Terribly sorry on the delay, patien/tg/entlemen, my friends in real life convinced me to run a game of Dresden Files for them, and enjoy my spring break.
Now, for the apparently long-awaited stats:
DOOMRIDER (He does cocaine!)
WS: 7 BS:5 S:5 T:4(5) W:3 I:6 A:4 LD: 10 Sv:3+
Wargear: Warp-Runner, Druh'gee.
Special Rules: Warp-Touched, Madness Grenades, Where'd He Go?, Mark of Slaanesh(Already included in profile)
Warp-Runner: None except perhaps Doomrider himself know where he found his favored bike. Perhaps it was a gift from Slaanesh himself, perhaps it is the result of Doomrider's fevered innovation. In any case, it functions as a Chaos Space Marine Bike with a built-in twin-linked Meltagun, and its many blades and toxin-spewing vents serve to grant Doomrider +1 Attack (already included in his profile)
Druh'gee: This Daemon Weapon is razor-sharp, and prone to wailing as it cuts through the air. It functions as a power weapon, and any model that suffers an unsaved wound from the blade must make a Leadership test. If the test is failed, the model suffers Instant Death.
Warp-Touched: Doomrider, after millennia within the Warp, is more idea than flesh. He enjoys a 4+ invulnerable save, and never needs to make difficult or dangerous terrain tests. However, Doomrider must Deep Strike onto the field, following the rules for Daemons.
Madness Grenades: As Psychotroke grenades in the Grey Knight Codex.
Where'd He Go: Doomrider's attention span is notoriously short, and he is prone to vanishing back into the Warp at a moment's notice. At the end of your turn, roll a d6. On a 1, remove Doomrider from play, and place him in reserves. If he was engaged in close combat, the enemy may re-group. If Doomrider leaves the field after the 5th turn, he does not return.