them and they are treated as Poison 2+.
  41.  
  42. Red Grief - re-roll charges, +2 advance rolls
  43. War trait - ignore wound rolls of 1-3 in melee
  44. Relic - replace archite glaive, +2 S, ap -3, D 3
  45. Strat - use it after a unit finished it attacks but before consolidation. They can embark a transport that is within 6' of them, even if they disembarked this turn. Holy crap.
  46.  
  47. Custom Cults:
  48. Acrobatic Display - you can consolidate horizontaly over other models and terrain. (can't finish on another model)
  49. Art of Pain - +1 PfP if within engagement
  50. Berserk Fugue (all-con) - if charged, charging or heroic inter, 6s to hit are treated as 2 hits. Ignore Mortals on 5+.
  51. Precise Killers - Blade Artists work on 5+
  52. Slashing Impact - each time a model finish a charge, you can select a non-vehicle unit within Engage, on a 6 it gets a Mortal.
  53. Stimulant Innovators - once per battle, roll a D3 - all models with Combat Drugs gain additional Drugs from the roll till the end of turn.
  54. Test of Skill - +1 to wound against monsters and vehicles
  55. Trophy Takers - if a Morale roll is caused by a melee attack from this model, opp rolls two 6s and discards the lower one.
  56. Agile Hunters (all-con) - +1 to hit against Fly units
  57. +1 to movement, if the model has Hypex.
  58.  
  59. Covens:
  60. Prophets of Flesh: All characters, monsters and Grots regenerate 1 wound at the start of your Command
  61. Units with this obs ignore rolls of 1-3 to wound unless attack is S8 or higher.
  62. War trait: Chose one - +1 T and W or +1 Move and Attacks
  63. Relic - enemies cannot fire overwatch, at the start of the Fight, chose one unit 3' from this model. It fights after all of your units.
  64. Stratagem - Pick a coven infantry unit 6' from a haemy, it rerolls to hit. costs 2 for grots
  65.  
  66. Dark Creed - -1 Ld and -1 Combat Attrition rolls 6' from models. +1 Attack if attacking a unit with a lower Ld.
  67. War Trait - pick a unit 9' from your warlord at the end of your movement. Roll a 3d6, if you rolled higher that it's Ld, it can't preform Actions and loses Obj sec
  68. Relic - replaces stinger pistol. Pistol 3, S2 AP -3 D 1, 2+ poison, ignores invuls
  69. Stratagem - when shooting, ignore Look out, Sir! 3 CP for Talos
  70.  
  71. Coven of Twelve - melee attacks gain additional -1 AP (lol, -2 AP basic with Blade Artists), models can perform actions in can still shoot
  72. Warlord Trait - -1 Damage to a minimum of one
  73. Relic - replaces haemy tools, AP -2, D3 damage, Poison 2+, always deals 3 D to characters
  74. Strat - select a non-vehicle, non-monster character after consolidation with a haemy. 2-5 it takes D3 Mortals, D3+3 on 6.
  75.  
  76. Custom obsessions:
  77. Artists of Flesh (all-con) - reduce damage (expect vehicles) received by 1 (to a min. of 1)
  78. Dark Harvest - if a unit finishes a charge, pick a non-vehicle in engage, on 4+, it takes a mortal.
  79. Dark Technomancers (all-con) - when you shoot, you can choose to enhance any or all ranged weapons. They deal +1 D and wound on +1 and can't be re-rolled. Rolls to wound of 1 deal 1 mortal, D3 to Monsters and Vehicles.
  80. Experimental Creations - +1 S.
  81. Hungry for Felsh - re-roll charges.
  82. Master of Mutagens - hit rolls of 6 with posion weapons against non-vehicle, non-titan units automatically wound.
  83. Master Torturer - reduce cost of Torturer's Craft by 1.
  84. Obsessive Collectors - if an enemy unit is destroyed in melee, the model can regenerate d3 wounds or d3 models in case of Wracks.
  85. Enhanced Sensory Organs - Ignore Light and Heavy Cover.
  86. Splinterblades - melee hits of 6 are counted as 2.
  87. Custom traits:
  88.  
  89. Kabal
  90. Hatred Eternal - you can re-roll hit roll and wound roll whenever you attack. (it's worded weirdly, but I think it applies once per hit and once per wound)
  91. Soul Thirst - +1 attack, once per turn regain 1 wound if an enemy model is destroyed 6' around the lord.
  92. Ancient Evil - at the start of the Fight phase, pick one enemy unit in engage. It fights after all your models.
  93. Wych
  94. Quicksilver fighter - +2 attacks
  95. Stimm Addict - roll two more dice for los drogos, ignore 6s and effects already active. Warlord benefits from all rolled drugs.
  96. Precision Blows - this is crazy good, hit rolls of 6 deal MORTAL WOUNDS equal to weapon damage and the attack sequence ends.
  97. Covens
  98. Master Regenerist - Regain 3 wounds instead of D3 with Fleshcraft.
  99. Master nemesine - +1 wound rolls on attacks.
  100. Master Artisan - +1 T and +1 W
  101. Relics:
  102. Parasite's Kiss - Pistol 3 S2 AP -2 D 2, Poison 2+, if a model is destroyed by an attack, regain 1 lost wound
  103. Helm of Spite - in psychic phase, bearer can deny the witch. If he succeeds, the caster is hit with Perils.
  104. Nightmare Doll - haemy only, FNP 4+
  105. Djinn Blade - +1 S, AP -3 D 3, +2 Attacks when fighting with this weapon. At the end of the Fight phase, roll a 6 -on 1, take a mortal
  106. Animus Vitae - 6' range, one per battle. If it hits, the unit takes D3 mortals. If 11+ models, D3+3. All your models have +1 PFP till the end of turn.
  107. Triptych Whip - Ap -3, D 2, Poison 2+, +3 attacks
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