Rite of Tempered Fury
Requirements: Similar to other binding rituals, this ritual requires much preparation and forethought. As Daemons are a jealous lot pieces or Armor cannot be mix and matched together. This leads many binders to put the Daemon into a full suit of armor than just one piece. If they do enchant one piece, it is generally the main chest piece. Once the daemon is summoned it must be tricked and forced into the armor. Using similar methods as forging Daemon Weapons, the daemon must be enticed to enter the object. However unlike weapons, daemons know that armor won't allow them any direct slaughter and as such the initial ritual test starts out with a Hellish (-60) Forbidden Lore (Warp or Daemonology) Test, and no matter the final difficulty, the daemon forces the character to reroll their initial successful ritual test.
Additionally, the host armor cannot have the Legacy of Slaughter modifiers that pertain to killing a cenain number of people, as the item could not have been used to kill any individual but the other modifiers can apply. Only armor that has never seen death or battle apply the of Slaughter: Never Drawn Blood" other modifiers on Table 5-22: Summon Ritual Modifiers that apply to Daemon Weapons apply here. As with Daemon Weapons the Degrees of Success on the ritual determines the Binding Strength of the armor and by extension how many unique infernal abilities the armor has.
Effect: Once bound the daemon empowers the armor with its infernal will. The character increases the Armor Points on all locations on the person's body, even if the daemon is only housed in one piece, by the daemon 's Willpower Bonus. Additionally, the armor gains a number of unique infernal powers equal to their daemon 's Willpower Bonus minus the Binding Strength. Daemon armor can select from all the Unaligned Infernal Powers and from the list of powers that is aligned to the daemon's patron deity. When randomly rolling to generate the Armor's powers the character may add the Daemon's Infamy to this roll in order to determine the maximum powers that could it could possibly obtain.
Duration: The resulting daemon armor is permanent, unless the daemon is somehow released.
Cost: The ritual is taxing to even the most powerful Of Heretics, drawing upon their fundamental essence and leeching it away. Every participant in the ritual suffers 2d10 Damage to every Characteristic. In addition, the surging energies of the warp cause a single immediate roll on Psychic Phenomena. Besides the drawback of the ritual there is a cost to owning a piece of protective equipment that wants to see you dead. As the character bears this armor the character must slaughter and kill, allowing the daemon to feast on the soul-stuff of those murdered by its bearer. For every week that goes by without new souls to devour the armor point bonus the armor provides goes down by one, to a minimum of the armor's original value. After the daemon provides no more bonus armor points the Daemon grows restless and hungry. After each day that the character does not offer it up a soul the character must pass a Daemonic Mastery Test. Once the character kills a sentient being the armor points that the daemon provides are restored to full value.
As a special note, Power Armor is a unique and dangerous housing for a daemon. Power Armor has potent actuators and near autonomous motion. If the daemon armour bonus ever drops to zero the character must immediately make a Daemonic Mastery Test and even if they are successful the character suffers ld5 +1 wounds. This damage cannot be reduced by armor, but Toughness still applies. As per normal, for each day that passes that the armor has not consumed a soul and once all the bonus armor points have been removed the character must make another Daemonic Mastery Test with the above damaging repercussions for success.
As with Daemon Weapons whenever the character is Stunned, knocked unconscious, or their Willpower Characteristic fall below that of the bound daemon - then character must make a Daemonic Mastery test. Daemonic Power Armor still inflicts the damage on any successful Daemonic Mastery test, even if the epitis for the test was not starvation of the daemon.
Price of Failure: The binding fails to take and the daemon breaks free of the Heretic's control, moving to slaughter the mortal that presumed to enslave it, and any other creature that gets in its way. Further, the massive amounts of gathered warp energy intended for the ritual are unleashed, resulting in an immediate roll on Table 6—6: The Contempt of the Warp, modified by +10 for ever DoF after the first.
Daemonic Mastery Test
Commanding a daemon is no minor thing, as even the least of entities that may answer a sorcerer’s call are malign creatures of rage and hate that would sooner rend a mortal apart for sport than serve one. In order to control a summoned daemon, a battle of wills is fought psychically between the summoner and the daemon, represented by an Opposed Willpower Test taking a Full Action to perform. If the summoner is a psyker, he may add a +5 bonus to his test for every point of Psy Rating he has. This test is further modified by the criteria listed on Table 6–7: Summoning Ritual Modifiers, by Daemonic Presence, and by any other pertinent factors. If the summoner wins the contest, he may command the daemon to do his bidding, and it will follow his spoken and telepathic instructions clearly and accurately. If the summoner fails the Test, then the daemon is free to do as it wishes, and will usually start by seeking to take out its rage upon the summoner
Unaligned Powers
Eternal Embrace
Like a hard outer carapace the armor has woven itself into a protective singular unit as to keep the physical world at bay. This just happens to have positive benefits for its wearer.
Effect: The armor gains the Vac-Sealed armor upgrade and so long as the daemon is providing even one bonus point of armor the daemon can sustain (food, water, air) the character indefinitely. In addition the armor all Critical Effects by one and lowers any Critical Damage by one.
Hellflesh
The armor moves and bends like it's made of flesh and bone. The daemon has made the armor familiar to itself and sheathed it in a simulacra of physical meat.
Effect: While wearing the armor the character gains the Daemonic (l) trait and gains the Iron Jaw talent. If they already have this talent the character gains a bonus to their Toughness test for the purposes of that talent.
Deathwhisper
The laws and rules of the real unive1N mean nothing to a daemon and so that unreality has been bestowed upon the armor, and by extension, the bearer. This armor is breathlessly silent and cool to the touch.
Effect: The armor grants the character a +10 on all stealth rolls and is immune to being detected by auspex and is invisible to Dark Sight.
Warpfueled
The energy of the Immaterium is vast and daemons are beings of unrelenting fury. Combining these factors into one tight housing, the armor glows and crackles with an orange- yellow light and it is forever powered by the impossible.
Effect: This armor gains the Power Field weapon quality, which means that if any non- Power Field weapon strikes the armor there is a 750/0 chance that the weapon Will be destroyed. This has the additional benefit of granting the character's unarmed attacks the Power Field quality, increasing the Penetration by 2 and losing the Primitive quality. Lastly, if the armor is a suit of power armor it gains the Sustainable Power Source module for free, if it doesn't have it already.
Bound in Blasphemy
Defiance is always the nature of daemonkind. They chafe at all restraint and seek not to be curtailed. So bound in one or the most confining of hosts the Daemon expresses its indignant rage in rebellion against the material universe and its laws. The armor blazes with heretical sigils and arcane blasphemies.
Effect: The character gains a +10 bonus to Fellowship and Infamy test when dealing with servants of chaos and Daemons. In addition, the character gains the Fear (l) trait if they did not already have it. If they do increase their Fear rating by one.
Impervious
Pain, suffering, and even death are minor inconveniences to Daemons and so they are not worried about those things which would end a mortal life. The daemon within the armor cast away an anything that would dare harm them or their host.
Effect: The armor is protected by a Force Field with a value equal to the daemon's Willpower Score. This Force Field cannot be overloaded, but if the character rolls doubles to avoid damage the bearer must roll on Table 6-2: Psychic Phenomena
Unreality
The warp breaks boundaries and acts on rules that make little sense to the mind Of a sane mortal. As such this armor breaks down its own laws and abilities by shear fact that it is both real and not.
Effect: Once per round as a free action the character may take armor points away from one body part and place them in another. No one body part location can have more than double the standard amount of armor points for that location. This transfer is permanent until the characters transfers the armor points back. Only the armor's original armor points can be transferred in this manner. Additionally, this armor is immune to the Warp Weapon special quality
Soul Trap
Only the most potent of the warpspawn can drink in so deeply of the souls of the dead that their faces wail against the surface of the armor. Forever yearning to be free from the clutches of the daemon within.
Effect: Whenever the character kills, and that being Burns Fate points or permanently expends Infamy to live through the experience, they either need to bum an extra Fate Point or expend an additional Id10 Infamy. Lastly, if the character ever dies while wearing the armor they may permanently lose this ability, and free all the trapped soul shards, to waver the Infamy cost to live through the experience.
Tzeentch Powers
Crystalline
Million upon millions of minute gems create a lattice work across the armor in a glittering display of arcane understanding. All woven together to protect the daemon and it's wearer from a myriad or dangers
Effect: The armor gains the Cenninite, Insulated, and Thermal armor upgrades. Additionally if the character is the target of a psychic power the character may spend a point of Infamy to force the psyker to reroll their successful Force Power Test.
Adaptability
That which refuses to change, dies, Tzeentch's brood mold themselves to accommodate their wearer and the threats they face, always striving to outdo their enemies by always turning their strength into a weakness.
Effect: For each successful hit that does damage to the character, the next hit with the same damage type (energy, explosive, etc) has the character's armor point value increase by one in all locations, up to a maximum additional armor points equal to the daemon's Willpower Scole. These special additional points of armor reset to zero when the character is next successful damaged by a different damage type.
SpellBound
Etched onto this armor, and bound within the armor alongside the malefic will of its daemonic inhabitant, is a single spell that can be unleashed upon the wielder's enemies.
Effects: Armor with this attribute confers upon the wielder a single psychic power, chosen when the armor is created, which is cast using the daemon's Willpower characteristic, and any Psy Rating it may have, requiring the normal action to use that psychic power. The Focus Power Test for this power suffers an additional —10 penalty for every 100xp the power costs after the first. The armor can only use the power at the Unfettered power level.
Mutating
Daemons do not operate like mortal beings and as such when they exist in such a hollow piece of material they warp and change it to suit their warped sensibilities.
Effect: The character gains a random Gift of the Gods, whose roll can be modified (positively,'negatively) by the daemon's Willpower Bonus. The character may expend a Infamy point and a day's rest to force the armor to mutate and gain a different Gift of the Gods. The character loses access to this Gift if they should remove the armor.
Mirage
The daemon within the armor is a master of lies and deception, twisting reality about the armor in order to conceal its nature and purpose.
Effect: The armor looks like a perfectly normal suit of the armor type that it is unless and observer passes a Hard (-20) Awareness test. In addition, when the character wills it, the armor looks as it is supposed to but begins to showcase faint illusionary doppelgangers, throwing off any Who would attempt to attack the character. Attacker suffers a -10 penalty to any attack against the character unless they can pass the above Awareness test. This test can only be made once per combat.
Living Magic
Tzeentch is the master of sorcery, and many of its daemons are skilled in the arcane arts. From deep within the armor, the daemon whispers the secæts of sorcery to the wielder, for reasons all its own.
Effects: The wearer gains a bonus to Focus Power Tests equal to twice the daemon's Willpower Bonus.
Phaseshift
The boundaries between reality and unreality are thin within the edges Of the armor. so close are these paradoxical spaces that the Daemon can transfer between these realms.
Effect: The character can gains the Phase trait for a number of rounds equal to the daemon's Willpower Bonus per game. As an added bonus the character can target and attack a target in melee range, even if they possess the Incorporeal trait.
Fateweaver
The daemon within the armor is well-versed in the ever-shifting tapestry or fate that influences all things, and knows how to influence destiny for its own ends.
Effects: The possessor of an armor with this attribute starts each game sessiona with two additional Infamy Points per game, as if his Infamy were 20 points higher.
Khorne Powers
Cruel
Khorne knows his warriors must be girded for battle and so why not make that which protects into something that also shed blood. The daemon, in a fit of rage, forees the armor to produce large jagged brass spikes from the outer surface of the armor.
Effect: The armor gains the Spike upgrade and if the character spends an Infamy point they can make the spikes explode out from the armor in an area equal to daemon's Willpower Bonus in meters around the character. This counts as a 2d10+ daemon's Willpower Bonus Rending attack that has the Tearing and Spray qualities. It also has a Pen of equal to the daemon's Willpower Bonus. This is a half action to perform and the character may only use this ability once per combat.
War Fiend
Infinite aggression does not sit well in a bound piece of metal and leather. It has no ability of its own to take the skulls for the Blood God. As such the daemon morphs the armor into having large jagged claws and bovine hooves, as to allow for ease of slaughter.
Effect: While the character wears this armor they gain the Deadly Natural Weapon trait and the Brutual Charge Trait equal to the Daemon's Willpower Bonus.
Blood Tracker
Khorne's hounds can track any foe, any prey, over any distance, across space and time. No creature can elude Khorne's hunting dogs forever, and armor bound with these daemons are renowned for their ability to find foes any.vhere.
Effects: A armor with this attribute grants the wielder the Unnatural Senses Trait, with a range equal to the Daemon's Willpower characteristic.
Null
Khorne's loathing of wizards and witchcraft knows no limits, and many of the Blood God's favoured creatures share that hatred. When bound into an armor, that hatred manifests as a disbelief in the power of sorcery that rends witches and wyrds powerless against the armor's wearer.
Effects: Any psychic power which includes the wielder of this armor as a target suffers an additional —20 penalty on the Focus Power Test.
Brass Juggernaut
Bound in the molten hide of a Khornate daemon, the great brass rivets clamp tight and lend the wearer impossible durability and strength. For the enemy cannot kill you if it is already dead.
Effect: The armor ignores any weapon special quality that modifies an attacker's Penetration or Damage values (Melta, Razor Sharp, Proven, etc). Sanctified still has full effect. This power has no effect of the attacker's talent, skills, or other abilities to modify Penetration or Damage. In addition, the character doubles their strength and toughness totals for the purposes of lifting and carrying capacity.
Reckless Abandon
The rage of the warp beast within the armor rails against its confinement and tempts the bearer to great acts of slaughter, even at the slight provocation.
Effect: The character gains the Frenzy talent if they don't already possess it and they may enter Frenzy as a free action. Additionally, for every person the character kills while in frenzy adds +1 damage to all the character's attacks while in frenzy. This bonus damage only last while the character is in frenzy and caps out when it equals the daemons WP bonus.
Stream of Hate
Bubbling and boiling like a molten cauldron of lava, the hate of the daemon spills fonh from the character's armor in a gout of flame and corruption.
Effect: The character gains a Half Action attack of 2d10 + daemon's willpower bonus with the Flame, Recharge, Spray, and Tearing special qualities. The Range of this weapon is 8 In addition, so potent is the daemon's hate that the heretic reduces any Flame or Fire damage by an additional eight points.
Fueled by Slaughter
This armor contains the roaring, bellowing essence of one of Khorne's most powerful daemons, driven by bloodshed and slaughter. Its essence suffuses the armor, drawing upon the death and carnage that is inflicted by the wearer..
Effects: Whenever the bearer of this armor slays a living creature (creatures with the Daemonic or Machine Trait are not considered to be living creatures for this purpose), the wielder immediately regains Id10 wounds, up to his normal maximum.
Nurgle Powers
Plaguefather's Console **
The Lord of All does not wish it's children to suffer needlessly and so blesses the armor with an outer tough layer of cancerous tumors.
Effect:** The armor gains the Ablative Upgrade, whose additional points refresh at the beginning of every game session. The character may spend an Infamy Point once per game session to refresh this special armor quality.
Choking Cloud
A cloud of flies, gnats, filth, and other foulness hover and cling in the air about the bearer.
Effect: Any mundane plant, and any animal with a size of Puny or smaller and a TB of 2 or less, will sicken and die if it remains within a number of metres equal to the daemon's Willpower Bonus for more than one round. All other creatures suffer a —10 penalty on all Toughness Tests within that distance.
Atrophy
All power wanes, all strength fades. This is a truth of the Lord of All, so chefish not what can be taken away. The armor's daemon is a contemplative son and seeks to teach those that would dare strike its wearer the simple lessons of Papa Nurgle.
Effect: Each time the character is hit. but not necessarily damaged, by a melee weapon the attacker must pass a Challenging (+0) Toughness Test or take Id10 strength damage, Its effects are cumulative.
Primordial Growth
Life everlasting is the gift of Nurgle and his servants, and so cherished is the daemon housed within the confines or the armor that it bestows the Plaguefather's beneficence upon the bearer.
Effect: The character gains the Regeneration trait equal to the daemon's willpower bonus. This power stops working if the daemon does not provide any additional armor points.
Filthy
Muck, mire, and offal coat the armor, preventing those that would harm the wearer by slowing down and mitigating the overt destruction of the
Effect: The character lowers the Penetration rating of any incoming attack by the daemon's Willpower Score, minimum zero. This has no effect on sanctified weapons or attacks that do holy damage.
Inevitable
As a cancer slowly devours a person from the inside out, to only be visible months or weeks before a mortal's death. So too is the bearer imbued with that deep inevitability of their enemy's downfall.
Effect: The bearer gains the Undying Trait while they wear the armor and in addition the character is immune to the Felling weapon special quality.
Bile Retribution
So bloated by the vitriol and bile of the Plaguefather's essence that a simple breaching wound can bring fonh the foulest of regurgitations, choking and warping those that are caught within its excretion.
Effect: Whenever an attack bypasses the character's armor rating, which doesn't mean it has to cause a wound on the character to take effect, a gout of offal spills out towards the attacker and suffers an 2d10 attack, Penetration 7, with the Felling, Recharge, Spray, and Toxic The range of this attack is 7 meters.
Irradiated
The greatest and most subtle catalyst for Nurgle's gifts resides within the damning radiation of nuclear leactions. It breaks down the living into their more basic components, as to be easily be used by bacteria and other simpler lifeforms.
Effect: All creatures within an area with a radius of the daemon's Willpower Bonus in metres, except those Devoted to Nurgle, suffer a —10 penalty on all Weapon Skill, Ballistic Skill, Agility, Intelligence and Perception Tests due to feelings of nausea and revulsion.
Slaanesh Powers
Brilliance
Vainglorious is the daemon that is housed within, the armor gleams With an unnatural shine and always appear pristine.
Effect: The armor gains the Refractory armor upgrade and once per session the character can spend an Infamy point to make the results of a Fellowship test equal to the daemon's Willpower Score.
Dark Mirror
The daemons of the Prince or Chaos only wish to show you what you truly are and so grant the armor a mirrored finish as you more easily reveal the darkest horror an attacker's soul
Effect: Any attacks within daemon's Willpower Bonus in meters made against the character suffer at -5 penalty.
Shrieking
Daemons of She Who howl, cry, and moan to distract, allure, and confuse their enemies. As the armor is now the home to such a daemon that every time it is stuck the armor lets out an hellish shriek as to demand a measure of retribution.
Effect: Each time the character is struck by a melee attack the attacker must make a Toughness (+0) or be Stunned for one round. This power cannot affect a target more than once per round. The character's unarmed attacks gain the Concussive (0) weapon quality.
Alacrity
The thrill of battle is its own unique high. In no place is a mortal, or daemon for that matter, so close to the razor's edge of oblivion. No beings know this better than those of Excess and as such seek to further their bearer towards the extremes of combat.
Effect: The character gains a 410 bonus to all Dodge attempts and an additional Evasion Reaction per combat round that can only be used to Dodge.
Soporific Musk
The daemon's presence causes the armor to exude a thin, iridescent pink mist that clouds reality in a dream-like haze. For those devoted to the Prince of Sensations, this is of no concern, but for others, this delusion occludes the senses and slows reaction time.
Effects: Armor with this attribute causes all creatures within the daemon's Willpower Bonus in metres to suffer a —20 penalty to Perception and Agility. This penalty does not apply to creatures Devoted to Slaanesh.
Ecstatic Emulation
The daemon knows and has sensed much in its near infinite lifespan, far greater than any mortal. It can share those experience with it wean:r, for a time, as to force the mortal to greater and greater acts of excess.
Effect: Once per hour the armor can inject a drug of the character's choosing into the wearer with no chance for addiction. Negative side effects because of the drug itself still apply.
Aching Allure
The temptation of the Prince of Chaos is without question. One of these tempters par excellence is now housed with in this appealing armor, seeking to bring all within its master's deadly trap.
Effect: Once per round as a Half Action the character may target an individual that can see the armor and force a contested Willpower test, the wearer using the daemon's Willpower Score instead of their own. If the target loses they can take no action this turn except for Reactions and they must actively stare at the character.
Commanding Presence
The daemon's force of personality and innate charisma produce an armor which almost glows with undeniable authority, making the wielder difficult to dismiss.
Effects: Armor with this attribute, when worn, grants the wielder the Unnatural Fellowship trait, with a rating equal to half the daemon's Willpower Bonus, rounding up.