New Realm of Chaos 1980s Oldhammer Chaos Gifts!

Asslessman

Member
21. Colter club

This seemingly crude weapon consists of a plow piece atop a massive cudgel. However it has the power to turn the bearer's wits upside down, making him reconsider if he really wants to hurt his opponents or if he really wants to make them cry.
The Colter club changes alignment , sexual orientation and political beliefs of its bearer and all its followers to their opposite. (chaotic straight left winged champions will become good right winged homosexuals for example)
 

treps

Member
22. The Care Mark

The creature marked with the Care mark has a symbol on his belly rolled on the Care Table. The mark gaves him a power he may use once par battle.

Care Table (D10)
1 - Blue Moon Crescent - Same effect as the Stand Still spell (WFB3 - p164)
2 - Pink Cupcake with a Candle - Same effect as Enfeeble spell (WFB 3 - p162)
3 - Rainbow - Same effect as Magic Bridge spell (WFB3 - p162)
4 - 2 interwined smiling sunflowers - Same effect as Cause stupidity spell (WFB3 - p160)
5 - Grinning Sun - Same effect as Cause Frenzy spell (WFB3 - p156)
6 - Green four leaves clover - Lucky, may reroll any one dice
7 - Dark blue rain cloud with raindrops - Same effect as Fetid Cloud spell (WFB3 - p163)
8 - Red and pink hearts interleaved - Same effect as Entanglement spell (WFB3 - p163)
9 - Big red heart - Same effect as Change Allegiance spell (WFB3 - p162)
10 - yellow star with comet tail - Same effect as Storm of Magic spell (WFB3 - p174)
 

Fimm McCool

Member
23.
Eyes of the tiger

The character's eyes mutate into those of a large, striped cat. He gains +1 Wound to reflect his being a survivor....
 

roebeast45

Member
24. Van Dammed

Character's thighs swell to bizarre proportions. Character is forced to do leg splits whenever possible, even when another physical action would make more sense. Character speaks in a mumbled, Belgian accent and followers of Nurgle gain a bonus due to constant spreading of venereal diseases.
 

axiom

Member
25. Time Bandit

Character adds 6 Chaos Dwarves to his retinue. Roll a D6 at the start of each turn; on a roll of 1, the character and all Chaos Dwarves fall into a Time Portal and must immediately be removed from the game.

(I was going to do Eyes of the Tiger Fimm - boo! Hiss!)
 

Zhu Bajie

Member
26.Cold Waaargh. This creature may project a 6" by 3" cone of ice each turn. This icy blast freezes enemies, roots them to the spot and stops them being able to cast offensive spells or use any weapons. If the Cold Waargh creature is killed it explodes in an enormous ball of warpfire and immediately obliterates all buildings, terrain features and troops on the table. Cold Waargh mutants always cause a doppelgänger to appear in the ranks of an enemies army.

P.S. Really liking all the new 1980s Realm of Chaos 80s mutations so far, more than a few laugh out loud moments. Fun stuff ;)
 
27. Re-animator

This champion don't accept just to die.
Once all his/her wounds are reduced to zero, will return again to battle.
Put the miniature standing where it was when dies, and:

Set its wounds to 1
Add 1 to strenght and thoughtness
Reduce Initiative by 3 to a minimun of 1.
Reduce Attacks by 1 to a minimun of 1
Reduce leadership by 3, it become inmune to psychology.
The miniature will collapse and die definetly in 1d4 + 1 turns.
 

Mister Rab

Member
28. The mark of Gorba's Choff

A large red mark spreads across the scalp and head of the character, similar in shape to a map of his or her homeland, giving them almost unbelievable powers to overcome obstacles such as walls, no matter how large and forbidding. Characters with the mark of Gorba's Choff suffer no penalties (their opponents get no bonuses) when fighting against those defending an obstacle.
 
29. Big Daddy

The character grows an enormous belly and uses it barge his enemies out of the way. He may replace one normal attack with a belly charge. Any successful hits from this attack immediately forces the opponents to be pushed back just as if they had lost a round of combat.
The character may also add D6 old hags to their retinue. These hags must be armed with handbags and knitting needles.
 

weazil

Moderator
30. M'gyva

The character becomes super intelligent and wildly creative - int automatically becomes 10+3, regardless of racial limitation or previous gifts. If the character suffers from stupidity, he will no longer do so.

The character values intellect over violence and will avoid combat wherever possible. The character must take a WP in order to charge. The character also develops an aversion to missile weapons - especially black powder weapons. The character may not be equipped with any missile weapons - he will lose any he already has (or he may give them to any followers).

Finally, the character may sacrifice a piece of equipment (shield, weapon, armour, barding, scroll - anything) in order to 'resolve a sticky situation'. Sticky situations include:

- Creating a bridge (2" wide x 8" long for each piece of equipment sacrificed)
- Open a locked door or portal
- create a gap in a wall or obstacle (up to 4" wide for each piece of equipment sacrificed)
- Fly (up to 24", one turn per item sacrificed)
- Cast any level 1 Illusionist spell. The spell is cast automatically and requires no magic points

If the character sacrifices 5 or more items and passes an intelligence test, they may invent a time machine, allowing the owning player to restart their current turn (that is, return all casualties to units, return the units to their original starting positions, etc). Regardless of how many items the character carries, this ability can only be done once per game.
 

ardyer

Member
31. Big Hair

The character's grows at a massive rate up and out, becoming like a helmet. The character gains +1 to his/her armor save and can make a head butt attack. However the hair is saturated in a bizarre chemical making the character flammable.
 
33.
More than meets the eyes
The Champions body chances into that of a living metal robot, in addition he gets the ability to chance his form into something else, roll on the table to see his alternate form. The champion can choose to transform at the start of his turn, while in his robot form the champion can add +1T +1A and +1S to his profile, in his alternate form the champion uses the alternate profile and cannot use any weapons or abilities it has that are associated with it's normal form. Armour with the exception of Chaos armour cannot be worn by the Champion, Chaos armour will transform with the champion as it changes form and can be worn as normal.

2D6
2-5 Insecticon
roll a D6, 1-3 the alternate form is a giant robot Scorpion, 4-6 it's a giant robot Spider
Giant robot Spider
M5 WS3 BS0 S6 T5 W* I1 A2 Ld *Int* Cl *WP*
The Giant Spider alternate form follows all the special rules for Giant Spiders as seen on p246 of the Warhammer Fantasy Rulebook

Giant robot scorpion
M5 WS3 BS0 S6 T5 W* I1 A2 Ld *Int* Cl *WP*
The Giant Scorpion alternate form follows all the special rules for Giant Scorpions as seen on p23 of the Warhammer Fantasy Armies book

6-9 Predacon
roll a D6, 1-2 the alternate form is a robot Sabre Toothed Tiger, 3-4 it's a giant robot Bat 5-6 it's a robot war boar

Robot sabre Toothed Tiger
M6 WS4 BS0 S6 T5 W* I4 A3 Ld *Int* Cl *WP*
The Robot sabre toothed Tiger alternate form follows all the special rules for sabre Toothed Tigers as seen on p53 of the Warhammer Fantasy Armies book

Giant robot Bat
M1 WS3 BS0 S3 T3 W* I1 A1 Ld *Int* Cl *WP*
flying profile
min speed 0" max speed 12" acc/decc 6"
The Giant robot bat alternate form follows all the special rules for Giant bats as seen on p245 of the Warhammer Fantasy Rulebook

Robot War boar
M7 WS4 BS0 S4 T5 W* I3 A1 Ld *Int* Cl *WP*
The Robot war boar alternate form follows all the special rules for war boars as seen on p27 of the Warhammer Fantasy Armies book

10-11 Decepticon
roll a d6, on a roll of 1-5 the alternate form is a warmachine, on a roll of 6 it's technology
warmachine
roll a d6 on a roll of 1-2 it's a great cannon, on a roll of 3-4 it's a organ gun, on a roll of 5-6 it's a boltthrower
all warmachines follow the standard rules for warmachines with a 3 man crew except that no crew is required to operate it

technology,
the champion get's the ability to chance into a technological weapon, to see what weapon follow the rules for selecting a weapon as seen on page 132 of warhammer realms of Chaos slaves to darkness
If the champion chooses to use his weapon form, any ally in base contact can pick it up and can use it using either his own WS/BS or that of the transformed Champion.

12 -Triple Changer
Throw twice on the table re-rolling another result of 12
 

Ray Earle

Member
34. Bad attitude.

The character develops an extremely bad attitude and gains a golden collar of Khorne as well as a fear of flying. If winning a combat and reducing his opponent to his last wound roll a D6; on a roll of 1 the character will 'pity the fool' and his opponent will escape. Remove from table immediately but do not roll on the injury table.

If captured and placed in a building will create one of the following;

D6 roll.

1-3. Cabbage cannon - treat as tanglefoot grenade.
4. Flamethrower.
5. Fully armoured tractor - treat as a rhino apc with movement reduced to 4".
6. Speedboat - absolutely useless.

In addition the character loses the ability to wound any opponent with ranged weapons. Any scoring hit will make the targeted figure go prone and then take a Cl test.
 

area23

Member
35. Mullet

Any enemy unit or character within a range of 10" must take a WP test or attack the champion or unit with this attribute.
 
35.Privitisation

Each turn roll a D6. On the roll of a 6 the champion attempts to sell off one monster, unit or character from his warband, chosen at random. Other players may offer points they have saved in their warband roster or equipment, such as weapons, magic items etc. The mutant with Privitisation must sell to the highest bidder.
 

Zhu Bajie

Member
36.Head of a PacDaemon.

This creature is blessed with a bright yellow spherical head, with a single gaping maw which constantly opens and closes making a wacka-wacka sound. It causes Fear in any creature that has rules for instability (demons and undead) within 12" and automatically eats any creature of that sort it comes into combat with. +1 Fear point
 

area23

Member
Haha. didn't see that.

37. Bring the Noise!

Over night the mutant has become very able with words and poetry, and can use his rhymes to baffle and distract his enemies. -1 on all rolls for any enemy in close combat.
 
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