RED ELF
Ahriman,
Chief Librarian of The Thousand Sons

- = from Battle Fleet Gothic Mag. #6 = -

Ahriman is the commander of the Chaos fleet and must be placed upon its most powerful vessel. He will use his vast magical powers and strength of will to guide and support his ships but woe betide any of his followers who dare fail him.

LEADERSHIP: 10

Ahriman has a Leadership value of 10 and gives his fleet one re-roll per turn, in exactly the same way as Abaddon (see rules in Warpstorm and White Dwarf).

RE-ROLLS: 1 PER TURN

Ahriman's fleet is allowed to re-roll a single Command check or Leadership test each turn. Ahriman's awesome reputation and dogged determination ensure that there are seldom any failures in the chain of command. When there are, the consequences are likely to be dire.

SPECIAL RULES

To represent the price of failing the Arch-Sorcerer of Tzeentch, he also uses Abaddon's 'You have failed me for the last time' rule:

"You have failed me for the last time..." Ahriman does not tolerate failure, as many of his followers have discovered to their cost. If Ahriman's re-roll is used for a Command check or Leadership test on another ship or squadron and the test is failed a second time, he will become angry - very, very angry! In the Chaos Shooting phase Ahriman will direct at least half the available firepower and lance strength of the ship he is commanding against the weaklings who have failed him (assuming the worthless scum are within range and fire arc). Resolve the attack as normal, just as if Ahriman's vessel were an enemy.

The victims of his wrath (assuming they survive) will be suitably chastised and gain a +1 Leadership increase for the remainder of the game. The Leadership bonus will only take effect once (after that the crews are working as hard as they can!). If the object of Ahriman's wrath is not in range and/or fire arc he will leave them to their fate - Ahriman's re-rolls may no longer be used on it. This means that no further Commander re-rolls may be used on the ship or squadron unless it is carrying its own Chaos Lord with a Mark of Tzeentch.

Should this dreadful failure occur on Ahriman's own ship, it will lose one damage point as the Thousand Sons Legion massacre those who failed him. No Leadership increase is gained.

‘I’ll be back’: As Ahriman is quite important in Warhammer 40,000 universe, even if his ship gets blown to bits and then implodes into the Warp, he may still return when you least expect it…

Sorceror: Ahriman’s magical power is so great that he can affect even as large a target as an Imperial star ship! He has the following magical abilities in a Battlefleet Gothic game:

Blessing of Tzeentch: All enemy vessels firing at his ship suffer a right column shift on the gunnery table;

Ward of Chaos: All enemy ships within 15cm of his own count as having one Blast Marker on their base;

Daemonic Horde: once per game you may unleash a horde of Tzeentchian daemons against your foes. Roll a D6 and then roll that many dice to hit vs. any one enemy ship's armour value. Shields do count against any damage caused and check for Critical Hits as normal.

Please note that as Ahriman is an unofficial addition to the BFG Game, he may only be used with your opponent’s permission. He must always be the chief Warmaster of your fleet and placed aboard its most expensive vessel.