When an Asha'man warband model gains Insanity Points, mark them off on the ordinary experience track, but running in the opposite direction (i.e. start in the bottom right corner, rather than the top left). You may find it convenient to mark the Insanity Points as a coloured line above the box, so that it doesn't interfere with keeping track of experience. This signifies that an Asha'man starts out relatively stable, and it takes a while for the madness to truly set in - but once it does, it's a rollercoaster ride from there on in. When an Asha'man warband model completely fills up the experience track (all the way from bottom right to top left!), the madness will finally take him and he will be killed by his companions before he can cause too much damage. Remove him from the roster.
When an experience box with a thick border is reached (where ordinarily you would roll for a skill or stat increase), the Asha'man warband model must immediately take a Leadership test. If successful, the male channeler is able to think through the insanity and keep control of himself. If the warrior fails the test he must roll on the Insanity Table (see below) to determine the type and duration of the madness the warrior gets. Additionally, for each 20 Insanity Points the male channeler has, he suffers a -1 modifier to his Leadership test for insanity. This represents the fact that the longer you use the male half of the power, the harder it is to fight off the insanity.
Roll first on the Temporary Insanity Table to determine just how long the insanity lasts, and then roll on the Insanity Table to determine the type of madness.
Roll a D6 and consult the following table.
1D6 Duration of Insanity
1-2 Next battle
3-4 Next 2 battles
5-6 Permanent
Roll 4D6 and consult the following table. All results are unique and if you roll a result twice then roll again on this table until you roll a new type of insanity. All effects last as long as was rolled on the Temporary Insanity Table.
4D6 Result
4 AMNESIA
The warrior
forgets/loses D3 random Standard Weaves (not Special Weaves) for the duration
of the insanity.
5 TEMPER, TEMPER!
The warrior has a
serious temper problem. Roll a D6 before each turn and on a score of 1 the
warrior is sulking and may do nothing else this turn, except defend himself if
he is in close combat. If the warrior is charged during this time, he gains Frenzy for the remainder of the battle
(or until it is beaten out of him).
6 I'M A CHICKEN!
The warrior goes
around making loud chicken noises. He may not Hide and will alert anyone on sentry duty. Fighters in close combat
with this insane warrior are at a -1 to hit as they are so confused by his
antics (animals ignore this modifier, including Darkhounds, but not other types
of Shadowspawn).
7 PARANOIA
The warrior is
always on edge and thinks someone is out to get him. The warrior may not run
but may charge into combat as normal. He will always hit first in combat unless
he is carrying a double-handed weapon.
8 WHAT A CUTE AND FLUFFY LITTLE
THING
The warrior
refuses to attack any animals (including Darkhounds, but not other types of
Shadowspawn) until they attack him at which point he gains Hatred for that type of animal permanently.
9 MINISTRY OF FUNNY WALKS
The warrior is
convinced that if he walks in a bizarre manner people won't be able to hit him
with missile fire. He may not run but he is at -1 to hit with missile fire as
he is weaving all over the place (this negative modifier affects missile like
weaves such as fireballs).
10 CRIMINAL PSYCHOSIS
The warrior gains
Animosity towards all other members of his warband.
11 HALLUCINATIONS
Before each game
for the duration of the insanity, roll once on the following Hallucinations
chart to see what the male channeler hallucinates. So, for example, if you had a duration of 2 battles, you'd roll
once before the next battle, and then once before the one after. For a duration of permanent, you would roll
once before each battle for the rest of the male channeler's career.
Roll 1D6
1
The warrior sees nightmare images of his own demise, filling him with
fear for his own safety. No matter how far away he is from friendly models he
will always count as being all alone
in close combat.
2
The warrior hallucinates and sees an image of what is yet to come.
Having seen the hallucination, in the next battle the warrior may re-roll one
failed to-hit or shooting roll.
3
A faint image of his own personal god appears (hopefully the Creator,
but possible the Dark One - who knows whose side those Asha'man are on?!).
Filled with courage, the warrior may ignore any and all Ld based tests he is
required to make.
4
The warrior unlocks an unknown and forgotten Talent in his own mind. He
can detect any enemy models hidden for as long as this insanity lasts, even
those not in his normal line of sight, and passes on the information to his
compatriots. All enemy models lose their hidden status (this insanity has no
affect on Gray Men).
5
The warrior hallucinates that a slender arm reaches out from the
darkness around him, and pale fingers touch the warrior's chest. The soft
caress sends shivers of terrible pain throughout his body. Though it quickly
dims away, the terrible pain is left behind. The next wounding hit the warrior
receives is always a critical hit.
6
The warrior hallucinates that the Dark One chooses to reveal his true
visage to him, unveiling its monstrous intelligence creeping into the world.
The warrior's mind is overwhelmed by the enormity of the impression and
stumbles away in stark terror. For as long as this insanity lasts, all enemy
models count as causing Fear.
12 PHOBIA
The warrior is
cursed with a permanent or temporary phobia.
Roll 1D6
1
Claustrophobia - The warrior
must take a Fear test to enter a
building.
2
Fear of Heights - The warrior must
take a Fear test each turn he is on a
higher floor or area.
3
Fear of Channelers - Channelers of
any sort will inspire Fear in that
warrior.
4
Fear of Open Places - the warrior
must take a Fear test to cross a
street or square. The warrior must stay within 2" of a building or wall.
5
Fear of People - Humans scare
the warrior. If there are any humans within 4" of the warrior he must take
an immediately All Alone test.
6
Fear of Sharp Things - Warriors armed
with a sword, spear or knife inspire Fear
in the warrior.
13 HEROIC IDIOCY
The warrior may
never end his movement phase behind cover. The warrior is immune to psychology
and receives +1 experience point if he is still standing at the end of a
battle.
Roll 1D6
1-3
Panzaism - The warrior is
immune to Fear as he sees all things
as ordinary.
4-6
Quixotism - The warrior
sees everything and everyone as supernatural threats. For the duration of the
insanity, the warrior suffers from frenzy using all the usual rules for
frenzied models.
15 ET TU BRUTUS?
If the warrior is ever the only model within 6" of the leader he will charge him and try to kill him so he can take over the warband. If the warrior is the warband leader, then ignore this result and roll again on this table.
16 I HATE YOU ALL!
The warrior Hates
all enemy models and is subject to Animosity
towards friendly warriors.
The warrior falls
on the floor and rolls into the fetal position. Treat as Stupidity where the
warrior has automatically failed his Leadership test.
18 I CAN FLY!
The warrior must
make a diving charge whenever he can, no matter what level of building he is
on. The hero automatically gains an extra +1S and +1 to hit on top of the
normal diving charge because he really does think he can fly and it won't hurt
him.
19 TIS BUT A MERE FLESH WOUND
The warrior gains
an extra Wound. When this insanity is over and the warrior has taken at least
one Wound, he must roll on the Serious Injury table. If this insanity is
indefinite the warrior has become a very tough nut!
20 ALCOHOL ADDICTION
The warrior drowns
his fears and sorrows by consuming large amounts of alcohol. For as long as
this insanity lasts the warrior suffers from effects of a binge and is at -1WS,
-1BS and -1I.
21 LASH OUT
Every shooting
phase as long as this insanity lasts, take a Leadership test for this warrior.
If the test is passed, the warrior is able to keep his head. If the test is
failed, he will lash out with the One Power at whoever is nearest. Randomly
determine one offensive weave (such as a Fireball or Air Club) that the model
knows, and attempt to cast it at the nearest model (friend or foe!) that the
insane warrior can see. Keep attempting to cast the weave until the insane
warrior no longer has any channeling points this turn, or has knocked down, stunned or taken out of
action his target.
22 WHOSE SIDE AM I ON ANYWAY?
Each turn each
side must roll a dice. The player of the insane warrior may add 2 to the roll.
The player with the highest roll controls the confused warrior for the turn.
The warrior may not run or jump off buildings as he is too confused.
23 MEGLOMANIA
The warrior must
move towards the nearest enemy model and he may not end his movement phase
behind an obstacle or in hiding. The warrior is immune to All Alone tests. In
addition, if the warrior is the leader of the warband he cannot take a
voluntary rout test for as long as this result lasts. If the warrior survives
at the end of the battle, he gains +2 experience points.
24 COMPLETELY INSANE
The warrior has
gone completely insane, and is killed by his companions before he can wreak
havoc. Remove that warrior from the warband roster.