Slaughterpriest

(Unit)
Type: model
Category: Heroes
Categories: Heroes
EntryId: f4de-b2f1-fcf8-786a
Hidden: false
Costs: 115 pts
Options (6)
Rules (6)
Scorn of Sorcery
A Slaughterpriest channels Dispel dice and get +1 to Dispel in the same manner as a Level 2 Wizard.
Bloodfuelled Prayers
Slaughterpriests know two Prayers. Bloodfuelled Prayers are innate bound spells (Power Level 4). In addition, Slaughterpriests get +1 to cast for each unsaved Wound they caused in close combat in the previous turn.
Eye of the Gods
Models with this rule can never refuse a challenge and, if possible, must always issue one. If there are several models with this rule involved in a combat, the controlling player chooses which will issue/accept the challenge.

In addition, if a model with this rule kills an enemy character or destroys a non-Expendable unit in either close combat, with spells, or through charging/pursuing, immediately make a 2D6 roll on the Eye of the Gods table. If there is more than one character in the unit at the time of the destruction of the enemy unit through pursuit, each character gets to make a separate roll. Once the result of the roll has been determined that model now has that reward for the rest of the battle. A model can have several rewards, and it can even have the same reward multiple times. If, for any reason, a reward cannot be applied, the result is instead treated as a ‘The Eye Opens’ result.

Note that the Chaos Champion itself must cause the last unsaved Wound on a model to claim the kill (if a model suffered multiple Wounds simultaneously, randomise between the sources to determine which caused the final Wound).
Will of Chaos
Units with this rule always re-roll failed Panic tests.
Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Khorne have Frenzy.
Magic Resistance (1)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Profiles:

Model MWSBSSTWIALDType
Slaughterpriest

4

6

3

5

4

2

5

3

8

Infantry (Special Character)

Spell Spell LevelTypeCasting ValueRange
Blood Bind

Innate Bound Spell

Augment/Hex

4+

18"

May be cast on unengaged units. The target must immediately move forwards using Random Movement (2D6). This has no effect on models with Immunity (Psychology), though Frenzied units are still affected.

Blood Boil

Innate Bound Spell

Direct Damage

4+

12"

The target unit suffers D6 S 5 Hits which Ignore Armour saves. This has no effect against Ethereal models, Animated Constructs or Forest Spirits