HORDES OF CHAOS: PATH TO GLORY
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1 HORDES OF CHAOS: PATH TO GLORY Champion M WS BS S T W I A LD Equipment: Hand weapon, Chaos armour and shield and either a great weapon or a flail or an additional hand weapon or a halberd Comes with Mark of Chaos Undivided, but may exchange it for one of Nurgle, Khorne, Tzeentch or Slaanesh Sorcerer M WS BS S T W I A LD Equipment: The Sorcerer is a Level 1 Wizard. He may use spells from either Lore of Fire, Shadow or Death, or the Lores of Tzeentch, Slaanesh or Nurgle if marked. Hand weapon and Chaos Armour (4+ Save) Comes with Mark of Chaos Undivided, but may exchange it for one of Nurgle, Tzeentch or Slaanesh Followers Table 1 Follower No. Points Equipment / model 2-3 Marauder Horsemen d3 3 Light armour, Hand weapon and throwing axes (+1 Favour) 4-6 Chaos Warhounds d6 1 Nothin', DEY HOUNDS YO! 7-9 Marauders d6 1 Light armour w/hand weapon and shield or flail Chaos Warriors d3 3 Heavy armour, Hand weapn. and shield or Great weapon or additional hand weapon 12 Roll on Table 2 Followers Table 2 Follower No. Points Equipment / model 2-3 Chaos Sorcerer 1 7 Chaos armour, hand weapon (re-roll for Khorne or Tzeentch) Lvl. 1 Wizard 4-5 Chaos Deamon 1 4 Nothin', DEY DEAMONS YO! (type to be aligned with Champion's Mark) 6-7 Chosen of Chaos 1 3 Chaos armour, hand weapon and shield or Great Weapon or Additional hand weapon 8-9 Knight of Chaos 1 6 Barded Chaos Steed, Heavy armour, shield and H. weapon Chaos Spawn 1 11 A hatred for all mankind 12 Chosen Knight 1 8 As Chaos Knight but replace Heavy armour for Chaos Armour
2 Basic Favour Table Playing a battle +2 Playing against a band with a favour +5 rating 10 or higher then your own Winning against a band with a favour +5 rating 10 or higher then your own Wiping out an enemy warband +2 Refusing a challenge -2 Taking an enemy champion out +2 of action Undivided Favour Table Taking an enemy champion out of +2 action in a challenge (so +4) Tzeentch Favour Table Taking an enemy with +2 magic (not cumulative) Miscasting a spell (not cumulative) -2 Taking a champion of Nurgle +2 Slaanesh Favour Table Passing two or more Panic/Break +2 tests and winning Routing volountarily from battle -2 Taking a champion of Khorne +2 Nurgle Favour Table Taking an enemy w/3 or more wounds +2 (not cumulative) Failing to take any enemies out of act. -2 Taking a champion of Tzeentch +2 Khorne Favour Table Taking a Wizard +2 (not cumulative) Refusing a Challenge -2 (so -4) Taking a champion of Slaanesh +2 Chaos Hordes Advancement Table 2 Mutation! 3-5 Class Specific Skill 6 Characteristic increase: 1-3: +1S 4-6: +1A
3 7 Characteristic increase: +1WS 8 Characteristic increase: 1-3: +1I 4-6: +1LD 9 Characteristic increase: 1-3: +1W 4-6: +1T Class Specific Skill 12 Mutation! Undivided Advancement Table 3-4 Mutation - Choose one mutation from the basic table 5 Soul Hunger - The model may re-roll missed close combat rolls to hit in the first round of combat. 6 Roll on Follower's Table 1 and add whatever is rolled to your warband for free. (re-rolling results of 12, this roll cannot be modified with favour points) 7-8 Mark of Chaos Undivided- Mar re-roll failed Psych tests. (If rolled more then once, may be passed on to another member of the Warband; this gift is lost if the Champion aligns himself with another mark.) 9-10 Blessed with d3 + 2 Chaos Furies for the next game only. 11 Daemon Weapon (+1WS, +1 S, +1 A) Sorcerer Advancement Table 3 Mutation - Choose one mutation from the basic table. 4-5 Spell Mastery - Your Sorcerer has an innate talent for directing the Winds of Magic. He may re-roll one die when attempting to cast a spell. This may avoid miscasts or cause Irresistible Force. 6-7 Spelleater Shield -Your Sorcerer gains a potent magic shield which adds +1 on all attempts at dispels 8 Waste Walker - Your Sorcerer is not completely of this world. Any rolls to hit him suffer a -1 modifier. 9 Spell Focus -This magic amulet stores powerful magic within. It contains one extra spell from either the Lore of Fire, Death, or Shadow that the Sorcerer may cast instead of his own.
4 Roll for which spell the Amulet contains before each game Spell Familiar - This imp gives your Sorcerer +1 to his casting rolls. 12 The Gaze of Chaos: (all bonuses are cumulative) (1st) The Gaze of Fate - The Shaman has seen something of the future. His haunted visage now causes fear. If the Sorcerer already causes fear, he now causes terror. (2nd) Etheral Attack - Your Sorcerer has studied the Winds of Magic carefully. He may use one extra die then normal to cast his spells. (3rd) Aura of Power - Your Sorcerer is surrounded by a nimbus of power which partially deflects the blows of this enemies. This is treated as a 5+ Ward Save. (4th) Mark of the Gods - The powers of Chaos have begun their transformation on your Sorcerer. He gains an extra magic Level and an extra spell which may chosen from any of the Lores that the character has access to. Nurgle Advancement Table 3-4 Mutation - Choose one mutation from the basic table 5 Cloud of Flies - Any enemy in base to base contact suffers a -1 to hit modifier 6 Mark of Nurgle - The model gains an extra Wound and is immune to poison. If rolled again, the model causes fear. 7-8 Nurgle's Rot - All attacks made by the model are poisoned attacks and the model itself is immune to poison. (if rolle more then once, this gift may be passed on to another member of the Warband.) 9-10 Blessed with d3 + 2 Plaguebearers for the next game only. 11 Bloated Foulness - Killing Blow has no effect on the model. In addition, no weapon or spell will ever wound the model on better the a 3+. Slaanesh Advancement Table
5 3-4 Mutation - Choose one mutation from the basic table 5 Sopoforic Musk - Any enemy in base to base contact must halve their WS and I (rounding up) 6 Blessing of Slaanesh - Friendly models in 6" may re-roll any failed Psychology tests. 7-8 Mark of Slaanesh - Immune to Psychology 9-10 Blessed with d3 + 2 Daemonettes for the next game only. 11 Aura of Slaanesh - At the start of the Close Combat phase, selecet one enemy model touching the Champion. It must pass a Ld test or may not strike this phase. Characters immune to Psychology cannot be affect by the Aura. Khorne Advancement Table 3-4 Mutation - Choose one mutation from the basic table 5 Axe of Khorne - Killing Blow 6 Mark of Khorne - Frenzy. If rolled again, the model becomes Blood Frenzied. He will never lose his Frenzy. In addition, at the start of the movement phase, if there is no enemy model in charge range but there is a friendly model in charge range, roll a d6. On a roll of 1, the model will charge the friendly model and fight 1 round of HtH. after which they will be seperated by 1" at the end of the phase. 7-8 Blessing of Khorne - Once per game, the player may automatically dispel one spell cast Blessed with d3 + 2 Bloodletters for the next game only. 11 Collar of Khorne - Magic resistance 2. Tzeentch Advancement Table
6 3-4 Familiar - Joins the warband for the next d6 games. Counts as having Red Fire spell at Power Level Mark of Tzeentch - Becomes a Lvl. 1 Wizard with one random Tzeentch spell. If rolled again, gains another spell. 7-8 Mutation - Choose one mutation from the basic table 9 Blessing of Tzeentch - Chaos player can re-roll d3 dice per game (roll at the start of the game) that directly affect the model. The re-rolls can be used to cast spells with Irresistable Force and avoid Miscasts Blessed with d3 + 2 Daemonettes for the next game only. Mutation Table d6 1 Acid - Your Champion spits acid at his foes. The attack is made at Str. 4 and bypasses armour saves. 2 Tentacle: (roll a d6) 1-2: Your Champion sprouts a tentacle which grapples with his opponent, forcing your opponent to lose an attack. 3-4: Same as above, but your Champion may also carry a 3 Extra Arm - Sprouts an extra arm (come equipped with a hand weapon). May take extra equipment but may only carry one shield in total. 4 Muscled Legs - The Champion gains +1 Movement. 5 Horns - Your Champion gains horns large enough to become useful weapons. When charging the model gains an extra attack which is worked out at the model's base Strength. 6 Horrible Visage - Your Champion now causes fear. If he already causes fear, he now causes terror.
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