61. Go Go Gadget...
The Gods have blessed the Champion and have rebuilt his body to include several pieces of Technology, however the Gods seem to have a strange sense of humor and the Champions control over his gifts are spotty at best.
The Champion receives 2D3 Gifts randomly generated from the table below. However every time the champion wants to use one of his gifts roll a 6 on the roll of a 1 or 2, the champions control over his gifts fails and a random other gift is activated instead to hilarious consequences (GM's discretion). However sometimes the Gods are benevolent, and give the Champion a protector.
1. Go Go Gadget Roller skates
The Champion can extend wheels from it's feet giving him +3 movement, however when his control isn't absolute the champion moves of in a random direction at full speed.
2. Go Go Gadget Legs
The Champion can extend his legs like a pair of telescopes, giving him a +1M and the ability to see over stuff in front of him, measure his Line of sight as if the champion is 6" higher, however the reverse is also true and anyone that can be seen by the Champion can also see the champion, making him an excellent target,
3. Go Go Gadget ears
The Champion can hear everything that happens around him giving him an excellent feel for the battle, the Champion is immune to Panic. However the enhanced hearing can also have a disadvantage, whenever anyone within 12" fires a cannon, pistol or handgun or any other black powder weapon, the deafening sound distracts the Champion and he receives a -2 on all skill rolls for the rest of the turn
4. Go Go Gadget Laser
One of the fingers of Champion is replaced by a high tech laser, which he can fire in combat, the laser has a S3 and a range of 30", However the laser has a tendency to fire randomly when the champion's control isn't perfect, the laser will fire in a random direction, if model or unit happens to lie in that direction, roll to hit as usual and resolve any hits as usual.
5. Go Go Gadget extra arm
The Champion summons another arm that extends from the top of his head, it provides him with an extra arm to use giving him +1 attack, however when his control over the gadget isn't perfect it often goes of on it's own and will attack the anyone in base to base contact including allies, when several models are in base to base contact, randomly determine which model the extra arm attacks.
6. Go Go Gadget binoculars
The Champion's eye sight is greatly enhanced, and he can see details that are many yards away as if they were right in front of him, he get's +3 on BS, however he has difficulty seeing things that are right in front of him, which is especially troubling in hand to hand combat so he receives a -3 penalty on WS
7. Go Go Gadget Copter
Helicopter Rotors appear from the Champions head, he can use these to fly, however when his control isn't absolute the champion moves of in a random direction at full speed.
min speed 6" max speed 24" acc/dec 6"
8. Go Go Gadget Arms
The Arms of the Champion can extend to a great range, the Champion can make a single strike attack during the shooting phase, this strike hit's automatically up to a range of 6" and causes a hit with the S of the Champion which is resolved normally. However when his control isn't absolute, there's a change he arms shoot of and he gets them tangled, giving the champion -1 attack and -2 WS, it takes the champion one turn to untangle his arms.
9. Go Go Gadget Raincoat
The Champion get's a coat that when activated can act as armour and gives the Champion a 4+ save, no other armour can be worn, however chaos armour is an exaptation to this rule and can be worn over the raincoat as normal providng the Champion with a 1+ save. However when the coat is activated the Champions movement is restricted, and he suffers a -1 penalty on M, WS, BS and I
10 Brain
Sometimes the Champion not only gains technological gifts, in some cases the champion receives a familiar that aids the Champion and protects him from harm, unlike the other gadgets brain is not activated but is a familiar that joins the champion in the form of a dog with the following profile:
M6 WS4 BS0 S2 T8 W4 I8 A0 Ld10 Int10 CL10 WP10
Brain has a tough skin giving him a basic save of 5 or 6 on a d6
Special rules: When the Champion receives damage, brain will try to prevent the damage from happening even at the expense of his own health. whenever the Champion is hit roll a D6 on a roll of 6 brain manages to negate the attack, on a roll of 4 or 5 brain receives the hit instead, resolve the damage as if Brain is hit.