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A Wardancer may only sing his warchant when he is charging an opponent. The Wardancer must make a successful Int test to raise a rousing warchant and the effects are as follows:

  1. The Wardancer may choose to enter Frenzy;
  2. All friendly characters gain a +10 bonus to Fear and Terror tests while the Wardancer is chanting;
  3. All hostile characters and creatures suffer a -10 penalty to Fear and Terror tests while the Wardancer is chanting.

The warchant lasts until the Wardancer is wounded or until he spends a round out of combat (i.e. a round in which he is neither attacked nor tries to land a blow). A new warchant may be raised when the Wardancer charges again.