Beastbands, warhammer, battle
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As the coming Chaos incursion
grows nearer, more and more
warriors have begun battling
against each other in an attempt
to gain the attention of their
gods. This is not only taking place
in the far northern wastes, but
even in the midst of the lands of
Men, Elves and Dwarfs. With the
release of Beasts of Chaos, I was
given the opportunity to expand
on Path to Glory by creating a
new warband list! Most excellent!
Now you are free to have a
warband consisting entirely of
Beastmen and the other twisted
creatures of Chaos that dwell
within the dark forests of the Old
World…
To create the Beasts of Chaos warband list,
I’ve come up with two new tables to
recruit followers for Beastmen Champions.
These reflect the differences between them
and the other followers of Chaos,
obviously with more of a focus on the
Beastmen themselves. In the same way, the
chance of rolling Minotaurs on the Beast
Followers Table 2 is much greater than on
the normal Followers of Chaos Table 2, for
they are more frequently seen amongst
Beastmen than other Chaos warbands.
I’ve also started thinking about Chaos
warbands fighting deep in the realms of
Chaos – where the landscape itself shifts
and changes, where legions of Daemons
march freely and the rules of the world are
altered. When I get a chance, I’d like to put
pen to paper to get some of these ideas
down. Daemonic champions and their
daemonic minions vying against each other
– hmmm. But anyway, I’m getting away
from things. Here are the rules for
Beastmen warbands. If you haven’t already
started a Chaos warband of your own, this
might be a good chance to join the fun.
And for existing players, here is a chance to
fight some new, rather different up and
coming Champions, or even perhaps time
to start an entirely new warband. You
never know, as your warband expands,
your Champion could end up leading an
army in the coming war…
Beast Champions follow the normal rules
for gaining Favour Points, for Champion
Advancement, etc.
Ungors and Gors may join together in the
same unit (against missile fire, the Ungors
will always be hit first.)
The mutation ‘Cloven Hooves’ must be re-
rolled (They’ve already got them!).
Follow the normal rules for starting a
warband (Choosing a Chaos power, etc.)
MWSBS S T W I A Ld
Beastmen Champion 553442527
Equipment:
Heavy armour, hand weapon plus choice of any two items from
Equipment Table 1.
The Beastlord gazes upon his territory.
56 PATH TO GLORY
An unruly herd
of Beastmen.
Pay 1 Favour Point to roll on this table
(The special rules and characteristics of all the following models can be found in the Beasts of Chaos
Armies book).
2d6
Follower
Number Favour Points Equipment
2-3
Centigor
D3
3
Spear, light Armour
(Roll a dice. On a 1 or
a 2, they have a shield).
4-5
Chaos Hounds
D6
1
None.
6-7
Ungors
D6
1
Hand weapon, spear
(Roll a dice. On a 1 or
a 2, they also have a
shield).
8-9
Gors
D6
1
Hand weapon.
(Roll a dice. On a 1-3
they also have a shield,
on a 4-6 they have an
additional hand weapon).
10-11 Bestigor
D3
2
Heavy armour,
great weapon.
12
Roll immediately on Table 2 below. You may recruit what you roll at the
Favour Points indicated.
Pay 2 Favour Points to roll on this table
(The special rules and characteristics of all the following models can be found in the Beasts of Chaos
Armies book).
2d6
Follower
Number Favour Points Equipment
2-3
Bray-Shaman
1
7
Bray-staff
(level 1 Sorcerer).
4
Chaos Daemon 1 4 Nothing
(light armour for
Bloodletters).
Bloodletter, Plaguebearer, Daemonette, Horror or Fury dependant on
aligned Chaos Power.
5
Chaos Troll
1
9
Hand weapon.
6-7
Minotaur
1
8
Hand weapon +roll
on Equipment Table 2.
8-9
Chaos Ogre
1
6
Light armour, hand
weapon + roll on
Equipment Table 2.
(Roll a D6. On a 1 or
a 2, their light armour
is replaced with heavy
armour).
10
Roll immediately on Followers of Chaos – Table 1 (ie, Not the Beast
Followers of Chaos –Table 1). You may recruit what you roll at the
Favour Points indicated.
11
Chaos Spawn 1 11 Nothing
Chaos Spawn have the special rules for specific powers if the warband
is aligned to one of the Chaos Powers – see page 27 of Hordes of Chaos,
or page 28 of Beasts of Chaos.
12
Dragon-Ogre
1
12
Hand weapon + roll
on Equipment Table 2.
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Beastmen gather at the Oak of Skulls.
56 PATH TO GLORY
56 ARTICLE TITLE
Change:
Playing a battle against
+3
Characteristic Limitations
A Champion of Chaos may never exceed the characteristics shown below – any
further advancement rolls are wasted.
MWSBS S T W I A Ld
Champion of Chaos Undivided 6
1
a warband
(Favour Rating 10 or
higher than your own)
To :
Playing a battle
80
2
5
3
4
4
859
1
7 for Champions of Slaanesh
2
6 for Champions of Khorne
+5
3
6 for Champions of Nurgle
4
5 for Champions of Nurgle
against a warband
(Favour Rating 10 or
higher than your own)
Change:
Winning a battle
+4
Change from:
2D6
Follower
Number Favour Points Equipment
against a warband
(Favour Rating 10 or
higher than your own)
To :
Winning a battle
10-11 Beastmen
D6
1
Hand weapon + roll on
Equipment Table 1
To :
2D6
Follower
Number Favour Points Equipment
+5
10-11 Beastmen Gors
D6
1
Hand weapon (roll a
dice. On a 1-3 they also
have a shield, on a 4-6
they have an additional
hand weapon)
against a warband
(Favour Rating 10 or
higher than your own)
Change:
Wiping out an
+2
enemy warband
(taking every model
out of action)
To :
Wiping out an
Change from:
2D6
Follower
Number Favour Points Equipment
2-3
Chaos Sorceror
1
7
Chaos armour, hand
+2
(re-roll for Khorne
weapon (Level 1 Wizard)
enemy warband
(No enemy models on
the table at the end of
the game)
+ Tzeentch)
To :
2D6
Follower
Number Favour Points Equipment
2-3
Chaos Sorceror
1
7 (8 for Tzeentch) Chaos armour, hand
(re-roll for Khorne)
weapon (Level 1
Wizard). If Tzeentch,
have +1A, and roll
twice on Equipment
Table 1 and choose
which item you want.
Replace entire box with:
Before each game, organise your
followers into small units. Units must
have a Unit Strength of at least 3 if
possible, and can only form into units
with other models of the same type (so
Chaos Warriors can never join with
Chosen Warriors to form a single unit).
Eg, If you have 6 Marauders, then you
could form them into two units of 3, or
one unit of 6. If you had 4 Marauders,
they must form into one unit. If you
had only 2 Marauders, then they form
into a unit of 2.
Models on foot always skirmish, while
cavalry or on 40mm bases or larger,
form into regular units.
Champions of Chaos and Sorcerers act
as independent characters, so may join
any unit freely.
Play games with your warband using all
the normal rules for Warhammer-
combat resolution, Panic tests, fleeing
and pursuit etc. We found that tables
about 4' by 4' were a perfect size, with
quite a lot of scenery scattered around.
Change from:
2D6
Follower
Number Favour Points Equipment
5
Chaos Daemon
1
4
Nothing
To :
2D6 Follower Number Favour Points Equipment
5 Chaos Daemon 1 4 Nothing (light armour
for Bloodletters)
*Add ‘Chaos armour’ to the equipment of Chosen of Chaos
It’s up to you how far you want to take
your warband. If the warband is getting so
big as to make games unwieldy, it might
be time to start a new warband – you
might even like to take a follower from
your current warband and have him go off
by himself and start a warband of his own.
Some people have expressed concern
over Champions becoming so powerful
that they can demolish warbands on their
own – good! Obviously their quest for
glory goes well! If you are finding that
such characters are too overpowering,
however, it is a good indicater that it
might be time to retire the warband
(though of course it might appear from
time to time to face a particularly
powerful rising warband). At the end of
the day, what I would like to stress most
of all is that this is meant to be fun – it’s
not a serious, completely balanced
tournament rules set – it was made so you
could have fun with a group of like-
minded players. If you want to make up
extra rules, restrictions and scenarios,
then do it! Enjoy your games, make up
narratives to go along with them, and
make up quirky rules or more mutations
if you like. May the powers of Chaos smile
upon you…
56
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