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GW Grognard: Third D1000 is the charm

Hey everyone! Adam, from TFG Radio here to give you a look at another D1000 chart from GW!

I seemingly have started a series about the D1000 charts that Games Workshop used to use for their old Warhammer Fantasy and Rogue Trader editions, This chart is again from the Slaves to Darkness chaos book supplement. In case you never noticed, Games Workshop used to love their charts. They had charts that had your roll on other charts then finally roll on the final chart. They were all part of the game for a very long time. Nowadays you don’t see as many charts, just more rules. That being said, here are some more attributes that you had to roll on a D1000 chart. This time it was for your various warband units or squads. The result would apply to the whole squad and could be used for Warhammer Fantasy or Rogue Trader. They were very interchangeable.

Rapid Regeneration

Just as the name suggests, the unit can now regenerate more models than just normal regeneration. This wasn’t wounds but whole models. So if you have a unit of multi-wound models, when they die up to two models could be brought back with full wounds. This was extremely powerful, especially if you had large models in the unit. Now it was still had a 50% chance of success but if you can bring back a large creature, or model with a powerful gun, at full wounds for free, it is well worth the chance

Brightly Patterned Skin

Getting this attribute for your unit might seem more appropriate for the slaneesh unit in your army. It is basically colorful patterns that are on the skin. You had to roll on another chart with a D12 to determine the pattern of your skin. It could be something like zebra stripes, leopard spots, tiger stripes, or something that you could totally make up. On the battlefield, it wasn’t very useful except to make you stand out as a target for everyone else to shoot at.

GM’s Choice

Now back in the Rogue Trader era Games Workshop would stress the fact that you need a Gamemaster (GM) in order to help run your game of 40K. This was still somewhat true for Warhammer Fantasy also. Because of this there is this entry here. The GM gets to choose what attribute your unit will have. This can be good or bad depending on how the GM feels about you or your army. He could help you out with attributes like Beweaponed Extremities, Magically Resistant, or Weapon Master. He could also make your unit the laughingstock of the army with attributes like Irrational Fear, Pin Head, One Eye, or Silly Walk (especially if they were a Monty Python fan). Your fate was in the hands of the GM, so you had to keep that in mind when playing.

That’s all for this week. I hope you enjoyed the article. Let me know what you think and what attributes you have seen or want for your chaos units, in the comments section below.

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