path to glory - dînadan version
DESCRIPTION
Chaos Dwarfs Online member Dînadan's draft for Path to Glory. More or less finished, just needs playtesting.TRANSCRIPT
Path to GloryFar to the north of the Old World lie the ever-shifting lands ofthe Chaos Wastes. It is a harsh land, broken and twisted by thewhims of fickle gods, drenched in the blood of warriors andcarpeted with the bones of failures. To live here is to live a lifeof hardship, striving each day just to survive, but there are thosemarked for more than just eking out a measly existence; men andwomen who have caught the eye of the gods and drawn into theirnever-ending game. Most are destined to be nothing more thanpawns, to be cast aside on a mere whim, but there are a few whowill rise above even these; those, on the Path to Glory…
The following rules are designed to be used alongside the WarhammerFantasy Battles 8th edition rules and as such you will need a copy ofthem to play. You will also require access to the following army books:
Games Workshop-Warriors of Chaos-Beastmen-Daemons of Chaos-Dark Elves-Orcs and Goblins
Warhammer Armies Project:-Chaos Dwarfs-Hobgoblins
Favour Points
Favour Points track how much attention your Champion is attractingfrom the Gods. The more battles he wins and the more great deeds heaccomplishes, the more attention he attracts.
Favour points are used in two ways:To ‘buy’ new warriors and equipment. The warriors are not some muchhired, as they are drawn to the glory attained by the Champion, seekingto pledge their service to a mighty warrior favoured by the gods.To reflect the number of gifts bestowed upon the Champion by the gods.
All warbands start with 35 Favour Points with which to recruit yourstarting warband. Your Champion is free.
Step 1 – The Champion
The first step is to select your Champion. There are two types ofChampion - Warriors and Sorcerers. Warriors are those Champions whospecialise in hand to hand combat, while Sorcerers are those who seek towin the Gods’ favour through the mystical arts. Further, these are splitinto five races, Human, Beastman, Dark Elf, Chaos Dwarf and Daemon.
Human Champions may be either Aspiring Champions or AspiringSorcerersBeastmen Champions may be either Wargors or Bray-ShamansDark Elf Champions may be Masters or SorceressesChaos Dwarf Champions may be Despots or DaemonsmithsChaos Daemon Champions may be a Herald.
All Champions come with the equipment listed in their profile entry.They may buy any of the options listed except for Magic Items or Giftsof Chaos, by spending Favour Points. For each 5pts (or part thereof) ofequipment a Champion wishes to purchase it costs 1 Favour point. Forexample, if you wanted to purchase 7pts of equipment, it would cost 2Favour Points.
Step 2 – Choose Your God
Now it is time to choose which God your champion is dedicated to.There are 6 options:
Khorne, God of Blood and BattleNurgle, God of Decay and DispairSlaanesh, God of Pain and PleasureTzeentch, God of Magic and MutationHashut, God of Shadow and FlameOr, Chaos Undivided, the Pantheon as a whole.
Note, for Daemon Champions your Champion is automatically dedicatedto whichever god they are a Herald of – for example a Herald of Nurgleis automatically dedicated to Nurgle and couldn’t dedicate himself to,say, Khorne.
Further, note that only Chaos Dwarfs may worship Hashut, and if afollower of Hashut rolls a Daemon as a result on the Chaos Dwarf,Human, Beastman or Dark Elf Elite Followers Tables, then randomisewhich Daemon (Bloodletter, Daemonette, Plaugebearer, Pink Horror orChaos Fury) they receive.
Step 3 – Forming the Warband
Now it is time to select the initial followers for your champion. Eachrace has two tables associated with it, the Standard Followers Table, andthe Elite Followers Table. It costs 1 Favour Point to make a role on thefirst and 2 Favour Points on the second. You may make a roll on theStandard Followers Table of another race, but it costs 2 Favour Points todo so, and if you choose to recruit the result, it costs a further FavourPoint on top of the total recruitment cost (Note this is the total cost afteryou have worked out how many warriors you are recruiting and whatthey’re equipped with, not 1 extra Favour Point per warrior). You mayalso roll on the Hobgoblin Khanate or Greenskin Tables for 2 FavourPoints per roll.
Whenever you roll on a Followers Table, you may choose to alter theresult by +/- 1 by spending a further Favour Point. You may make anynumber of alterations you wish, provided you have enough FavourPoints. If you roll a result that allows you to recruit a random number offollowers, then you may modify the roll by any number up to themaximum or minimum possible roll (e.g. you may not modify a D6higher than a 6; a D3 higher than a 3; etc) by spending 1 Favour Pointper each point you modify the die by (note, in the case of a D3, go by theD3 result, not the D6 result when working how many points you need tospend to modify the roll).
Whatever you roll, you may choose not to recruit those warriors,however the Favour Points you spent to roll on that table are lost. Somerolls on the Followers Tables result in a random number of Followers ofthat type available, and you may decide how many you want to recruit.For example, if you rolled up 4 Chaos Marauders, you may choose to
recruit 1, 2, 3 or 4 Marauders.
Each Table shows the base costs of a model with their basic equipment.They may purchase any additional equipment listed on their entry intheir Army Book (following the restrictions in the relevant entry) byspending extra Favour Points. For every 5pts of equipment or partthereof, it costs 1 Favour Point.
If you do not have enough Favour Points to recruit a result, then youcannot recruit that follower, and any points spent on the roll are lost, justas if you chose not to recruit him.
When you recruit a follower you must choose which god he is dedicatedto. Followers can only be dedicated to a god if there is already acharacter who follows that god in the warband, and followers dedicatedto the Champion’s god must outnumber those dedicated to other gods. Ifat any time the combined number of other gods’ followers outnumberthe followers of the Champion’s god for any reason, then you can onlyrecruit followers of the Champion’s god until the balance is reset.
During games, if a unit dedicated to one god is lead by a characterdedicated to another god, then they take all Leadership tests at -1.Undivided Champions and units are exempt from this.


*Hero: if you roll this result then you may choose from an Exalted Heroor a Sorcerer. These have the same stats as in the Warriors of ChaosArmy Book, except they only have one wound. They each cost 11Favour Points. Regardless of which you choose to recruit, you mayequip them with any additional equipment listed in their entry save forMagic Items, Marks of Chaos and Gifts of Chaos, paying 1 Favour Pointfor every 5pts of equipment of part thereof. Further, roll a D6; on a 6 thehero may be dedicated to a different god to your Champion (note,however, you may never have more heroes dedicated to other gods thanyou do dedicated to the same god as your Champion).
¤Chaos Lesser Daemon: If you roll this result, then roll a D6. On a 1-5you may recruit the lesser daemon associated with your Champion’s god(Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer forNurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a6 you may choose which Lesser Daemon you can recruit.


*Hero: if you roll this result then you may choose from a Wargor, aGorebull or a Bray-Shaman. These have the same stats as in theBeastmen Army Book, except the Wargor and Bray-Shaman only haveone wound and the Gorebull only has two wounds. A Wargor costs 7½Favour Points to recruit, a Gorebull 14 Favour Points and a Bray-Shaman 6½ Favour Points. Regardless of which you choose to recruit,you may equip them with any additional equipment listed in their entrysave for Magic Items and Gifts of Chaos, paying 1 Favour Point forevery 5pts of equipment of part thereof. Further, roll a D6; on a 6 thehero may be dedicated to a different god to your Champion (note,however, you may never have more heroes dedicated to other gods thanyou do dedicated to the same god as your Champion).
¤Chaos Lesser Daemon: If you roll this result, then roll a D6. On a 1-5
you may recruit the lesser daemon associated with your Champion’s god(Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer forNurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a6 you may choose which Lesser Daemon you can recruit.


*Hero: if you roll this result then you may choose from a Sorceress, aMaster, a Death Hag or a Khanite Assasin. These have the same stats asin the Dark Elf Army Book, except they each have only 1 wound. ASorceress costs 7 Favour Points to recruit, a Master 6 Favour Points, aDeath Hag 7½ Favour Points and a Khanite Assasin 8 Favour Points.Regardless of which you choose to recruit, you may equip them with anyadditional equipment listed in their entry save for Magic Items, paying 1Favour Point for every 5pts of equipment of part thereof. Further, roll aD6; on a 6 the hero may be dedicated to a different god to yourChampion (note, however, you may never have more heroes dedicated toother gods than you do dedicated to the same god as your Champion).
₫Chaos Lesser Daemon: If you roll this result, then roll a D6. On a 1-5you may recruit the lesser daemon associated with your Champion’s god(Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer forNurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a6 you may choose which Lesser Daemon you can recruit.


*Hero: if you roll this result then you may choose from a Despot, aDaemonsmith, a Bull Centaur Taur’ruk or a Hobgoblin Khan. Thesehave the same stats as in the Chaos Dwarf Army Book, except theDespot, the Daemonsmith and the Hobgoblin Khan each have only 1wound and the Bull Centaur Taur’ruk only has 2 wounds. A Despotcosts 5½ Favour Points to recruit, a Daemonsmith 8½ Favour Points, aBull Centaur Taur’ruk 14½ Favour Points and a Hobgoblin Khan 3Favour Points. Regardless of which you choose to recruit, you mayequip them with any additional equipment listed in their entry save forMagic Items, paying 1 Favour Point for every 5pts of equipment of partthereof. Further, roll a D6; on a 6 the hero may be dedicated to adifferent god to your Champion (note, however, you may never havemore heroes dedicated to other gods than you do dedicated to the samegod as your Champion).
₫Chaos Lesser Daemon: If you roll this result, then roll a D6. On a 1-5you may recruit the lesser daemon associated with your Champion’s god(Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer forNurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a6 you may choose which Lesser Daemon you can recruit.

*Lesser Daemon: If you roll this result, then roll a D6. On a 1-5 youmay recruit the lesser daemon associated with your Champion’s god(Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer forNurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a6 you may choose which Lesser Daemon you can recruit.

*Hero: if you roll this result then roll a D6. On a 1-5 you may recruit aHerald of the same god as your Champion; on a 6 you may recruit aHerald of a different God. These have the same stats as in the Daemons
of Chaos Army Book, except they each have only 1 wound. A Herald ofKhorne costs 10 Favour Points and a Herald of one of the other threegods costs 9 Favour Points. Regardless of which you choose to recruit,you may equip them with any additional equipment listed in their entrysave for Magic Items, paying 1 Favour Point for every 5pts of equipmentof part thereof.
¤Slaanesh: If you roll this result, then roll a D3. On a 1-2 you mayrecruit D3 Seekers of Slaanesh for 2 Favour Points each; on a 3 you mayrecruit 1 Fiend of Slaanesh for 6 Favour Points. If your Champion isdedicated to Khorne then you must re-roll this result (if the re-roll alsogets this result, then do not re-roll again).
Nurgle: If you roll this result, then roll a D6. On a 1-3 you may recruitˠD3 Nurgling swarms for 4 Favour Points each; on a 4-5 you may recruit1 Beast of Nurgle for 6 Favour Points; on a 6 you may recruit 1 PlagueDrone for 5½ Favour Points. If your Champion is dedicated to Tzeentchthen you must re-roll this result (if the re-roll also gets this result, thendo not re-roll again).
†Khorne: If you roll this result, then roll a D3. On a 1-2 you may recruitD3 Flesh Hounds for 3 Favour Points each; on a 3 you may recruit 1Bloodcrusher for 6½ Favour Points. If your Champion is dedicated toSlaanesh then you must re-roll this result (if the re-roll also gets thisresult, then do not re-roll again).
Tzeentch: If you roll this result, then roll a D3. On a 1-2 you may˟recruit D6 Flamers of Tzeentch for 4 Favour Points each; on a 3 youmay recruit D3 Screamers for 4 Favour Points each. If your Championis dedicated to Nurgle then you must re-roll this result (if the re-roll alsogets this result, then do not re-roll again).
₫Chariot: If you roll this result then you may choose to recruit either aSeeker Chariot of Slaanesh, Exalted Seeker Chariot of Slaanesh or aBurning Chariot of Tzeentch. A Seeker Chariot costs 11 Favour Points
to recruit, an Exalted Seeker Chariot 22 Favour Points and a BurningChariot 15 Favour Points.
*Hero: if you roll this result then you may choose from a Chieftain or aShaman. These have the same stats as in the Hobgoblin Army Book,except they each only have 1 wound. A Chieftain costs 3½ FavourPoints to recruit and a Shaman costs 5 Favour Points. Regardless ofwhich you choose to recruit, you may equip them with any additionalequipment listed in their entry save for Magic Items, paying 1 FavourPoint for every 5pts of equipment of part thereof. Further, roll a D6; ona 6 the hero may be dedicated to a different god to your Champion (note,however, you may never have more heroes dedicated to other gods thanyou do dedicated to the same god as your Champion); note, asHobgoblins often work as mercenaries, Hobgoblin heroes do not have tobe dedicated to a specific god and if you choose this option, whenrolling advances, re-roll all results of Chaos Power Roll.
₫Hobgoblin Infantry: if you roll this result, then you may choose torecruit either Hobgoblin Warriors or Hobgoblin Archers.
*Goblin Hero: if you roll this result you may choose from a Goblin BigBoss, a Night Goblin Big Boss, a Goblin Shaman or a Night GoblinShaman. These have the same stats as in the Orcs and Goblins ArmyBook except they have only one wound. It costs 2½ Favour Points torecruit a Goblin Big Boss, 2 Favour Points for a Night Goblin Big Boss,4½ Favour Points for a Goblin Shaman and 4 Favour Points for a NightGoblin Shaman. Regardless of which you choose to recruit they may begiven any extra options listed in their entry save for Magic Items, paying1 Favour Point for every 5pts or part thereof the extra equipment costs.Further, roll a D6; on a 6 the hero may be dedicated to a different god toyour Champion (note, however, you may never have more heroesdedicated to other gods than you do dedicated to the same god as yourChampion); note not all Goblins abandon the worship of Gork and
Mork, and as such Goblin heroes do not have to be dedicated to aspecific god and if this is the case, when rolling advances, re-roll allresults of haos Power Roll.
۹ Chariot: if you roll this result then you may choose whether to recruitan Orc Boar Chariot or a Goblin Wolf Chariot. An Orc Boar Chariotcosts 8½ Favour Points to recruit and a Goblin Wolf Chariot costs 5Favour Points.
†Squigs: If you roll this result, roll a D6. On a 1-3 you may recruitSquig Hoppers for 1½ Favour Points per model. On a 4-6 you mayrecruit a Squig Herd for 1 Favour Point per Cave Squig and ½ FavourPoint per Squig Herder, following the normal restrictions for number ofSquigs per Herder.
‡Goblins: If you roll this result, then you may choose whether to recruitGoblins or Night Goblins.
Orcs: If you roll this result you may choose to recruit either Orc Boys,Orc Arrer Boys or Savage Orcs.
₫Boar Boys: If you roll this result, you may recruit either Orc Boar Boysor Savage Orc Boar Boys.
Orc Hero: if you roll this result, then you may choose whether to recruitˠan Orc Big Boss, a Savage Orc Big Boss, an Orc Shaman or a SavageOrc Shaman. These have the same stats as in the Orc and Goblin ArmyBook except they have only one wound. An Orc Big Boss costs 4½Favour Points to recruit, a Savage Orc Big Boss 6½ Favour Points, anOrc Shaman 5½ Favour Points and a Savage Orc Shaman, 6 FavourPoints. They may take any equipment listed in their entry, save forMagic Items, paying 1 Favour Point for each 5pts or part thereof theequipment costs. Further, roll a D6; on a 6 the hero may be dedicated toa different god to your Champion (note, however, you may never havemore heroes dedicated to other gods than you do dedicated to the same
god as your Champion); note not all Orcs abandon the worship of Gorkand Mork, and as such Orc heroes do not have to be dedicated to aspecific god and if this is the case, when rolling advances, re-roll allresults of haos Power Roll.
Troll: Roll a D3; on a 1 you may recruit a Troll, on a 2 you may recruit˟a Stone Troll and on a 3 you may recruit a River Troll. Trolls cost 3½Favour Points to recruit, Stone Trolls and River Trolls cost 4½.
¤Black Orc Big Boss: a Black Orc Big Boss has the same stats as in theOrc and Goblin Army Book except he only has one wound. He maypurchase any extra equipment listed in his entry save for Magic Itemspaying 1 Favour Point for every 5pts or part thereof of equipment.Further, roll a D6; on a 6 the hero may be dedicated to a different god toyour Champion (note, however, you may never have more heroesdedicated to other gods than you do dedicated to the same god as yourChampion); note not all Black Orcs abandon the worship of Gork andMork, and as such Black Orc heroes do not have to be dedicated to aspecific god and if this is the case, when rolling advances, re-roll allresults of haos Power Roll.
Step 4 – Organising the Warband
Before each game, you need to organise your warband into units. Wherepossible, Infantry units must be organised into units of at least 5, cavalryand warbeasts into units of at least 3 and Monstrous Infantry, Cavalryand Beasts and Chariots into units of at least 1.
Units can only consist of models of the same sort – for example, youcan’t have a unit of mixed Chaos Warriors and Marauders. Further allmembers of a unit must be equipped with the same war gear unless theirunit entry in their army book allows for them to mix and match wargear– for example, you can’t have a unit of Beastmen Gors with someequipped with additional hand weapons and some with shields.
You do not have to keep to the same unit structure from game to game.For example, if you have fifteen Marauders, then you could field themas a unit of fifteen in one game, and then three units of five the next.
Heroes act as normal and are free to join and leave units as they wishfollowing the normal rules.
Winning Favour
As your Champion forges his destiny, he will draw the attention of thegods down upon himself, winning their favour and ire for his actions.This is represented by the accumulation and loss of Favour Points for theactions of your Champion and his followers during a game.
Basic Favour+2 for Fighting a Battle+5 for Fighting a Battle against a warband with a Favour Rating 10 orhigher than your own+2 for Taking an enemy Champion Out of Action+2 for Winning a Battle+5 for Winning a Battle against a warband with a Favour Rating 10 orhigher than your own+2 for Wiping Out and enemy warband (no enemy models left on theboard at the end of the game)-2 for Refusing a Challenge
Undivided Favour+2 for Taking an enemy Champion Out of Action
Khorne Favour+2 for Taking an enemy Wizard out of Action (Once per game only)+2 for Taking a Slaanesh devoted hero Out of Action (may be earnedmultiple times per game)-2 for Refusing a Challenge
Nurgle Favour+2 for Taking an enemy with three or more wounds Out of Action+2 for Taking a Tzeentch devoted hero Out of Action Action (may beearned multiple times per game)-2 for Failing to take any enemies Out of Action
Slaanesh Favour+2 for Passing two or more Panic tests and/or Break tests during thegame, and Winning the Battle+2 for Taking a Khorne devoted Hero Out of Action Action (may beearned multiple times per game)-2 for Choosing to voluntarily Rout from a Battle
Tzeentch Favour+2 for taking an enemy hero Out of Action using magic (Once per gameonly)+2 for taking a Nurgle devoted Hero Out of Action Action (may beearned multiple times per game)-2 for Miscasting a Spell (Once per game only)
Hashut Favour+2 for Pursuing and Catching a Fleeing enemy hero (Once per gameonly) +2 for taking a Daemonic hero Out of Action-2 for Breaking from a Combat (Once per game only)
As mentioned previously, Favour Points may be used to recruit newfollowers to your warband. They may also be used to purchase newequipment for your Champion and his followers, paying 1 Favour Pointfor each 5pts or part thereof of equipment purchased. Note, you do nothave to spend Favour Points as soon as you get them, you may ‘bank’them up if you wish.
Further, keep a track of the total number of Favour Points earned byyour warband throughout the campaign. For every multiple of 5 FavourPoints you earn, your Champion may make a roll on the advancementtable, and for every multiple of 10 Favour Points you earn, a randomhero may make a roll on the advancement table (note, you only get theroll the first time you cross a threshold even if you accumulated enoughnegatives to drop below a threshold and then crossed it again at a later
date; for sake of convenience, tally up all positive and negative FavourPoints at the end of a game and then add the total to your running total).
Note, with the following exceptions, no Champion or hero may have anystat increased by more than 2 from their starting Profile:
Champions and Heroes of Khorne may have up to +3WSChampions and Heroes of Nurgle may have up to +3WChampions and Heroes of Slaanesh may have up to +3IChampions and Heroes of Hashut may have up to +3T
If you roll a stat advancement that you can’t take because it is maxedout, then that advancement is lost, such is the capriciousness of the gods.Note though, like with the Follower tables, Favour Points may be spentto modify rolls on the Advancement tables for 1 Favour Point for each+/-1 modification, so if you roll a stat advancement you can’t take, theroll is only really lost if you’re unable/unwilling to spend additionalFavour Points to modify the roll.
Advancement rolls should be made immediately after injury rolls aremade and before additional Followers are recruited.








Mutations
If you need to roll for a mutation, then roll a D6 on the table associatedwith the God the character is dedicated to. You may modify a roll byspending one Favour Point for each point you modify the roll by.Duplicate results must be re-rolled unless the result specifies what
happens if it is rolled again.
If a character gains 5 or more mutations he automatically devolves into aspawn – use the stats from the Warriors of Chaos Army book, and addon any modifiers and special rules from his mutations. A character thathas become a spawn is no longer a character and if he was the warband’sChampion then he ceases to be the Champion and his place as warbandleader is taken by one of the other characters in the warband, determinedas if the character had rolled ‘Dead’ on the post game Injuries table.
Due to one of their god’s domains being that of mutation, Tzeentchdedicated characters will only devolve into a spawn if they reach 9 ormore mutations.
Dwarfs and Elves are more resilient to the warping influence of Chaosand as such are less likely to mutate. If called upon to make a roll on aMutation table, roll a D6. On a 6, Elves must re-roll the result on theAdvancement Table, and on a 5+ Dwarfs must re-roll the result on theAdvancement Table. If an Elf or Dwarf of Tzeentch rolls a ‘6’ on theTzeentch mutation table, roll a D6 for each of the new rolls they have tomake; on a 6 that mutation is discarded (and thus does not count towardsthe mutation limit).






Injuries
During games it is likely that your champion and his followers will be‘killed’. In actuality, they were probably just injured enough to be takenout of action rather than just outright slain. To see how badly hurt theywere, roll on one of the following tables – roll on the Champions andHeroes table for Champions and Heroes, and on the Followers table forFollowers.


If your Champion rolls ‘Dead’, then leadership of the warband will passto one of the other characters in the warband; if there are no othercharacters, then the warband disbands and you will have to start a newone.
When your Champion dies, his replacement will first come from thosecharacters who follow the same god as him. If there is only onecharacter who follows the same god, then he automatically becomes thenew Champion. If there is more than one, then the new champion isdetermined as follows:
The new Champion of an Undivided warband is the character with thehighest LdIn the case of a draw, the tie is won by the character with the highest WS
The new Champion of a Khorne warband is the character with thehighest WSIn the case of a draw, the tie is won by the character with the highest S
The new Champion of a Nurgle warband is the character with thehighest number of WoundsIn the case of a draw, the tie is won by the character with the highest T
The new Champion of a Slaneshi warband is the character with thehighest IIn the case of a draw, the tie is won by the character with the highest Ld
The new Champion of a Tzeentch warband is the character with the bestWard SaveIn the case of a draw, the tie is won by the character with the highestWizard Level
The new Champion of a Hashut warband is the character with thehighest TIn the case of a draw, the tie is won by the character with the highestWizard Level
If there are still ties after the second ‘round’, then determine the newChampion randomly from among those who are left.
Once you have done this any character dedicated to another god musttake a Leadership test; if they fail, then roll once on the Injuries table.Next, roll on the Injury table for every follower dedicated to a differentgod, re-rolling results of 1 (if the second roll is a 1, then it stands).
If there are only characters dedicated to other gods, select one of thosegods at random and follow the above method for determining whichcharacter dedicated to that god becomes the new champion. From nowon, the warband is a warband of that god; immediately ‘test’ on thecharacters and followers of remaining other gods as described above.
Two-player Scenarios
Roll a D6 to determine which scenario is to be played.

Pitched Battle
Table Set-upSet up a 4’x4’ table with as much or as little terrain as you like
Set-upBoth players roll a D6 and the player who rolls highest chooses a side todeploy on. Both players roll another D6 and the player who rolls highestchooses who deploys the first unit. Players alternate deploying units.Characters are deployed last and all at once. All models must bedeployed within 12” of their chosen table edge.
Starting the GameBoth players roll a D6 and the Player who finished deploying first gets+1 to his roll. Whichever player rolls highest may choose whether to go
first or second.
Ending the GameThe game lasts until one warband is wiped out or has fled, and the otherwarband is the victor. If neither warband has been wiped out or fled bythe end of 12 game turns, then the game is a draw. A warband mayvoluntarily rout at the start of any of its own turns if it has taken at least25% casualties.
Defend the Stones
Table Set-upSet up a 4’x4’ table with as much or as little terrain as you like. Place aruined temple or circle of standing stones about 12” in diameter in thecentre of the table.
Set-upBoth players roll a D6 and the player who rolls highest is the attacker.The defender deploys his entire warband first within 12” of the centre ofthe table. The attacker then choses a board edge and deploys his entirewarband within 6” of that edge.
Starting the GameThe attacker automatically has the first turn
Ending the gameUnlimited turns. The game lasts until one warband is wiped out or hasfled, and the other warband is the victor A warband may voluntarily routat the start of any of its own turns if it has taken at least 25% casualties.If at the end of any of the defender’s turns he has no models within 12”of the centre of the table and the attacker has at least one model withinit, then the attacker automatically wins.
Breakthrough
Table Set-upSet up a 4’x4’ table with as much or as little terrain as you wish and aroad going from one edge to the opposite one.
Set-UpBoth players roll a D6 and the player who rolls highest is the attacker.The attacker deploys his entire warband within 4” of one of the tableedges that the road exits. The defender then deploys his entire warbandanywhere on the board over 18” from an enemy model.
Starting the GameThe attacker automatically gets the first turn.
Ending the GameUnlimited turns. The game lasts until one warband is wiped out or hasfled, and the other warband is the victor A warband may voluntarily routat the start of any of its own turns if it has taken at least 25% casualties.If the attacker moves over a third of his warband (rounding up) off theopposing board edge, then he automatically wins.
Take and Hold
Table Set-upSet up a 4’x4’ table with as much or as little terrain as you like. Place atemple, obelisk, arcane fulcrum or similar piece of terrain in the centreof the board.
Set-upBoth players roll a D6 and the player who rolls highest chooses a side todeploy on. Both players roll another D6 and the player who rolls highestchooses who deploys the first unit. Players alternate deploying units.Characters are deployed last and all at once. All models must bedeployed within 12” of their chosen table edge.
Starting the GameBoth players roll a D6 and the Player who finished deploying first gets+1 to his roll. Whichever player rolls highest may choose whether to gofirst or second.
Ending the GameThe game lasts until one warband is wiped out or has fled, and the otherwarband is the victor. A warband may voluntarily rout at the start of anyof its own turns if it has taken at least 25% casualties. If neither
warband has been wiped out or fled by the end of 10 game turns, thenthe winner is the warband with the most models within 3” of the centreof the table.
Surprise Attack
Table Set-upSet up a 4’x4’ table with as much or as little terrain as you like.
Set-upBoth players roll a D6 and the player who rolls highest chooses who theattacker is. The defender deploys his entire warband anywhere on theboard. Each unit must be at least 8” away from another. The attackerdoes not deploy any models.
Starting the GameThe attacker automatically gets the first turn. His entire warband mayenter from one table edge of his choice following the rules for units thatare returning from pursuing off the table.
Ending the GameThe game lasts until one warband is wiped out or has fled, and the otherwarband is the victor. If neither warband has been wiped out or fled bythe end of 12 game turns, then the game is a draw. A warband mayvoluntarily rout at the start of any of its own turns if it has taken at least
25% casualties.
Human Standard Followers
2D6FollowerNumber
Favour Points per Model2-3
Marauder HorsemenD31½4-5
WarhoundsD61
6-7Marauders
D618
Warriors of ChaosD31½10
ForsakenD32
11Chariot
11112
Roll on the Human Elite Followers table for free
Human Elite Followers
2D6FollowerNumber
Favour Points per Model2-3
Hero*1*4
Chaos Lesser Daemon¤1
1½5
Chaos Troll1
3½6
Chaos Ogre1
3½7-8
ChosenD32
9Chaos Knights
1410
Dragon Ogre1611
Warshrine1
12½12
Chaos Spawn15
Beastmen Standard Followers
2D6FollowerNumber
Favour Points per Model2-3
CentigorD32½4-5
WarhoundsD61
6-7GorsD61
8-9Ungors
D6110
Ungor RaidersD6111
Tuskgor Chariot1812
Roll on the Beastman Elite Followers Table for free
Beastmen Elite Followers
2D6FollowerNumber
Favour Points per Model2-3
Hero*1*4
Chaos Lesser Daemon¤D31½5
HarpiesD61½
6-7Bestigors
D31½8-9
Minotaur1
5½10
RazorgorD35½11
Razorgor Chariot1
14½12
Chaos Spawn1
5½Dark Elf Standard Followers
2D6FollowerNumber
Favour Points per Model2-3
Dark RidersD32
4-5Witch Elves
D61½
6Dreadspears
D617
BleakswordsD618
DarkshardsD61½
9-10Black Ark Corsairs
D6111
Scourgerunner Chariot11512
Roll on Dark Elf Elite Followers Table for free
Dark Elf Elite Followers
2D6FollowerNumber
Favour Points per Model2-3
Hero*1*
4Chaos Lesser Daemon₫
D31½5
Doomfire WarlocksD32½6-7
Black Guard of NaggarondD32
8-9Har Garneth Executioners
D31½10
Cold One KnightsD3311
Cold One Chariot1
11½12
Bloodwrack Medusa19
Chaos Dwarf Standard Followers
2D6FollowerNumber
Favour Points per Model
2-3Hobgoblin Wolf Riders
D31½4-5
Hobgoblin Warriors3D3½
6-7Chaos Dwarf Warriors
D61
8-9Devastators
D61½10
Goblin Slaves2D6½11
Orc SlavesD6112
Roll on the Chaos Dwarf Elite Followers Table for free
Chaos Dwarf Elite Followers
2D6FollowerNumber
Favour Points per Model
2-3Hero*
1*4
Chaos Lesser Daemon₫1
1½5
Bull Centaur Render15
6-7Infernal Guard
D31½8
Acolytes of HashutD31½9
ImmortalsD3210
Zealot BerserkersD31½
11-12K’daai Fireborn
14½
Daemon Standard Followers
D6FollowerNumber
Favour Points per Model1-2
Chaos FuriesD61½3-5
Lesser Daemon*D61½6
Roll on the Daemon Elite Followers Table for free
Daemon Elite Followers
2D6FollowerNumber
Favour Points per Model2-3
Herald*1*
4-5Lesser Daemon
3D31½6
Slaanesh¤¤¤
7Nurgleˠ
ˠˠ8
Khorne†††9
Tzeentch˟˟˟
10Chaos Furies
3D31½
11-12Chariot₫
1₫
Hobgoblin Khanate Followers
3D6FollowerNumber
Favour Points per Model3-4
Hero*1*5
HobhoundsD31
6-7Hobgoblin Infantry₫
3D3½8
RavagersD31½9
TarkansD31½
10-11Wolf Riders
D31½
12-13Mangudai
D32
14-15Keshig
D3216
Deathclaw1
4½17
War Wagon11018
Rhinox Battle Fortress1
12½Greenskin Followers
3D6FollowerNumber
Favour Points per Model3-4
Goblin Hero*1*5
Chariot ۹1۹6
Snotlings137
Squigs†D6†8
Forrest Goblin Spider RidersD31½9
Goblin Wolf RidersD31
10-11Goblins‡
2D6
½12-13OrcsD6114
Boar Boys₫D3215
Orc Heroˠ1ˠ
16Troll˟
1˟
17Black Orcs
D3218
Black Orc Big Boss¤18
Chaos Advancement Table
2D6Result
2Mutation: roll on the Mutation table
3-5Chaos Power Roll: Immediately roll on the Power Specific Table of theGod the character is dedicated; Wizards may instead roll on the Wizard
Table
6roll a D6; on a 1-3, get +1S; on a 4-6, get +1A
7+1WS
8roll a D6; on a 1-3, get +1I; on a 4-6, get +1Ld
9roll a D6; on a 1-3, get +1W; on a 4-6, get +1T
10-11Chaos Power Roll: Immediately roll on the Power Specific Table of theGod the character is dedicated; Wizards may instead roll on the Wizard
Table12
Mutation: roll on the Mutation tableUndivided Advancement Table
2D6Result
2Turned into a Chaos Spawn
3-4Mutation: roll on the Mutations Table
5Soul Hunger: may re-roll missed To Hit rolls in the first round of close
combat6
Followers: Immediately roll on a random Standard Follower Table forfree (note Favour Points may not be used to modify this roll)
7-8Mark of Chaos Undivided: the Character may re-roll failed Panic tests.You may also mark D3 (non-hero) Followers with the Mark of Chaos
Undivided for free. Further you may spend additional Favour Points tomark additional followers – 1 Favour point for every 2 Infantry modelsand 1 Favour Point per 1 other model. If you roll this result more than
once, then the character gains no additional benefit, but may mark
additional followers if you wish.9-10
Blessed with D3+2 Chaos Furies for the next game only (if you do nothave suitable models available, then this result is lost)
11Daemon Weapon: replaces the character’s hand weapon. This is a magic
hand weapon that grants the bearer +1WS, +1S and +1A12
The Eye Opens: The character starts transforming into a daemon. Thefirst time the character rolls this result, he gains a 5+ Ward Save
(Daemon characters instead improve their existing Ward Save by 1).The Second time he rolls it he causes Fear (Daemon characters gain nobenefit the second time they roll this result). The Third time he gains+1W and +1A. The Fourth time he is elevated to the rank of Daemon
Prince – he becomes Monstrous Infantry (losing any mount he had) andgains the Fly, Terror, Unstable and Unbreakable rules.
Khorne Advancement Table
2D6Result
2Turned into a Chaos Spawn
3-4Mutation: roll on the Mutations Table
5Axe of Khorne: Magic Weapon, Killing Blow
6-7Mark of Khorne: See the Warriors of Chaos Army Book. You may alsomark D3 (non-hero) Followers with the Mark of Chaos Undivided for
free. Further you may spend additional Favour Points to mark additionalfollowers – 1 Favour point for every 2 Infantry models and 1 Favour
Point per 1 other model. If you roll this result more than once, then thecharacter gains no additional benefit, but may mark additional followers
if you wish.8
Blessing of Khorne: Once per game the character may automaticallydispel a spell cast by an enemy wizard.
9-10Blessed with D3+2 Bloodletters for the next game only (if you do not
have suitable models available, then this result is lost)11
Collar of Khorne: Magic Resistance (2)12
The Eye Opens: The character starts transforming into a daemon. Thefirst time the character rolls this result, he gains a 5+ Ward Save
(Daemon characters instead improve their existing Ward Save by 1).The Second time he rolls it he causes Fear (Daemon characters gain nobenefit the second time they roll this result). The Third time he gains+1W and +1A. The Fourth time he is elevated to the rank of Daemon
Prince – he becomes Monstrous Infantry (losing any mount he had) andgains the Fly, Terror, Unstable and Unbreakable rules.
Nurgle Advancement Table
2D6Result
2Turned into a Chaos Spawn
3-4Mutation: roll on the Mutations Table
5Infestation of Maggots: the character gains +1W and is Immune to
Poison. If the character rolls this result a second time he will cause Fear.6
Mark of Nurgle: See the Warriors of Chaos Army Book. You may alsomark D3 (non-hero) Followers with the Mark of Chaos Undivided for
free. Further you may spend additional Favour Points to mark additionalfollowers – 1 Favour point for every 2 Infantry models and 1 Favour
Point per 1 other model. If you roll this result more than once, then thecharacter gains no additional benefit, but may mark additional followers
if you wish.
7Blessing of Nurgle: The character gains Poisoned attacks
8Mark of Nurgle: See above
9-10Blessed with D3+2 Plaguebearers for the next game only (if you do not
have suitable models available, then this result is lost)11
Bloated Foulness: The Character is Immune to Killing blow and maynever be wounded on better than a 3+ regardless of the Strength of the
model striking the blow.12
The Eye Opens: The character starts transforming into a daemon. Thefirst time the character rolls this result, he gains a 5+ Ward Save
(Daemon characters instead improve their existing Ward Save by 1).The Second time he rolls it he causes Fear (Daemon characters gain nobenefit the second time they roll this result). The Third time he gains+1W and +1A. The Fourth time he is elevated to the rank of Daemon
Prince – he becomes Monstrous Infantry (losing any mount he had) andgains the Fly, Terror, Unstable and Unbreakable rules.
Slaanesh Advancement Table
2D6Result
2Turned into a Chaos Spawn
3-4Mutation: roll on the Mutations Table
5Soporific Musk: Any enemy model in base-to-base contact with the
character must halve their WS and I6
Blessing of Slaanesh: Friendly models within 6” may re-roll any failedPsychology Tests
7-8
Mark of Nurgle: See the Warriors of Chaos Army Book. You may alsomark D3 (non-hero) Followers with the Mark of Chaos Undivided for
free. Further you may spend additional Favour Points to mark additionalfollowers – 1 Favour point for every 2 Infantry models and 1 Favour
Point per 1 other model. If you roll this result more than once, then thecharacter gains no additional benefit, but may mark additional followers
if you wish.9-10
Blessed with D3+2 Daemonettes for the next game only (if you do nothave suitable models available, then this result is lost)
11Aura of Slaanesh: At the start of the Close Combat Phase, select one
enemy model in base-to-base with the Character. It must pass aLeadership Test or not make any attacks that phase. Models that are
Immune to Psychology cannot be affected.12
The Eye Opens: The character starts transforming into a daemon. Thefirst time the character rolls this result, he gains a 5+ Ward Save
(Daemon characters instead improve their existing Ward Save by 1).The Second time he rolls it he causes Fear (Daemon characters gain nobenefit the second time they roll this result). The Third time he gains+1W and +1A. The Fourth time he is elevated to the rank of Daemon
Prince – he becomes Monstrous Infantry (losing any mount he had) andgains the Fly, Terror, Unstable and Unbreakable rules.
Tzeentch Advancement Table
2D6Result
2Turned into a Chaos Spawn
3-4Spell Familiar: Joins the Warband for D6 games. It knows the signature
spell of a random Lore that the character has access to, which thecharacter can cast as a Bound Spell with Power Level 4
5-6
Mark of Tzeentch: See the Warriors of Chaos Army Book. You mayalso mark D3 (non-hero) Followers with the Mark of Chaos Undivided
for free. Further you may spend additional Favour Points to markadditional followers – 1 Favour point for every 2 Infantry models and 1Favour Point per 1 other model. If you roll this result more than once,
then the character gains may gain a Wizard level for 1 Favour Point(N.b. you may only gain one Level each time you roll this result) and
learns a new (random) spell, and/or you may mark additional followersif you wish.
7-8Mutation: roll on the Mutations Table
9Tzeentch’s Will: The character may make D3 re-rolls per game. Note,
these re-rolls may only be used on rolls that directly effect the character,may only be used on dice rolled by the controlling player and may cause
Irresistible Force/Dispel. 10-11
Blessed with D3+2 Pink Horrors for the next game only (if you do nothave suitable models available, then this result is lost)
12The Eye Opens: The character starts transforming into a daemon. The
first time the character rolls this result, he gains a 5+ Ward Save(Daemon characters instead improve their existing Ward Save by 1).
The Second time he rolls it he causes Fear (Daemon characters gain nobenefit the second time they roll this result). The Third time he gains+1W and +1A. The Fourth time he is elevated to the rank of Daemon
Prince – he becomes Monstrous Infantry (losing any mount he had) andgains the Fly, Terror, Unstable and Unbreakable rules.
Hashut Advancement Table
2D6Result
2Turned into a Chaos Spawn
3-4
Mutation: roll on the Mutations Table5
Ensorceled Weapon: Magic Weapon, +1S, may parry if also equippedwith a shield.
6Mark of Hashut: +1T and Stubborn. You may also mark D3 (non-hero)
Followers with the Mark of Hashut for free. Further you may spendadditional Favour Points to mark additional followers – 1 Favour pointfor every 2 Infantry models and 1 Favour Point per 1 other model. If
you roll this result more than once, then the character gains no additionalbenefit, but may mark additional followers if you wish.
7Blessing of Hashut: The character gains Hatred.
8Forge Breath: Once per game the Character may make a S4, Flaming
Breath Weapon Attack.9-10
Blessed with D3+2 Furies for the next game only (if you do not havesuitable models available, then this result is lost)
11Flesh to Stone: The Character gains Scaly Skin (6+).
12The Eye Opens: The character starts transforming into a daemon. The
first time the character rolls this result, he gains a 5+ Ward Save(Daemon characters instead improve their existing Ward Save by 1).
The Second time he rolls it he causes Fear (Daemon characters gain nobenefit the second time they roll this result). The Third time he gains+1W and +1A. The Fourth time he is elevated to the rank of Daemon
Prince – he becomes Monstrous Infantry (losing any mount he had) andgains the Fly, Terror, Unstable and Unbreakable rules.
Wizard Advancement Table
2D6Result
2
Turned into a Chaos Spawn3-4
Mutation: roll on the Mutations Table5
Etheric Lightning Rod: +1 to channel rolls. 6-8
Wizard Level: the Wizard gains a level, up to a maximum of Level 49
Blessed with D3+2 Furies for the next game only (if you do not havesuitable models available, then this result is lost)
10Power Nullifier: Once per game the Wizard may dispel a spell as if he
had a Dispel Scroll.11
Weaver of Winds: roll a D6; on a 1-3 the Wizard gets +1 to cast spells;on a 4-6 the Wizard gets +1 to dispel spells.
12The Eye Opens: The character starts transforming into a daemon. The
first time the character rolls this result, he gains a 5+ Ward Save(Daemon characters instead improve their existing Ward Save by 1).
The Second time he rolls it he causes Fear (Daemon characters gain nobenefit the second time they roll this result). The Third time he gains+1W and +1A. The Fourth time he is elevated to the rank of Daemon
Prince – he becomes Monstrous Infantry (losing any mount he had) andgains the Fly, Terror, Unstable and Unbreakable rules.
Undivided Mutations
D6Result
1Acid Ichor: In Combat the Character may make an additional S4 attackagainst which no armour saves can be made. Note – the strength is notmodified by any abilities, mutations, etc the character or his weapons
possess.2
Tentacle: roll a D6; on a 1-2 one of the character’s arms is transformedinto a tentacle; on a 4+ a tentacle sprouts from the character’s body.
Tentacles cannot carry any weapon or shield, but instead may be used tograpple any model in base-to-base with the character. A grappled modelloses 1 attack down to a minimum of 1. If a character possesses morethan one tentacle, then each must grapple a different opponent if able.
3Extra arm: an extra arm sprouts from the character’s body. It may be
used to carry a shield or additional hand weapon. Note, this means thata model may use a two handed weapon or additional hand weapon AND
shield! Note, regardless of how many extra arms a character has, hemay not carry more than one shield.
4Cloven hooves: +1 M (cannot be combined with Serpentine Body or
Centaurian Form)5
Horns: The character gains Impact hits (1)6
Bestial Vissage: The character causes Fear. Khorne Mutations
D6Result
1Roll on the Undivided Table
2Bloodfever: The character is Frenzied and may never loose it; all models
within 2” at the start of any turn become Frenzied, even if they lost itearlier in the game.
3Burning Blood: any model that takes the champion Out of Action takes
an automatic S3 hit with now armour saves allowed.4
Deafening Bellow: On the turn the character charges, enemies are at -1to hit him.
5Spellgreed: For each spell cast at the character, successfully cast or not,
grants him +1S for the rest of the game. This may take him over hismaximum Strength. Note this only lasts for the game and does not carry
over to the next.6
Might Strike: the character may sacrifice all his attacks to make a singleattack at +2S (after modifiers for weapons, etc). If he chooses to do so,
then he may not use a shield that turn.Nurgle Mutations
D6Result
1Roll on the Undivided Table
2Nurgling Infestation: Once per game, at the start of the Shooting Phase,the character may direct the Nurglings infesting his body to attack an
enemy model within 3”, even one in combat. The target takes anautomatic S3 hit.
3Torrent of Foulness: Once per game the character may make a breath
weapon attack at S2, with Armour Piercing and Poisoned4
Volcanic Pox: In any combat the character is involved in results in adraw, then the character’s side will win by 1 as if he was a musician.
5Secondary Jaw: The character has a snapping, drooling jaw concealedwithin his mouth that can shoot out and give an opponent the Kiss of
Nurgle; this is an additional attack at S2, with the Always Strikes Firstrule against which armour saves may not be taken.
6Massive Bulk: The character gains +1T, but suffers -1M. If he is
mounted, then his mount also suffers -1M.Slaanesh Mutations
D6Result
1Roll on the Undivided Table
2Pendant of Slaanesh: each time the character is wounded in combat
(regardless of whether he saves it or not), he will immediately make asingle attack on the model that wounded him. This attack cannot be
made if the wound killed the character.3
Word of Pain: In the Shooting Phase the character may choose towhisper the Word of Pain to one enemy in base-to-base; the enemy musttake a Leadership test or suffer a wound with no armour saves allowed.
4Hellshriek: Once per game, at the start of any Magic Phase, the character
may let out a hellshriek; all Wizards on the board immediately suffer amiscast.
5Conjoined Familiar: The character becomes a Level 1 Wizard. If he wasalready a Wizard then instead he knows one more spell than he normally
would, but doesn’t gain a Wizard Level.6
Serpent body: The character gains +1M and +1I, which may take himabove the normal maximum. Note, if the character rides a mount, thenthe stat increases only effect the character’s stats and not those of his
mount.Tzeentch Mutations
D6Result
1Roll on the Undivided Table
2Petrifying Gaze: The character gains a Bound Spell with Power Level 3.
Petrifying gaze is a Hex spell with range 8” that targets a single model,even a character in a unit. The target must pass an Initiative test or be
petrified. A Petrified model must remain in place for the rest of thegame, may do nothing else for the rest of the game and may not beharmed by any means for the rest of the game. After the game they
recover with no ill effect.3
Distended Maw: If the character hits and wounds with three or more ofattacks against a single model, then his opponent is swallowed whole
and removed from play with no saves of any kind allowed.4
Tendrils of Tzeentch: The character may re-roll any number of 1s whenrolling to cast a spell. This may cause Irresistible Force.
5Protean Form: The character gains Regeneration (5+). If he rolls thisresult again, then each time his regeneration improves by 1 up to 3+
6Roll once on this table (re-rolling results of 1 and 6) and once on the
Undivided Mutation Table.Hashut Mutations
D6Result
1Roll on the Undivided Table
2Centaurian Form: The characters gains +2M and +1I and changes histroop type to Warbeast (Character) and gains the Vanguard rule. If thecharacter already possesses Hooves or Cloven Hooves, then he only
gains +1M, not +2M.3
Horns: The Character gains Impact Hits (1)4
Hooves: the character gains +1M (cannot be combined with CloveHooves or Caentaurian Form)
5Flaming Flesh: The first time you roll this result, all the character’s close
combat attacks become Flaming. The second time you roll this result,then his combat attacks also become magical. The third time you roll
this result, then at the start of combat, any model, friend or foe, in base-to-base contact with the character take a S4, flaming hit unless they also
have Flaming Flesh or Blazing Body.6
Granite Body: the character gains +1T but suffers -1I.Champions and Heroes Injury Table
D66Result11-13Dead14-15
Captured: The warrior captured by the enemy warband and sacrificed totheir god(s). The enemy warband gains 1 Favour Point
16-21Multiple Injuries: Roll another D6 times on this table, re-roll all results
of Dead, Captured and Multiple Injuries22
Leg Wound: -1M. If the warrior is mounted, the roll a D3; on a 1-2 it isthe mount that receives the leg wound and on a 3 it is the rider
23Arm Wound: roll a D6; on a 1 the warrior loses an arm (note a warrior
may only use equipment he has enough arms for; e.g. a one armedwarrior may only use a single hand weapon or single handed magic
weapon); on a 2+ the warrior must miss the next game24
Madness: roll a D6; on a 1-3 the warrior suffers from Stupidity fromnow on; on a 4-6 the warrior suffers from Frenzy from now on
25Smashed Leg: roll a D6; on a 1 the warrior may no longer make marchmoves but may still charge (if the model is mounted randomise whether
it is rider or mount that suffers the penalty); on a 2+ the warrior mustmiss the next game
26Chest Wound: -1T
31Blinded in one eye: -1BS. A warrior who loses all eyes must retire from
the warband32
Old Battle Wound: Roll a D6 before each game. On a 1 the warrior mustmiss that game
33Nervous Condition: -1I
34Hand Injury: -1 WS and -1BS
35Deep Wound: Must miss the next D3 games
36-61Full Recovery
62-63Bitter Enemy: Roll a D3; on a 1 the warrior Hates the Champion of the
enemy warband who took him out of action; on a 2 the warrior Hates theentire enemy warband who took him out; on a 3 the warrior hates all
warbands devoted to the same Chaos God as the warband who took himout (re-roll if they worship the same god)
64Hardened: Immune to Fear
65Horrible Scars: Causes Fear
66Survives against the Odds: the Warrior’s warband gains 1 Favour Point.
Followers Injury Table
D6Result
1
Dead2
Light injury: The warrior must miss the next game3-6
Full Recovery D6
Scenario1
Pitched Battle2
Defend the Stones3
Breakthrough4
Take and Hold5
Surprise Attack6
Pitched Battle