Page 1

Path to Glory Far to the north of the Old World lie the ever-shifting lands of the Chaos Wastes. It is a harsh land, broken and twisted by the whims of fickle gods, drenched in the blood of warriors and carpeted with the bones of failures. To live here is to live a life of hardship, striving each day just to survive, but there are those marked for more than just eking out a measly existence; men and women who have caught the eye of the gods and drawn into their never-ending game. Most are destined to be nothing more than pawns, to be cast aside on a mere whim, but there are a few who will rise above even these; those, on the Path to Glory‌


The following rules are designed to be used alongside the Warhammer Fantasy Battles 8th edition rules and as such you will need a copy of them 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 attracting from the Gods. The more battles he wins and the more great deeds he accomplishes, the more attention he attracts. Favour points are used in two ways: To ‘buy’ new warriors and equipment. The warriors are not some much hired, as they are drawn to the glory attained by the Champion, seeking to 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 your starting warband. Your Champion is free.

Step 1 – The Champion


The first step is to select your Champion. There are two types of Champion - Warriors and Sorcerers. Warriors are those Champions who specialise in hand to hand combat, while Sorcerers are those who seek to win the Gods’ favour through the mystical arts. Further, these are split into five races, Human, Beastman, Dark Elf, Chaos Dwarf and Daemon.

Human Champions may be either Aspiring Champions or Aspiring Sorcerers Beastmen Champions may be either Wargors or Bray-Shamans Dark Elf Champions may be Masters or Sorceresses Chaos Dwarf Champions may be Despots or Daemonsmiths Chaos 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 Gifts of Chaos, by spending Favour Points. For each 5pts (or part thereof) of equipment a Champion wishes to purchase it costs 1 Favour point. For example, if you wanted to purchase 7pts of equipment, it would cost 2 Favour 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 Battle Nurgle, God of Decay and Dispair Slaanesh, God of Pain and Pleasure Tzeentch, God of Magic and Mutation Hashut, God of Shadow and Flame Or, Chaos Undivided, the Pantheon as a whole. Note, for Daemon Champions your Champion is automatically dedicated to whichever god they are a Herald of – for example a Herald of Nurgle is automatically dedicated to Nurgle and couldn’t dedicate himself to, say, Khorne. Further, note that only Chaos Dwarfs may worship Hashut, and if a follower of Hashut rolls a Daemon as a result on the Chaos Dwarf, Human, Beastman or Dark Elf Elite Followers Tables, then randomise which Daemon (Bloodletter, Daemonette, Plaugebearer, Pink Horror or Chaos Fury) they receive.


Step 3 – Forming the Warband Now it is time to select the initial followers for your champion. Each race has two tables associated with it, the Standard Followers Table, and the Elite Followers Table. It costs 1 Favour Point to make a role on the first and 2 Favour Points on the second. You may make a roll on the Standard Followers Table of another race, but it costs 2 Favour Points to do so, and if you choose to recruit the result, it costs a further Favour Point on top of the total recruitment cost (Note this is the total cost after you have worked out how many warriors you are recruiting and what they’re equipped with, not 1 extra Favour Point per warrior). You may also roll on the Hobgoblin Khanate or Greenskin Tables for 2 Favour Points per roll. Whenever you roll on a Followers Table, you may choose to alter the result by +/- 1 by spending a further Favour Point. You may make any number of alterations you wish, provided you have enough Favour Points. If you roll a result that allows you to recruit a random number of followers, then you may modify the roll by any number up to the maximum or minimum possible roll (e.g. you may not modify a D6 higher than a 6; a D3 higher than a 3; etc) by spending 1 Favour Point per each point you modify the die by (note, in the case of a D3, go by the D3 result, not the D6 result when working how many points you need to spend 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. Some rolls on the Followers Tables result in a random number of Followers of that 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 in their Army Book (following the restrictions in the relevant entry) by spending extra Favour Points. For every 5pts of equipment or part thereof, it costs 1 Favour Point. If you do not have enough Favour Points to recruit a result, then you cannot recruit that follower, and any points spent on the roll are lost, just as if you chose not to recruit him. When you recruit a follower you must choose which god he is dedicated to. Followers can only be dedicated to a god if there is already a character who follows that god in the warband, and followers dedicated to the Champion’s god must outnumber those dedicated to other gods. If at any time the combined number of other gods’ followers outnumber the followers of the Champion’s god for any reason, then you can only recruit followers of the Champion’s god until the balance is reset. During games, if a unit dedicated to one god is lead by a character dedicated 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 Hero or a Sorcerer. These have the same stats as in the Warriors of Chaos Army Book, except they only have one wound. They each cost 11 Favour Points. Regardless of which you choose to recruit, you may equip them with any additional equipment listed in their entry save for Magic Items, Marks of Chaos and Gifts of Chaos, paying 1 Favour Point for every 5pts of equipment of part thereof. Further, roll a D6; on a 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 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 1-5 you may recruit the lesser daemon associated with your Champion’s god (Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer for Nurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a 6 you may choose which Lesser Daemon you can recruit.


  *Hero: if you roll this result then you may choose from a Wargor, a Gorebull or a Bray-Shaman. These have the same stats as in the Beastmen Army Book, except the Wargor and Bray-Shaman only have one wound and the Gorebull only has two wounds. A Wargor costs 7½ Favour Points to recruit, a Gorebull 14 Favour Points and a BrayShaman 6½ Favour Points. Regardless of which you choose to recruit, you may equip them with any additional equipment listed in their entry save for Magic Items and Gifts of Chaos, paying 1 Favour Point for every 5pts of equipment of part thereof. Further, roll a D6; on a 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 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 1-5


you may recruit the lesser daemon associated with your Champion’s god (Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer for Nurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a 6 you may choose which Lesser Daemon you can recruit.




 *Hero: if you roll this result then you may choose from a Sorceress, a Master, a Death Hag or a Khanite Assasin. These have the same stats as in the Dark Elf Army Book, except they each have only 1 wound. A Sorceress costs 7 Favour Points to recruit, a Master 6 Favour Points, a Death Hag 7½ Favour Points and a Khanite Assasin 8 Favour Points. Regardless of which you choose to recruit, you may equip them with any additional equipment listed in their entry save for Magic Items, paying 1 Favour Point for every 5pts of equipment of part thereof. Further, roll a D6; on a 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 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 1-5 you may recruit the lesser daemon associated with your Champion’s god (Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer for Nurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a 6 you may choose which Lesser Daemon you can recruit.


  *Hero: if you roll this result then you may choose from a Despot, a Daemonsmith, a Bull Centaur Taur’ruk or a Hobgoblin Khan. These have the same stats as in the Chaos Dwarf Army Book, except the Despot, the Daemonsmith and the Hobgoblin Khan each have only 1 wound and the Bull Centaur Taur’ruk only has 2 wounds. A Despot costs 5½ Favour Points to recruit, a Daemonsmith 8½ Favour Points, a Bull Centaur Taur’ruk 14½ Favour Points and a Hobgoblin Khan 3 Favour Points. Regardless of which you choose to recruit, you may equip them with any additional equipment listed in their entry save for Magic Items, paying 1 Favour Point for every 5pts of equipment of part thereof. Further, roll a D6; on a 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 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 1-5 you may recruit the lesser daemon associated with your Champion’s god (Bloodletter for Khorne, Daemonette for Slaanesh, Plaguebearer for Nurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a 6 you may choose which Lesser Daemon you can recruit.


 *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 for Nurgle, Pink Horror for Tzeentch and Chaos Fury for Undivided). On a 6 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 a Herald of the same god as your Champion; on a 6 you may recruit a Herald 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 of Khorne costs 10 Favour Points and a Herald of one of the other three gods costs 9 Favour Points. Regardless of which you choose to recruit, you may equip them with any additional equipment listed in their entry save for Magic Items, paying 1 Favour Point for every 5pts of equipment of part thereof. ¤Slaanesh: If you roll this result, then roll a D3. On a 1-2 you may recruit D3 Seekers of Slaanesh for 2 Favour Points each; on a 3 you may recruit 1 Fiend of Slaanesh for 6 Favour Points. If your Champion is dedicated to Khorne then you must re-roll this result (if the re-roll also gets this result, then do not re-roll again). ˠNurgle: If you roll this result, then roll a D6. On a 1-3 you may recruit D3 Nurgling swarms for 4 Favour Points each; on a 4-5 you may recruit 1 Beast of Nurgle for 6 Favour Points; on a 6 you may recruit 1 Plague Drone for 5½ Favour Points. If your Champion is dedicated to Tzeentch then you must re-roll this result (if the re-roll also gets this result, then do not re-roll again). †Khorne: If you roll this result, then roll a D3. On a 1-2 you may recruit D3 Flesh Hounds for 3 Favour Points each; on a 3 you may recruit 1 Bloodcrusher for 6½ Favour Points. If your Champion is dedicated to Slaanesh then you must re-roll this result (if the re-roll also gets this result, 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 you may recruit D3 Screamers for 4 Favour Points each. If your Champion is dedicated to Nurgle then you must re-roll this result (if the re-roll also gets this result, then do not re-roll again). ₫Chariot: If you roll this result then you may choose to recruit either a Seeker Chariot of Slaanesh, Exalted Seeker Chariot of Slaanesh or a Burning Chariot of Tzeentch. A Seeker Chariot costs 11 Favour Points


to recruit, an Exalted Seeker Chariot 22 Favour Points and a Burning Chariot 15 Favour Points.  *Hero: if you roll this result then you may choose from a Chieftain or a Shaman. These have the same stats as in the Hobgoblin Army Book, except they each only have 1 wound. A Chieftain costs 3½ Favour Points to recruit and a Shaman costs 5 Favour Points. Regardless of which you choose to recruit, you may equip them with any additional equipment listed in their entry save for Magic Items, paying 1 Favour Point for every 5pts of equipment of part thereof. Further, roll a D6; on a 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 than you do dedicated to the same god as your Champion); note, as Hobgoblins often work as mercenaries, Hobgoblin heroes do not have to be dedicated to a specific god and if you choose this option, when rolling advances, re-roll all results of Chaos Power Roll. ₫Hobgoblin Infantry: if you roll this result, then you may choose to recruit either Hobgoblin Warriors or Hobgoblin Archers.  *Goblin Hero: if you roll this result you may choose from a Goblin Big Boss, a Night Goblin Big Boss, a Goblin Shaman or a Night Goblin Shaman. These have the same stats as in the Orcs and Goblins Army Book except they have only one wound. It costs 2½ Favour Points to recruit 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 Night Goblin Shaman. Regardless of which you choose to recruit they may be given any extra options listed in their entry save for Magic Items, paying 1 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 to your Champion (note, however, you may never have more heroes dedicated to other gods than you do dedicated to the same god as your Champion); note not all Goblins abandon the worship of Gork and


Mork, and as such Goblin heroes do not have to be dedicated to a specific god and if this is the case, when rolling advances, re-roll all results of haos Power Roll. ۹ Chariot: if you roll this result then you may choose whether to recruit an Orc Boar Chariot or a Goblin Wolf Chariot. An Orc Boar Chariot costs 8½ Favour Points to recruit and a Goblin Wolf Chariot costs 5 Favour Points. †Squigs: If you roll this result, roll a D6. On a 1-3 you may recruit Squig Hoppers for 1½ Favour Points per model. On a 4-6 you may recruit a Squig Herd for 1 Favour Point per Cave Squig and ½ Favour Point per Squig Herder, following the normal restrictions for number of Squigs per Herder. ‡Goblins: If you roll this result, then you may choose whether to recruit Goblins 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 Boys or Savage Orc Boar Boys. ˠOrc Hero: if you roll this result, then you may choose whether to recruit an Orc Big Boss, a Savage Orc Big Boss, an Orc Shaman or a Savage Orc Shaman. These have the same stats as in the Orc and Goblin Army Book except they have only one wound. An Orc Big Boss costs 4½ Favour Points to recruit, a Savage Orc Big Boss 6½ Favour Points, an Orc Shaman 5½ Favour Points and a Savage Orc Shaman, 6 Favour Points. They may take any equipment listed in their entry, save for Magic Items, paying 1 Favour Point for each 5pts or part thereof the equipment costs. Further, roll a D6; on a 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 than you do dedicated to the same


god as your Champion); note not all Orcs abandon the worship of Gork and Mork, and as such Orc heroes do not have to be dedicated to a specific god and if this is the case, when rolling advances, re-roll all results 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 3½ Favour 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 the Orc and Goblin Army Book except he only has one wound. He may purchase any extra equipment listed in his entry save for Magic Items paying 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 to your Champion (note, however, you may never have more heroes dedicated to other gods than you do dedicated to the same god as your Champion); note not all Black Orcs abandon the worship of Gork and Mork, and as such Black Orc heroes do not have to be dedicated to a specific god and if this is the case, when rolling advances, re-roll all results of haos Power Roll.


Step 4 – Organising the Warband Before each game, you need to organise your warband into units. Where possible, Infantry units must be organised into units of at least 5, cavalry and warbeasts into units of at least 3 and Monstrous Infantry, Cavalry and Beasts and Chariots into units of at least 1. Units can only consist of models of the same sort – for example, you can’t have a unit of mixed Chaos Warriors and Marauders. Further all members of a unit must be equipped with the same war gear unless their unit 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 some equipped 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 them as 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 wish following the normal rules.


Winning Favour As your Champion forges his destiny, he will draw the attention of the gods down upon himself, winning their favour and ire for his actions. This is represented by the accumulation and loss of Favour Points for the actions 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 or higher 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 or higher than your own +2 for Wiping Out and enemy warband (no enemy models left on the board 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 earned multiple 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 be earned 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 the game, and Winning the Battle +2 for Taking a Khorne devoted Hero Out of Action Action (may be earned 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 game only) +2 for taking a Nurgle devoted Hero Out of Action Action (may be earned 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 game only) +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 new followers to your warband. They may also be used to purchase new equipment for your Champion and his followers, paying 1 Favour Point for each 5pts or part thereof of equipment purchased. Note, you do not have 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 by your warband throughout the campaign. For every multiple of 5 Favour Points you earn, your Champion may make a roll on the advancement table, and for every multiple of 10 Favour Points you earn, a random hero may make a roll on the advancement table (note, you only get the roll the first time you cross a threshold even if you accumulated enough negatives to drop below a threshold and then crossed it again at a later


date; for sake of convenience, tally up all positive and negative Favour Points 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 any stat increased by more than 2 from their starting Profile: Champions and Heroes of Khorne may have up to +3WS Champions and Heroes of Nurgle may have up to +3W Champions and Heroes of Slaanesh may have up to +3I Champions and Heroes of Hashut may have up to +3T If you roll a stat advancement that you can’t take because it is maxed out, then that advancement is lost, such is the capriciousness of the gods. Note though, like with the Follower tables, Favour Points may be spent to 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, the roll is only really lost if you’re unable/unwilling to spend additional Favour Points to modify the roll. Advancement rolls should be made immediately after injury rolls are made and before additional Followers are recruited.   




  



Mutations If you need to roll for a mutation, then roll a D6 on the table associated with the God the character is dedicated to. You may modify a roll by spending 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 a spawn – use the stats from the Warriors of Chaos Army book, and add on any modifiers and special rules from his mutations. A character that has become a spawn is no longer a character and if he was the warband’s Champion then he ceases to be the Champion and his place as warband leader is taken by one of the other characters in the warband, determined as if the character had rolled ‘Dead’ on the post game Injuries table. Due to one of their god’s domains being that of mutation, Tzeentch dedicated characters will only devolve into a spawn if they reach 9 or more mutations. Dwarfs and Elves are more resilient to the warping influence of Chaos and as such are less likely to mutate. If called upon to make a roll on a Mutation table, roll a D6. On a 6, Elves must re-roll the result on the Advancement Table, and on a 5+ Dwarfs must re-roll the result on the Advancement Table. If an Elf or Dwarf of Tzeentch rolls a ‘6’ on the Tzeentch mutation table, roll a D6 for each of the new rolls they have to make; on a 6 that mutation is discarded (and thus does not count towards the 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 taken out of action rather than just outright slain. To see how badly hurt they were, roll on one of the following tables – roll on the Champions and Heroes table for Champions and Heroes, and on the Followers table for Followers. 




If your Champion rolls ‘Dead’, then leadership of the warband will pass to one of the other characters in the warband; if there are no other characters, then the warband disbands and you will have to start a new one. When your Champion dies, his replacement will first come from those characters who follow the same god as him. If there is only one character who follows the same god, then he automatically becomes the new Champion. If there is more than one, then the new champion is determined as follows: The new Champion of an Undivided warband is the character with the highest Ld In 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 the highest WS In 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 the highest number of Wounds In 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 the highest I In 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 best Ward Save In the case of a draw, the tie is won by the character with the highest Wizard Level


The new Champion of a Hashut warband is the character with the highest T In the case of a draw, the tie is won by the character with the highest Wizard Level If there are still ties after the second ‘round’, then determine the new Champion randomly from among those who are left. Once you have done this any character dedicated to another god must take 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 different god, 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 those gods at random and follow the above method for determining which character dedicated to that god becomes the new champion. From now on, the warband is a warband of that god; immediately ‘test’ on the characters 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-up Set up a 4’x4’ table with as much or as little terrain as you like Set-up Both players roll a D6 and the player who rolls highest chooses a side to deploy on. Both players roll another D6 and the player who rolls highest chooses who deploys the first unit. Players alternate deploying units. Characters are deployed last and all at once. All models must be deployed within 12” of their chosen table edge. Starting the Game Both 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 Game The game lasts until one warband is wiped out or has fled, and the other warband is the victor. If neither warband has been wiped out or fled by the end of 12 game turns, then the game is a draw. A warband may voluntarily rout at the start of any of its own turns if it has taken at least 25% casualties.

Defend the Stones Table Set-up Set up a 4’x4’ table with as much or as little terrain as you like. Place a ruined temple or circle of standing stones about 12” in diameter in the centre of the table. Set-up Both 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 of the table. The attacker then choses a board edge and deploys his entire warband within 6” of that edge. Starting the Game The attacker automatically has the first turn Ending the game Unlimited turns. The game lasts until one warband is wiped out or has fled, and the other warband is the victor A warband may voluntarily rout at 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 within it, then the attacker automatically wins.


Breakthrough Table Set-up Set up a 4’x4’ table with as much or as little terrain as you wish and a road going from one edge to the opposite one. Set-Up Both 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 table edges that the road exits. The defender then deploys his entire warband anywhere on the board over 18” from an enemy model. Starting the Game The attacker automatically gets the first turn. Ending the Game Unlimited turns. The game lasts until one warband is wiped out or has fled, and the other warband is the victor A warband may voluntarily rout at 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 the opposing board edge, then he automatically wins.


Take and Hold Table Set-up Set up a 4’x4’ table with as much or as little terrain as you like. Place a temple, obelisk, arcane fulcrum or similar piece of terrain in the centre of the board. Set-up Both players roll a D6 and the player who rolls highest chooses a side to deploy on. Both players roll another D6 and the player who rolls highest chooses who deploys the first unit. Players alternate deploying units. Characters are deployed last and all at once. All models must be deployed within 12� of their chosen table edge. Starting the Game Both 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 Game The game lasts until one warband is wiped out or has fled, and the other warband is the victor. A warband may voluntarily rout at the start of any of 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, then the winner is the warband with the most models within 3” of the centre of the table.

Surprise Attack Table Set-up Set up a 4’x4’ table with as much or as little terrain as you like. Set-up Both players roll a D6 and the player who rolls highest chooses who the attacker is. The defender deploys his entire warband anywhere on the board. Each unit must be at least 8” away from another. The attacker does not deploy any models. Starting the Game The attacker automatically gets the first turn. His entire warband may enter from one table edge of his choice following the rules for units that are returning from pursuing off the table. Ending the Game The game lasts until one warband is wiped out or has fled, and the other warband is the victor. If neither warband has been wiped out or fled by the end of 12 game turns, then the game is a draw. A warband may voluntarily rout at the start of any of its own turns if it has taken at least


25% casualties.

Human Standard Followers 2D6 Follower Number Favour Points per Model 2-3 Marauder Horsemen D3 1½ 4-5 Warhounds D6 1 6-7 Marauders D6 1 8 Warriors of Chaos D3 1½ 10 Forsaken D3 2


11 Chariot 1 11 12 Roll on the Human Elite Followers table for free

Human Elite Followers 2D6 Follower Number Favour Points per Model 2-3 Hero* 1 * 4 Chaos Lesser Daemon¤ 1 1½ 5 Chaos Troll 1 3½ 6 Chaos Ogre 1 3½ 7-8 Chosen D3 2


9 Chaos Knights 1 4 10 Dragon Ogre 1 6 11 Warshrine 1 12½ 12 Chaos Spawn 1 5

Beastmen Standard Followers 2D6 Follower Number Favour Points per Model 2-3 Centigor D3 2½ 4-5 Warhounds D6 1 6-7 Gors D6 1


8-9 Ungors D6 1 10 Ungor Raiders D6 1 11 Tuskgor Chariot 1 8 12 Roll on the Beastman Elite Followers Table for free

Beastmen Elite Followers 2D6 Follower Number Favour Points per Model 2-3 Hero* 1 * 4 Chaos Lesser Daemon¤ D3 1½ 5 Harpies D6 1½


6-7 Bestigors D3 1½ 8-9 Minotaur 1 5½ 10 Razorgor D3 5½ 11 Razorgor Chariot 1 14½ 12 Chaos Spawn 1 5½

Dark Elf Standard Followers 2D6 Follower Number Favour Points per Model 2-3 Dark Riders D3 2 4-5 Witch Elves D6 1½


6 Dreadspears D6 1 7 Bleakswords D6 1 8 Darkshards D6 1½ 9-10 Black Ark Corsairs D6 1 11 Scourgerunner Chariot 1 15 12 Roll on Dark Elf Elite Followers Table for free

Dark Elf Elite Followers 2D6 Follower Number Favour Points per Model 2-3 Hero* 1 *


4 Chaos Lesser Daemon₫ D3 1½ 5 Doomfire Warlocks D3 2½ 6-7 Black Guard of Naggarond D3 2 8-9 Har Garneth Executioners D3 1½ 10 Cold One Knights D3 3 11 Cold One Chariot 1 11½ 12 Bloodwrack Medusa 1 9

Chaos Dwarf Standard Followers 2D6 Follower Number Favour Points per Model


2-3 Hobgoblin Wolf Riders D3 1½ 4-5 Hobgoblin Warriors 3D3 ½ 6-7 Chaos Dwarf Warriors D6 1 8-9 Devastators D6 1½ 10 Goblin Slaves 2D6 ½ 11 Orc Slaves D6 1 12 Roll on the Chaos Dwarf Elite Followers Table for free

Chaos Dwarf Elite Followers 2D6 Follower Number Favour Points per Model


2-3 Hero* 1 * 4 Chaos Lesser Daemon₫ 1 1½ 5 Bull Centaur Render 1 5 6-7 Infernal Guard D3 1½ 8 Acolytes of Hashut D3 1½ 9 Immortals D3 2 10 Zealot Berserkers D3 1½ 11-12 K’daai Fireborn 1 4½

Daemon Standard Followers


D6 Follower Number Favour Points per Model 1-2 Chaos Furies D6 1½ 3-5 Lesser Daemon* D6 1½ 6 Roll on the Daemon Elite Followers Table for free

Daemon Elite Followers 2D6 Follower Number Favour Points per Model 2-3 Herald* 1 * 4-5 Lesser Daemon 3D3 1½ 6 Slaanesh¤ ¤ ¤


7 Nurgleˠ ˠ ˠ 8 Khorne† † † 9 Tzeentch˟ ˟ ˟ 10 Chaos Furies 3D3 1½ 11-12 Chariot₫ 1 ₫

Hobgoblin Khanate Followers 3D6 Follower Number Favour Points per Model 3-4 Hero* 1 * 5 Hobhounds D3 1


6-7 Hobgoblin Infantry₫ 3D3 ½ 8 Ravagers D3 1½ 9 Tarkans D3 1½ 10-11 Wolf Riders D3 1½ 12-13 Mangudai D3 2 14-15 Keshig D3 2 16 Deathclaw 1 4½ 17 War Wagon 1 10 18 Rhinox Battle Fortress 1


12½

Greenskin Followers 3D6 Follower Number Favour Points per Model 3-4 Goblin Hero* 1 * 5 Chariot ۹ 1 ۹ 6 Snotlings 1 3 7 Squigs† D6 † 8 Forrest Goblin Spider Riders D3 1½ 9 Goblin Wolf Riders D3 1 10-11 Goblins‡ 2D6


½ 12-13 Orcs D6 1 14 Boar Boys₫ D3 2 15 Orc Heroˠ 1 ˠ 16 Troll˟ 1 ˟ 17 Black Orcs D3 2 18 Black Orc Big Boss¤ 1 8 Chaos Advancement Table 2D6 Result 2 Mutation: roll on the Mutation table 3-5 Chaos Power Roll: Immediately roll on the Power Specific Table of the God the character is dedicated; Wizards may instead roll on the Wizard Table


6 roll a D6; on a 1-3, get +1S; on a 4-6, get +1A 7 +1WS 8 roll a D6; on a 1-3, get +1I; on a 4-6, get +1Ld 9 roll a D6; on a 1-3, get +1W; on a 4-6, get +1T 10-11 Chaos Power Roll: Immediately roll on the Power Specific Table of the God the character is dedicated; Wizards may instead roll on the Wizard Table 12 Mutation: roll on the Mutation table Undivided Advancement Table 2D6 Result 2 Turned into a Chaos Spawn 3-4 Mutation: roll on the Mutations Table 5 Soul Hunger: may re-roll missed To Hit rolls in the first round of close combat 6 Followers: Immediately roll on a random Standard Follower Table for free (note Favour Points may not be used to modify this roll) 7-8 Mark 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 to mark additional followers – 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 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 not have suitable models available, then this result is lost) 11 Daemon Weapon: replaces the character’s hand weapon. This is a magic hand weapon that grants the bearer +1WS, +1S and +1A 12 The 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 no benefit 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) and gains the Fly, Terror, Unstable and Unbreakable rules. Khorne Advancement Table 2D6 Result 2 Turned into a Chaos Spawn 3-4 Mutation: roll on the Mutations Table 5 Axe of Khorne: Magic Weapon, Killing Blow 6-7 Mark of Khorne: See the Warriors of Chaos Army Book. You may also mark D3 (non-hero) Followers with the Mark of Chaos Undivided for free. Further you may spend additional Favour Points to mark additional followers – 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 the character gains no additional benefit, but may mark additional followers if you wish. 8


Blessing of Khorne: Once per game the character may automatically dispel a spell cast by an enemy wizard. 9-10 Blessed 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. 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 no benefit 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) and gains the Fly, Terror, Unstable and Unbreakable rules. Nurgle Advancement Table 2D6 Result 2 Turned into a Chaos Spawn 3-4 Mutation: roll on the Mutations Table 5 Infestation 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 also mark D3 (non-hero) Followers with the Mark of Chaos Undivided for free. Further you may spend additional Favour Points to mark additional followers – 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 the character gains no additional benefit, but may mark additional followers if you wish.


7 Blessing of Nurgle: The character gains Poisoned attacks 8 Mark of Nurgle: See above 9-10 Blessed 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 may never 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. 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 no benefit 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) and gains the Fly, Terror, Unstable and Unbreakable rules. Slaanesh Advancement Table 2D6 Result 2 Turned into a Chaos Spawn 3-4 Mutation: roll on the Mutations Table 5 Soporific Musk: Any enemy model in base-to-base contact with the character must halve their WS and I 6 Blessing of Slaanesh: Friendly models within 6� may re-roll any failed Psychology Tests 7-8


Mark of Nurgle: See the Warriors of Chaos Army Book. You may also mark D3 (non-hero) Followers with the Mark of Chaos Undivided for free. Further you may spend additional Favour Points to mark additional followers – 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 the character 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 not have suitable models available, then this result is lost) 11 Aura of Slaanesh: At the start of the Close Combat Phase, select one enemy model in base-to-base with the Character. It must pass a Leadership 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. 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 no benefit 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) and gains the Fly, Terror, Unstable and Unbreakable rules. Tzeentch Advancement Table 2D6 Result 2 Turned into a Chaos Spawn 3-4 Spell Familiar: Joins the Warband for D6 games. It knows the signature spell of a random Lore that the character has access to, which the character can cast as a Bound Spell with Power Level 4 5-6


Mark of Tzeentch: See the Warriors of Chaos Army Book. You may also mark D3 (non-hero) Followers with the Mark of Chaos Undivided for free. Further you may spend additional Favour Points to mark additional followers – 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 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 followers if you wish. 7-8 Mutation: roll on the Mutations Table 9 Tzeentch’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 not have suitable models available, then this result is lost) 12 The 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 no benefit 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) and gains the Fly, Terror, Unstable and Unbreakable rules. Hashut Advancement Table 2D6 Result 2 Turned into a Chaos Spawn 3-4


Mutation: roll on the Mutations Table 5 Ensorceled Weapon: Magic Weapon, +1S, may parry if also equipped with a shield. 6 Mark of Hashut: +1T and Stubborn. You may also mark D3 (non-hero) Followers with the Mark of Hashut for free. Further you may spend additional Favour Points to mark additional followers – 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 the character gains no additional benefit, but may mark additional followers if you wish. 7 Blessing of Hashut: The character gains Hatred. 8 Forge 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 have suitable models available, then this result is lost) 11 Flesh to Stone: The Character gains Scaly Skin (6+). 12 The 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 no benefit 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) and gains the Fly, Terror, Unstable and Unbreakable rules. Wizard Advancement Table 2D6 Result 2


Turned into a Chaos Spawn 3-4 Mutation: roll on the Mutations Table 5 Etheric Lightning Rod: +1 to channel rolls. 6-8 Wizard Level: the Wizard gains a level, up to a maximum of Level 4 9 Blessed with D3+2 Furies for the next game only (if you do not have suitable models available, then this result is lost) 10 Power 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. 12 The 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 no benefit 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) and gains the Fly, Terror, Unstable and Unbreakable rules. Undivided Mutations D6 Result 1 Acid Ichor: In Combat the Character may make an additional S4 attack against which no armour saves can be made. Note – the strength is not modified 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 transformed into 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 to grapple any model in base-to-base with the character. A grappled model loses 1 attack down to a minimum of 1. If a character possesses more than one tentacle, then each must grapple a different opponent if able. 3 Extra 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 that a model may use a two handed weapon or additional hand weapon AND shield! Note, regardless of how many extra arms a character has, he may not carry more than one shield. 4 Cloven 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 D6 Result 1 Roll on the Undivided Table 2 Bloodfever: 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 it earlier in the game. 3 Burning 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 -1 to hit him.


5 Spellgreed: 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 his maximum 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 single attack at +2S (after modifiers for weapons, etc). If he chooses to do so, then he may not use a shield that turn. Nurgle Mutations D6 Result 1 Roll on the Undivided Table 2 Nurgling 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 an automatic S3 hit. 3 Torrent of Foulness: Once per game the character may make a breath weapon attack at S2, with Armour Piercing and Poisoned 4 Volcanic Pox: In any combat the character is involved in results in a draw, then the character’s side will win by 1 as if he was a musician. 5 Secondary Jaw: The character has a snapping, drooling jaw concealed within 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 First rule against which armour saves may not be taken. 6 Massive Bulk: The character gains +1T, but suffers -1M. If he is mounted, then his mount also suffers -1M. Slaanesh Mutations


D6 Result 1 Roll on the Undivided Table 2 Pendant of Slaanesh: each time the character is wounded in combat (regardless of whether he saves it or not), he will immediately make a single 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 to whisper the Word of Pain to one enemy in base-to-base; the enemy must take a Leadership test or suffer a wound with no armour saves allowed. 4 Hellshriek: Once per game, at the start of any Magic Phase, the character may let out a hellshriek; all Wizards on the board immediately suffer a miscast. 5 Conjoined Familiar: The character becomes a Level 1 Wizard. If he was already 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 him above the normal maximum. Note, if the character rides a mount, then the stat increases only effect the character’s stats and not those of his mount. Tzeentch Mutations D6 Result 1 Roll on the Undivided Table 2 Petrifying 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 the game, may do nothing else for the rest of the game and may not be harmed 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 of attacks 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 when rolling to cast a spell. This may cause Irresistible Force. 5 Protean Form: The character gains Regeneration (5+). If he rolls this result again, then each time his regeneration improves by 1 up to 3+ 6 Roll once on this table (re-rolling results of 1 and 6) and once on the Undivided Mutation Table. Hashut Mutations D6 Result 1 Roll on the Undivided Table 2 Centaurian Form: The characters gains +2M and +1I and changes his troop type to Warbeast (Character) and gains the Vanguard rule. If the character 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 Clove Hooves or Caentaurian Form)


5 Flaming 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 baseto-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 D66 Result 11-13 Dead 14-15 Captured: The warrior captured by the enemy warband and sacrificed to their god(s). The enemy warband gains 1 Favour Point 16-21 Multiple Injuries: Roll another D6 times on this table, re-roll all results of Dead, Captured and Multiple Injuries 22 Leg Wound: -1M. If the warrior is mounted, the roll a D3; on a 1-2 it is the mount that receives the leg wound and on a 3 it is the rider 23 Arm 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 armed warrior may only use a single hand weapon or single handed magic weapon); on a 2+ the warrior must miss the next game 24 Madness: roll a D6; on a 1-3 the warrior suffers from Stupidity from now on; on a 4-6 the warrior suffers from Frenzy from now on 25 Smashed Leg: roll a D6; on a 1 the warrior may no longer make march moves 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 must miss the next game 26 Chest Wound: -1T 31 Blinded in one eye: -1BS. A warrior who loses all eyes must retire from the warband 32 Old Battle Wound: Roll a D6 before each game. On a 1 the warrior must miss that game 33 Nervous Condition: -1I 34 Hand Injury: -1 WS and -1BS 35 Deep Wound: Must miss the next D3 games 36-61 Full Recovery 62-63 Bitter 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 the entire 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 him out (re-roll if they worship the same god) 64 Hardened: Immune to Fear 65 Horrible Scars: Causes Fear 66 Survives against the Odds: the Warrior’s warband gains 1 Favour Point. Followers Injury Table D6 Result 1


Dead 2 Light injury: The warrior must miss the next game 3-6 Full Recovery D6 Scenario 1 Pitched Battle 2 Defend the Stones 3 Breakthrough 4 Take and Hold 5 Surprise Attack 6 Pitched Battle

Path to Glory - Dînadan Version  
Path to Glory - Dînadan Version  

Chaos Dwarfs Online member Dînadan's draft for Path to Glory. More or less finished, just needs playtesting.

Advertisement