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Path to Glory (long); updated and cleaned up
Topic Started: Aug 31 2006, 11:27 PM (418 Views)
cutefurie34
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The Chosen
Path to glory-my updated version
(you will need to download the main rules off the website to use this)

I have made these extra rules to make Path to Glory a more playable and less frustrating game. When your champion was killed or wanted to advance, you had to spend hours rolling on tables, and at the end he may have simply been turned into a spawn. Elite foot troops were obviously weaker game wise than horde troops and monsters, so mortal warbands had to rely on powerful characters and knights- which were ranked up, making them easy to out-manoeuvre.
These aren’t meant to replace the official Path to Glory rules, just make them easier to start playing , balancing the units, and able to be played as a game in its own right (so if no-one you knows plays chaos, you can still play this game effectively). Veteran chaos gamers may dislike the loss of some of the game’s randomness, but I’ve still kept some, as not to spoil the games character. Not everyone has the time, money, or huge chaos army to use the main rules!

-I am keeping this rules set to chaos warbands, as it was meant to be played in the hostile chaos wastes originally. I’ve heard that the other armies downloadable rules set aren’t really balanced either, but I may make scenarios featuring say, orc plunderers, or empire villagers and soldiers in village raids.-


Adjustment to: Organising your warband;

-Chosen warriors operate as independent models.
-Cavalry models only need to be at least 2 models strong.
-There is no penalty for shooting at skirmishers/single models
-All models/units cause panic to all other models/units. The new 7th edition rule could really ruin Path to Glory’s gameplay.

Adjustments to: Followers charts;

-use all the normal rules, but you may pick which entry you may use. You still have to roll for how many models you get, and cannot pick result 12 on table one, for obvious reasons.
-Chaos sorcerers count as undivided in Tzeentch warbands (ie. they get no specific benefits, but may use shadow, fire, or death magic)
-Chosen warriors (not knights, they already have +1 strength!) come with a roll on the updated advancement table(and can take another after games in place of the champion) but this dosn't count towards the warband favour rating
-All units which have to roll for their equipment may choose which on to use (for example, gors may choose whether to use 2 hand weapons, or a hand weapon and shield)
-Chaos hound count as frenzied, and may never lose it. However, they don't count as immune to psycology and a roll for chaos hounds costs 2 favour points
-Chaos ogres may use shields rather than using an equipment option
-Champions have a free choice of what ability to get from the updated advancement table to start with, as well as a roll on their god's specific advancement table (which may be modified by expending favour points as normal)
-Daemons are D3 models foe 4 favour points, apart from Tzeentch, who get a single flamer
-It costs 2 favour points to choose from table one, and 3 to choose from table two
-When a chaos spawn joins the warband, one single model must be removed from the warband permanently, and dosn't count towards your favour rating.

Adjustments to: Forming you warband;
-Mortal warbands can only have one “big monster” i.e. Ogre, troll, Minotaur etc. for every full 50 warband favour rating (so it couldn’t use any if its rating was 47, but could use two if its rating was 134)
-Beastmen warbands follow the same restrictions, but for every full 30 favour rating.
-Any warnand may only have one magic user per 70 favour rating points (so 1 at 20 points, or 2 at 71). This includes Tzeentch champions.

Adjustments to: Choosing a god;

-All models who could take their patrons mark in a WHFB game automatically get it here. This changes when the champion switches god for one battle, and changes back after the game
-Khorne warbands get +1 dispell dice added to their pool for every full 50 warband favour rating (instead of the normal for every unit)
-Tzeentch warbands get +1 power dice in the same way as Khorne ones

Adjustments to: Equipment tables;

-Models may choose which equipment they get from either table. Obviously, the re-rolls and “nothing” results are ignored
-However, a model may never choose any item that they wouldn’t be able to in a regular game of WHFB (so no warriors with flails)
-Models can stil purchase extra "choices" at 1 favour point.

Adjustments to: Champion advancements;

-One champion, chosen warrior, or chosen knight that wasn't killed in the game (but can be taken out of action, just not in the most recent game played) may make an advancement roll for every 6 favour points(7 for beastmen) the warband earns.
-In addition, a champion only gets a free roll whenhis/her warband reaches 45 favour points (55 for beastmen)
-Champions may have as many as they like, but may not have any stats higher than shown on the maximum stats table(with exceptions per god the champion follows) and any roll that brings them beyond this is re-rolled
-Champions may only have one of each god specific advancement, though these may be altered by expending one favour point as normal. A chosen warrior or knight may have up to 2 of these.
-As movement bonuses affect any steed as well (apart from cloven hooofs), they may have a max movement of 9
-The models favour rating increases by 2 for each advancement (so a chosen warrior with 3 advancements would be 10 favour points when calculating warband ratings)
-All these results are rolled for, but can be changed by expending favour points as in the original rules. The only exception to this is your champion's free roll/choice at the start of the game.
-They use the following table:
2 +1 Toughness
3 +1 Leadership
4 +1 Movement (affects any steed as well)
5 +1 Attack
6-7+1 Weapon skill
8 +1 Initiative
9 +1 Strengh
10 +1 Wound
11 A daemonic ward of 5+(re-roll if this is rolled for the same model again)
12 A roll on their specific new god specific advancement table (undivided may choose which one to roll on)

God specific advancement tables:

Khorne:
2 -Axe of khorne
3 -Tentacle(dosn't replace any of the warriors arms)
4 -Blessing of khorne
5 -Bestial visage
6-7 -Cloven hoofs (re-roll for mounted models, may exceed max movement for model)
8 -Burning blood
9 -Collar of khorne
10 -Horns (as in the undivided mutation table, so +1 strength)
11 -Deafening bellow
12 -Daemon weapon (no favour points can be expended to gain this roll, you must roll double 6es to get a daemon weapon)

Tzeentch:
2 -Extra arm
3 -Tentacle(dosn't replace any of the warriors arms)
4 -Acid ichor
5 -Bestial visage
6-7 -Cloven hoofs (re-roll for mounted models, may exceed max movement for model)
8 -Tzeentches will
9 -Tendrils of tzeentch
10 -Horns (as in the undivided mutation table, so +1 strength)
11 -Protean form
12 -Daemon weapon (no favour points can be expended to gain this roll, you must roll double 6es to get a daemon weapon)

Nurgle:
2 -Coud of flies in first round of any combat
3 -Tentacle(dosn't replace any of the warriors arms)
4 -Torrent of foulness
5 -Bloated foulness
6-7 -Cloven hoofs (re-roll for mounted models, may exceed max movement for model)
8 -Massive bulk
9 -Nurgles rot
10 -Horns (as in the undivided mutation table, so +1 strength)
11 -A unit of nurglings is added to the warband, counting as 6 favour points for rating purposes
12 -Daemon weapon (no favour points can be expended to gain this roll, you must roll double 6es to get a daemon weapon)

Slaanesh:
2 -Conjoined familiar
3 -Pendant of slaanesh(as in army book)
4 -Tentacle(dosn't replace any of the warriors arms)
5 -Bestial visage
6-7 -Cloven hoofs (re-roll for mounted models, may exceed max movement for model)
8 -Serpent body (effects any mount as well)
9 -Horns (as in the undivided mutation table, so +1 strength)
10 -Word of pain
11 -Sopoforic musk
12 -Daemon weapon (no favour points can be expended to gain this roll, you must roll double 6es to get a daemon weapon)


Adjustments to: Taking models out of action;

-Any model killed doesn’t need to roll on any table. Champions miss the next D3 games, anything else misses the next D6 games. Any model rolling a 6 (3 for a champion) will roll for "bitter enemy" on the warband that took it out of action(even if immune to psycology) (If the casualty joins a unit after recovering, only he/she will hate the enemy rolled, and will be removed last in combat)
-Any killing blows take enemys out of action for 6 games (3 for a champion) and will inspire hatred as above
-Models taken out this way still count towards the warband favour rating for all purposes

Warband standard bearer
-The warbanmd may upgrade one gor, marauder, chaos warrior or bestigor to a standard bearer. It still counts as having all the weapons rolled chosen after rolling for the unit, adds combat resolution to any fight containing it, and will die last in any combat. However, the enemy gets an extra favour point for killing this model, 3 if it is from the warbands opposing god (which any self respecting chaos player should know).

There you have it. I also modified and cleared up some rules that were very vague.
Feel free to modify anything I have done here, PM or comment me on any things I missed.
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The Flying Beaver
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Clanlord
Weird, I was just talking with a friend today about how Path to Glory is too messed up to play and enjoy it. I'm definately going to try these rules out, thanks!
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Mistrea
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Deus ex machina
Scanning through i am intresting in the table:

Quote:
 
2 +1 Initiative
3 +1 Wounds
4 +1 toughness
5 +1 Weapon skill
6-7 +1 Attack
8 +1 Movement (affects any steed as well)
9 +1 Leadership
11 +1 Strength
12 A daemonic ward of 5+(re-roll if this is rolled for the same model again)


Why is it so hard to gain I? It is hardly the most important stat is it? It seems logival to me to have T the lowest followed by W, have WS + I more centred around the middle with A and S coming off followed by M, LD. Just my view.
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cutefurie34
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The Chosen
Yeah, I will sort the table out. After reading through, I realised there were a few other errors, so I wil edit them out.
2 +1 Toughness
3 +1 Attacks
4 +1 Weapon skill
5 +1 Initiative
6-7 +1 Leadership
8 +1 Strength
9 +1 Wounds
11 +1 Movement (affects any steed as well)
12 A daemonic ward of 5+(re-roll if this is rolled for the same model again)

Better?
Should I include a roll on the main mutations table? Or would that be unbalancing?


FlyingBeaver: Thanks. I take it your using nurgle? Can you post some results up to see how it goes?
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Lightbringer
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Evil Wizards Inc.
I agree with Mistrea, that table seems a bit off.

Really cool to see someone working on with Path to Glory though!
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The Flying Beaver
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Clanlord
Quote:
 
Should I include a roll on the main mutations table? Or would that be unbalancing?


It wouldn't be chaos if there wasn't mutations!
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cutefurie34
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The Chosen
iAmThEfLyInGbEaVeR
Sep 1 2006, 07:58 PM
Quote:
 
Should I include a roll on the main mutations table? Or would that be unbalancing?


It wouldn't be chaos if there wasn't mutations!

I meant more characterful mutations. Ones for specific gods (or a choice if undivided). The problem was, if you had a tentacle on one model, but he didn't have it statwise, and the opposite for another member (assuming you have converted models for each member, so switching models wouldn't be characterful) it was a bit pointless. Generic stat increases could represent any mutation.

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Mistrea
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Deus ex machina
Quote:
 
2 +1 Toughness
3 +1 Attacks
4 +1 Weapon skill
5 +1 Initiative
6-7 +1 Leadership
8 +1 Strength
9 +1 Wounds
11 +1 Movement (affects any steed as well)
12 A daemonic ward of 5+(re-roll if this is rolled for the same model again)


Better but i think you have reduced attacks to much, also i wouldn't have 6-7 as LD, the way i would do it is:

2 +1 Toughness
3 +1 Leadership
4 +1 Movement (affects any steed as well)
5 +1 Attack
6-7 +1 Weapon skill
8 +1 Initiative
9 +1 Strengh
11 +1 Wound
12 A daemonic ward of 5+(re-roll if this is rolled for the same model again)
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The Flying Beaver
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Clanlord
Quote:
 
Generic stat increases could represent any mutation.


That's a good point about the models, but the risk of too many mutations is then removed, which was kinda cool. I'm not sure what could be done about it.

I also think that Mistrea's chart is the best one so far.
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cutefurie34
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The Chosen
iAmThEfLyInGbEaVeR
Sep 1 2006, 11:04 PM
Quote:
 
Generic stat increases could represent any mutation.


That's a good point about the models, but the risk of too many mutations is then removed, which was kinda cool. I'm not sure what could be done about it.

I also think that Mistrea's chart is the best one so far.

I think it is a good rule, any way to add it in? Though I think elite warbands may suffer a bit, and I wouldn't really like to have to kill off my champion :( (nor would a lot of people who may like to play the game). Maybe make it more of a storyline thing, where the player can decide whether his champion is spawnified after a defeat, too much power etc. I think it may be balanced off by the removal of daemon princes and other really effective mutations.

Thanks for the ideas. Mistrea, I've added your table in.
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cutefurie34
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The Chosen
I've edited the tables a bit. Can anyone give any ideas on what to use for the god specific tables? Some of the generic mutations maybe, and a few from the original god specific advancements and mutations?
What do people think of frenzied warhounds? Or standard bearers? Any comments welcome.
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The Flying Beaver
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Clanlord
Perhaps suffering X number of defeats (in a row) could cause spawinfication? The gods wouldn't be too pleased and would surely punish this weak warrior.
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cutefurie34
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The Chosen
iAmThEfLyInGbEaVeR
Sep 5 2006, 12:22 PM
Perhaps suffering X number of defeats (in a row) could cause spawinfication? The gods wouldn't be too pleased and would surely punish this weak warrior.

Yes, but that would be harsh on people who just started their warband. I think the best way to add that kind of rule on is to remove a model from the warband when adding a chaos spawn to the warband. This would represent the weak being spawnified, as the player would generally choose an ungor, marauder etc. , though the option of spawnifying your leader for fluff reasons is still there.

Any thoughts on the god specific advancement tables?
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The Flying Beaver
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Clanlord
I think that you should start off as a "follower" of your god and you have to earn the mark. After all, you can't just wake up one day, decide that you're a khorne follower and get his mark. Perhaps you can spend X number of favour points to get the mark of the patron god, which then allows for rolls on the god specific advancement table in place of the normal one (an option). The chance of becoming a chaos spawn should remain, as you can always alter the roll with favour points.
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cutefurie34
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The Chosen
iAmThEfLyInGbEaVeR
Sep 5 2006, 11:02 PM
I think that you should start off as a "follower" of your god and you have to earn the mark. After all, you can't just wake up one day, decide that you're a khorne follower and get his mark. Perhaps you can spend X number of favour points to get the mark of the patron god, which then allows for rolls on the god specific advancement table in place of the normal one (an option). The chance of becoming a chaos spawn should remain, as you can always alter the roll with favour points.

Yes, warriors in a warband should start off as marked, fully battle hardened chaos warriors. Read page 10 in the HoC book, experienced warriors will leave their arband, led by the strongest of them, following the ancient traditions that the weak wil die so the strong may prevail.
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