BETA Character Tables / Rules
These BETA rules are offered as an alternative to the current campaign rules. These tables will add a greater depth to the game, and really allow your War Master to grow into a legend of the Imperium... or die trying. It will require some more book keeping, but the results are well worth it.
The big difference is that YOUR WAR MASTER CAN DIE.
If that happens, then another leader will rise to lead your forces. The new War Master can be any un-named HQ and must take ONE relic that the previous War Master wielded (if the previous one had 2). The new War Master must also chose a DIFFERENT Warlord Trait than the previous War Master.. the previous War Master got himself killed doing things his way, after all.
INJURIES
Even the mightiest hero of the Imperium can be laid low, but just because they have fallen in battle does not mean they are truly dead. Some may take time to recover, others may rise from their injuries, and there are those whose recovery is nothing short of miraculous and seen as truly blessed. Of course, there are those whose injuries hinder them in their duty, or are so severe that they can no longer serve, truly the worst fate for the Emperor’s finest.
If your War Master is removed as a casualty during a game, roll on the below table d66 table after the game has finished, and find out what has befallen the character.
11-12: Comatose – The average Battle Brother would simply have his last rites performed at this stage, as the wounds sustained are many and severe. In the case of the War Master however, drastic measures are taken. The procedures required to return you to the battlefield are numerous. The War Master cannot fight in the next two battles that he would normally be able to fight in (whether his deployment is attacking or defending). Additionally, when he returns he must roll once again on this injury table. If an 11-12 is rolled when he returns, roll again until the result is not an 11 or a 12.
13-16: Close to Death – Your wounds are grave, but you are not beyond saving. It will take some time however, and there will certainly be some lingering damage. The War Master cannot participate in the next campaign game.
Additionally, when they are used again, roll a D6:
1 = Grievous Wound, 2 = Dulled Senses, 3-6 = Fight Through the Pain. See rules for these effects below.
21-22: Grievous Wound – Deep wounds have resulted in the loss of some redundant organ systems, resulting in you being more susceptible to further injuries at a later date. The War Master has -1 Wound for the rest of the campaign.
23-24: Torn Legs – A horrendous wound to your lower body has left you slower and more sluggish on the battlefield. The War Master lowers his Advance and Charge distances by 1” for the rest of the campaign.
25-26: Dulled Senses – Heavy blows to the head have affected some of your heightened senses, causing your strikes to fumble and your aim to waiver. The War Master has -1 WS and -1 BS for the rest of the campaign.
(Results 21-26 do not stack. If you get the same result again later in the campaign, including if via the Close to Death result, treat it instead as 31-36 Fight Through the Pain, as detailed below)
31-36: Fight Through the Pain – With little time to heal properly, even your Astartes genes cannot prevent all the pain from your injuries, but the Emperor’s work is not yet done – Roll a further d6: 1-2 = -1 T, 3-4 = -1 S, 5-6 = -1 Attack.
This effect lasts for the duration of the next game.
41-46: Recovered – Whilst bad enough to force a feigned retreat, your wounds are relatively minor and your enhanced constitution is healing your body admirably with few ill effects. The War Master makes a full recovery and may otherwise be used in the next game.
51-52: Fueled by Vengeance – Your wounds are reminders of your failure on the field. Your honor must be reclaimed, even if you must fly recklessly into the enemy to do so. The War Master gains +1 Attack but also suffers -2 WS. At the end of each subsequent game, you may keep this effect, or decide your honor has been reclaimed, causing the effect to end.
53-54: Battle Rage – The physical injuries sustained have mostly cleared up, but something deeper has caused you to lose some self control, straining your body to its limits. The War Master gains +1 S, but must always move as close as possible towards the enemy, and always attempt to Charge if possible. At the end of each subsequent game, you may keep this effect, or clear your mind, causing this effect to end.
55-56: Grim Melancholy – Physically you are fine, in fact you have never felt better. However you are desperate to prove that you will not fail again, even at the expense of leading. The War Master gains +1 T, but friendly units may not use your Warlord Trait nor any other Special Rules which affect friendly units. At the end of each subsequent game, you may keep this effect, or overcome your self-loathing, causing this effect to end.
(Results 51-56 do not stack. If you roll the same result again later in the campaign, AND their effects are still active, treat the roll instead as result 41-46 Recovered as detailed above. You can however regain these effects if you recovered from them previously)
PATH OF HONOR
War Masters are powerful components of an army, and they are capable of learning and adapting from their experience in the field, should they survive of course. However, merely surviving is not enough, they must do something of note to grow from the battle.
If a War Master survives a game AND achieves one of the below Tasks, they can roll on the d6 table below. The bonus provided lasts for the rest of the campaign.
Path of Honor Table
1.Clarity – You have honed your speed and reflexes, striking faster and more often. The War Master gains +1 Attack
2.Ferocity – Through your training you attack relentlessly and with great power. Roll a further d6: 1-3 = +1 WS, 4-6 = +1 S
3.Fortitude – Either through sheer hardiness or willpower, you have become more resilient. Roll a further d6: 1-3 = +1 T, 4-6 = +1 W
4.Inspirational - By fiery rhetoric or leading via example, your Brothers follow you to no end. Roll a further d6: 1-3: +1 Leadership, 4-6: +1” to Charge rolls
5.Flexible – You realize that whilst the Codex is concrete, war is not and adaption is key. Once per game at the beginning of your turn, you may confer your War Master with one of the following effects: +1 BS, +1 WS, +1 to saving throws.
6.Master of Battle – A paragon of your Chapter, you are an adept in many forms of warfare. Choose any of the above results. You must still roll any further d6 required.
If you roll the same result on the Path of Honor (including sub rolls) at a later time, you must re-roll.
Deeds of Legend
Deeds of Legend are achieved by fulfilling certain tasks and feats throughout the campaign. Some could be completed in a single game; others may require much more time. How much you want the reward, and the effort you put into getting them, is up to you. The rewards are mighty, but remember personal glory may not be enough to triumph over your foes…
Destroyer: Your enemies machines and beasts of ware are mighty, but so are you, and after much effort you have learned their weaknesses and how to exploit them.
The War Master rerolls all failed to-wound rolls against vehicles.
Destroy 4 vehicles. The War Master must land the killing blow (remove the last Wound)
Indomitable: Whether it is a remarkable resilience to injury, or just a stubborn refusal to die, your will and endurance are slowly becoming the stuff of legend.
The War Master gains Feel No Pain (6+), or +1 to any existing Feel No Pain (to a maximum of 4+)
Survive 2 consecutive games
Cavalier: Some may call you brave and eager, others headstrong and rash. None can deny your ability to cut down your foes – and your ability to encourage others do to the same.
The War Master gains +1 Attack for the fight phase after he has made a Charge.
Twice in one game, totally destroy a unit on the same turn you Charge.
Champion: The leaders of an army are both the head and heart of the foe… and you have become exceedingly skilled at removing both from any who dare face you in combat.
The War Master may take an additional Relic without paying CP (maximum 2)
Slay 5 characters in Challenges, at least one of them being an HQ unit
The big difference is that YOUR WAR MASTER CAN DIE.
If that happens, then another leader will rise to lead your forces. The new War Master can be any un-named HQ and must take ONE relic that the previous War Master wielded (if the previous one had 2). The new War Master must also chose a DIFFERENT Warlord Trait than the previous War Master.. the previous War Master got himself killed doing things his way, after all.
INJURIES
Even the mightiest hero of the Imperium can be laid low, but just because they have fallen in battle does not mean they are truly dead. Some may take time to recover, others may rise from their injuries, and there are those whose recovery is nothing short of miraculous and seen as truly blessed. Of course, there are those whose injuries hinder them in their duty, or are so severe that they can no longer serve, truly the worst fate for the Emperor’s finest.
If your War Master is removed as a casualty during a game, roll on the below table d66 table after the game has finished, and find out what has befallen the character.
11-12: Comatose – The average Battle Brother would simply have his last rites performed at this stage, as the wounds sustained are many and severe. In the case of the War Master however, drastic measures are taken. The procedures required to return you to the battlefield are numerous. The War Master cannot fight in the next two battles that he would normally be able to fight in (whether his deployment is attacking or defending). Additionally, when he returns he must roll once again on this injury table. If an 11-12 is rolled when he returns, roll again until the result is not an 11 or a 12.
13-16: Close to Death – Your wounds are grave, but you are not beyond saving. It will take some time however, and there will certainly be some lingering damage. The War Master cannot participate in the next campaign game.
Additionally, when they are used again, roll a D6:
1 = Grievous Wound, 2 = Dulled Senses, 3-6 = Fight Through the Pain. See rules for these effects below.
21-22: Grievous Wound – Deep wounds have resulted in the loss of some redundant organ systems, resulting in you being more susceptible to further injuries at a later date. The War Master has -1 Wound for the rest of the campaign.
23-24: Torn Legs – A horrendous wound to your lower body has left you slower and more sluggish on the battlefield. The War Master lowers his Advance and Charge distances by 1” for the rest of the campaign.
25-26: Dulled Senses – Heavy blows to the head have affected some of your heightened senses, causing your strikes to fumble and your aim to waiver. The War Master has -1 WS and -1 BS for the rest of the campaign.
(Results 21-26 do not stack. If you get the same result again later in the campaign, including if via the Close to Death result, treat it instead as 31-36 Fight Through the Pain, as detailed below)
31-36: Fight Through the Pain – With little time to heal properly, even your Astartes genes cannot prevent all the pain from your injuries, but the Emperor’s work is not yet done – Roll a further d6: 1-2 = -1 T, 3-4 = -1 S, 5-6 = -1 Attack.
This effect lasts for the duration of the next game.
41-46: Recovered – Whilst bad enough to force a feigned retreat, your wounds are relatively minor and your enhanced constitution is healing your body admirably with few ill effects. The War Master makes a full recovery and may otherwise be used in the next game.
51-52: Fueled by Vengeance – Your wounds are reminders of your failure on the field. Your honor must be reclaimed, even if you must fly recklessly into the enemy to do so. The War Master gains +1 Attack but also suffers -2 WS. At the end of each subsequent game, you may keep this effect, or decide your honor has been reclaimed, causing the effect to end.
53-54: Battle Rage – The physical injuries sustained have mostly cleared up, but something deeper has caused you to lose some self control, straining your body to its limits. The War Master gains +1 S, but must always move as close as possible towards the enemy, and always attempt to Charge if possible. At the end of each subsequent game, you may keep this effect, or clear your mind, causing this effect to end.
55-56: Grim Melancholy – Physically you are fine, in fact you have never felt better. However you are desperate to prove that you will not fail again, even at the expense of leading. The War Master gains +1 T, but friendly units may not use your Warlord Trait nor any other Special Rules which affect friendly units. At the end of each subsequent game, you may keep this effect, or overcome your self-loathing, causing this effect to end.
(Results 51-56 do not stack. If you roll the same result again later in the campaign, AND their effects are still active, treat the roll instead as result 41-46 Recovered as detailed above. You can however regain these effects if you recovered from them previously)
PATH OF HONOR
War Masters are powerful components of an army, and they are capable of learning and adapting from their experience in the field, should they survive of course. However, merely surviving is not enough, they must do something of note to grow from the battle.
If a War Master survives a game AND achieves one of the below Tasks, they can roll on the d6 table below. The bonus provided lasts for the rest of the campaign.
- Personally hold 3 VP (Primary or Maelstrom only) throughout the game or when the game ends
- Inflict 10 ‘Kill Points’ during the game. A Kill Point is any wound inflicted that kills an enemy model, up to the number they were on when the War Master attacked them. Example: A model on 2 wounds when attacked by the War Master is worth 2 Kill Points if killed by them.
- Kill a model with the Character keyword in a Challenge
Path of Honor Table
1.Clarity – You have honed your speed and reflexes, striking faster and more often. The War Master gains +1 Attack
2.Ferocity – Through your training you attack relentlessly and with great power. Roll a further d6: 1-3 = +1 WS, 4-6 = +1 S
3.Fortitude – Either through sheer hardiness or willpower, you have become more resilient. Roll a further d6: 1-3 = +1 T, 4-6 = +1 W
4.Inspirational - By fiery rhetoric or leading via example, your Brothers follow you to no end. Roll a further d6: 1-3: +1 Leadership, 4-6: +1” to Charge rolls
5.Flexible – You realize that whilst the Codex is concrete, war is not and adaption is key. Once per game at the beginning of your turn, you may confer your War Master with one of the following effects: +1 BS, +1 WS, +1 to saving throws.
6.Master of Battle – A paragon of your Chapter, you are an adept in many forms of warfare. Choose any of the above results. You must still roll any further d6 required.
If you roll the same result on the Path of Honor (including sub rolls) at a later time, you must re-roll.
Deeds of Legend
Deeds of Legend are achieved by fulfilling certain tasks and feats throughout the campaign. Some could be completed in a single game; others may require much more time. How much you want the reward, and the effort you put into getting them, is up to you. The rewards are mighty, but remember personal glory may not be enough to triumph over your foes…
Destroyer: Your enemies machines and beasts of ware are mighty, but so are you, and after much effort you have learned their weaknesses and how to exploit them.
The War Master rerolls all failed to-wound rolls against vehicles.
Destroy 4 vehicles. The War Master must land the killing blow (remove the last Wound)
Indomitable: Whether it is a remarkable resilience to injury, or just a stubborn refusal to die, your will and endurance are slowly becoming the stuff of legend.
The War Master gains Feel No Pain (6+), or +1 to any existing Feel No Pain (to a maximum of 4+)
Survive 2 consecutive games
Cavalier: Some may call you brave and eager, others headstrong and rash. None can deny your ability to cut down your foes – and your ability to encourage others do to the same.
The War Master gains +1 Attack for the fight phase after he has made a Charge.
Twice in one game, totally destroy a unit on the same turn you Charge.
Champion: The leaders of an army are both the head and heart of the foe… and you have become exceedingly skilled at removing both from any who dare face you in combat.
The War Master may take an additional Relic without paying CP (maximum 2)
Slay 5 characters in Challenges, at least one of them being an HQ unit