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THE LOST AND THE DAMNED

>>>>>>>> FOREWORD <<<<<<<<

Welcome to The Lost and the Damned, a nightmare realm where magic and technology work side by side
to deal death at an alarming rate. This game is a variation on several systems, including Mordheim,
Warhammer, Warhammer Skirmish, Warhammer 40,000, and most importantly, Path to Glory. Sounds
insane doesn't it? Well, it's supposed to be, but not to the point where the rules seem alien. Gamers
familiar with any of the aforementioned systems will get the hang of things in mere minutes, as tried and
true mechanics are still in place. Everything simply gets mashed together in order to form a fun little game
where the almighty Chaos Knight is often blasted out of the saddle through the use of a single devastating
Bolter round.

You take on the role of a Chaos Space Marine Aspiring Champion who has left his Legion. Not all Traitor
Space Marines choose to remain with their Legion eternally. Personal ambition, vendettas, jealousies,
rivalries, or the commands of their patrons may set their feet on a very different path. It is easy enough for
such powerful warriors to rise to power quickly among the more backward planets within the Eye of Terror.
Viewed as living gods by the mutated inhabitants of these worlds, a Chaos Space Marine will quickly
gather a small warband of trusted warriors. Once the warband is established, the Champion sets off to
slay enemies and rival Champions in the name of his chosen deity. Gifts from the Gods in the form of
mutations, strange powers, and technology are bestowed upon the successful Champion, until one day,
the Traitor receives that which he covets most: the transition to Daemonhood.

This game is meant to be fun and chaotic, as opposed to completely balanced. There are several items
that will tip the scales in your favor, but remember that your opponent can get them as well, so watch your
back! In addition, the game offers the talented modeler a creative outlet not normally available. Where
else can you have a Chaos Warrior toting a Plasma Pistol and Power Sword or a hideously twisted
creature with a Heavy Stubber? The possibilities are simply limitless. The creatures you devise can then
be immediately used in your games of Warhammer 40,000 as the start of a Chaos Horde Army (from
Codex: Eye of Terror) or as individuals in your Chaos Space Marine army.

Everything you need has been crammed into the text documents found below so as to eliminate the need
for finding material that may be hard to get hold of. All you'll really need besides these pages are a
Warhammer rulebook, Hordes of Chaos Army book, and some willing opponents. There are inevitably
going to be some questions and rule conflicts as you play. The rules here were created as a labor of love
(as well as a tribute to the ancient, out-of-print Realms of Chaos books) to be used among some friends
in order to fill the dull winter nights with something new.

Nothing here is meant to be used in a tight competitive atmosphere. It's just not going to work out if used
that way. The whole thing is about painting up some weird models, dropping them onto a table, beating
the heck out of one another, and having a laugh. So if there is a rule conflict, the best course of action is
to simply roll a D6 and sort it out later. Develop an answer once the game is over and set up some house
rules as things arise. While we're on that thought, feel free to develop your own weapons tables, change
the mutation lists, or add your own personal strangeness to the game. In fact, such home-brew rules are
encouraged!

Finally, in addition to the rules, there's a small gallery of models from some our warbands that you can
gawk at. Maybe they'll help get your creative motors running in the right direction when you create your
own warband. As always, we love to read your feedback, hear about your scenario ideas, and check out
pictures of your models, conversions, and the like. So don't be a stranger, send those thoughts our way,
and have fun playing the Lost and the Damned!

THE RULES

>>>>>>>> TURN SEQUENCE <<<<<<<<


To keep track of who is doing what and when, each turn is split into five phases, called the Turn
Sequence.

1. Recovery
During the Recovery Phase, you may attempt to rally individuals who have lost their nerve and recover
models who have been knocked down or stunned.

2. Movement
During the Movement Phase, you may move the warriors of your force according to the rules given in the
Movement section.

3. Magic
In the Magic Phase, any Wizards in your force may use spells.

4. Shooting
In the Shooting Phase, you may shoot with any appropriate weapons as described in the rules for
shooting.

5. Close Combat
During the Close Combat Phase, all models in close combat may fight. Note that both sides fight in the
Close Combat Phase, regardless of whose turn it is.

>>>>>>>> RECOVERY <<<<<<<<

During the Recovery Phase, you may attempt to rally any of your models that are Fleeing. To take a Rally
test, roll 2D6. If the score is equal to or less than the model’s Leadership, the model stops fleeing and has
rallied; turn it to face in any direction you wish. The model cannot move for the rest of the turn, but models
can cast spells and shoot. If the model fails the dice roll, the model continues to flee towards the closest
table edge.

Note that a model cannot rally if the closest model to him is an enemy model (ignore fleeing, stunned,
knocked down, and hidden models).

During the Recovery Phase, warriors in your force who have been stunned become knocked down, and
warriors who have been knocked down may stand up (see the Injuries section)

>>>>>>>> MOVEMENT <<<<<<<<

During the Movement Phase, models are moved in the following order.

1. Charge!
If you want a model in your force to charge at an enemy model and attack it in close combat, then you
must do charge at the start of the Movement Phase before moving any of your other models.
When you charge a model, declare to your opponent that it is doing so and indicate which of his models it
is attacking.

2. Compulsory Moves
Sometimes a model is forced to move in a certain way, and this is called a compulsory move. For
example, a fighter whose nerve breaks must run away from his enemies and take cover. Make all of your
models’ compulsory moves before finishing any remaining movement.

3. Remaining Moves
Once you have moved your chargers and made any compulsory moves that are needed, you may move
the rest of your warriors as you see fit.
Moving
During their Movement Phase, models can move up to their Movement rate in any direction. They may
move up and down ladders and stairs and over low obstacles such as barrels and boxes. In normal
circumstances, models are not obliged to move their full distance and don’t have to move at all if you do
not want them to. Any exceptions are explained later on and invariably involve either charging or
compulsory moves. Movement through terrain is handled as per the Warhammer rules.

Running
The Movement value represents how far a warrior can move while going at a fairly rapid rate, allowing
him time to aim and shoot a weapon and to observe what is going on around him. If you wish, a model
may move much quicker than this – he can run! A running warrior can move at double speed (for
example, 8" rather than 4"). Note that running is not the same as charging, as it does not allow your
model to engage the enemy in close combat.

A model can run only if there are no enemy models within 8" at the start of the turn (fleeing, stunned,
knocked down, and hidden models do not count). Check this distance after any charges have been
declared. If there are any enemies within 8" at the start of the turn, the model will prepare to fight instead
and so is unable to run. The running model can move closer than 8" to an enemy as it moves.

Any model that runs loses its chance to shoot during that turn. He is concentrating on running and is not
prepared to fight, having sheathed or shouldered his weapons. You should declare that models are
running as they move, as this will remind both players that the model is unable to shoot that turn. Running
models can cast spells as normal.

Charge!
If you want a model to engage the enemy in close combat, then you must make a special move called a
charge. Mounted models have a 180° charge arc, and models on foot have a 360° charge arc. Without
measuring the distance, declare that your model is charging and indicate which enemy model he is going
to attack. You can charge any opposing model if you can draw an unobstructed line from your model to
the target. If your warrior wants to charge an enemy model within 4" that he can’t see (e.g., it is behind a
corner or a friendly model is blocking the charge route) but has not been declared as hidden, he must
pass an Initiative test to detect it. If he fails the roll, your model may not charge this turn, but can move his
normal distance, shoot, and cast spells.

A charge is like a running move and is performed at double the model’s Movement rate but ends with the
attacker moving by the most direct route into base contact with an enemy model. Once the models’ bases
are touching, they are engaged in close combat. Charge reactions are allowed as normal. Models are
also considered to be in close combat even when separated by a low wall or obstacle, where it is
impossible for bases to touch because the obstacle is in the way.

Sometimes a charging warrior may not reach the enemy because you have miscalculated the distance. If
this happens, move your warrior his normal Move distance towards the enemy. This is called a failed
charge. The model cannot shoot in the same turn in which he failed a charge, but he can cast spells as
normal. Keep in mind, however, that a failed charge can still be intercepted.

Models cannot be moved into close combat except by charging – any move that brings a warrior into
close combat is a charge by definition.

Intercepting a Charge
A model may charge any model within its charge range as long as there is no enemy model who is not in
combat within 2" of the charge route. The charging model will undoubtedly be intercepted if it tries to run
past the enemy. In this situation, you may move the intercepting model into the charge path and the
charging model then engages the intercepting model instead of his original target. The charging model
still counts as charging when determining the strike order, weapon bonuses, etc. The intercepting model
may Stand and Shoot if able.
Charging More Than One Opponent
If you can move your warrior into base contact with more than one enemy model with its charge move, it
can charge them both. This might be inadvisable, as your model will then be fighting two enemies at
once!

Hiding
The Hiding rule represents warriors concealing themselves in a way that our unmoving and dramatically
posed models cannot. A hiding warrior keeps as still as possible, just peeking out of cover. A model can
hide if it ends its move behind a low wall, a column, or some position where it could reasonably conceal
itself. The player must declare that the warrior is hiding and place a counter (such as a coin, die, etc.)
beside the model for it to count as being hidden.

A model that runs, flees, is stunned, or charges cannot hide that turn. His sudden burst of speed prevents
it.

A model may stay hidden over several turns, so long as he stays behind a wall or similar feature. He may
even move around provided that he stays hidden while doing so. If an enemy moves such that he can see
the hidden warrior, the model is no longer hidden and the counter is removed. When hidden, a warrior
cannot be seen, shot at, or charged.

When hiding, a model cannot shoot or cast spells without giving away its position. If a hidden model
shoots or moves so that he can be seen, he is no longer hidden and can be shot at.

A model may not hide if he is too close to an enemy model – he will be seen or heard no matter how well
concealed. Enemy warriors will always see, hear, or otherwise detect hidden foes within their Initiative
value in inches. So a warrior whose Initiative value is 3 will automatically spot all hidden enemies within
3".

Models may hide on the edge of woods just as if they were behind a wall or hedge.

Climbing
Ruined buildings, etc., do not always have stairs or ladders, so your warriors will have to climb to reach
higher ground.

Any model (except animals!) can climb up or down fences, walls, etc. He must be touching what he wants
to climb at the start of his Movement Phase. He may climb up to his total movement in a single Movement
Phase (but cannot run while he is climbing). Any remaining movement can be used as normal. If the
height is more than the model’s normal move, he cannot climb the wall.

To climb, a model must first take an Initiative test. If he fails the test while climbing up, he cannot move
that turn. If he fails the test while he is climbing down, he falls from where he started his descent (see the
Falling section).

Jumping down
Your warrior may jump down from high places such as walkways and balconies at any time during his
Movement Phase (to a maximum height of 6"). Take an Initiative test for every full 2" he jumps down. If he
fails any of the tests, the model falls from the point where he jumped, takes damage (see Falling) and
may not move any more during the Movement Phase. If successful, the model can continue his
movement as normal (jumping down does not use up any of the model’s Movement allowance).

Diving Charge
You may charge any enemy troops that are below a balcony or overhang, etc., that your model is on. If an
enemy model is within 2" of the place where your warrior lands, he may make a diving charge against that
model. Take an Initiative test for each full 2" of height the model jumped down, up to a maximum of 6",
like a normal jump. If he fails any of these tests, your model has fallen and suffers damage, may not move
any more during the Movement Phase, and cannot charge the enemy. If he succeeds, the model gains a
+1 Strength bonus and +1 to hit bonus but only during the following Close Combat Phase.

Jumping over Gaps


Models may jump over gaps (up to a maximum of 3") and streets, (e.g., from the roof of one building to
another).

Deduct the distance jumped from the model’s Movement but remember that you cannot measure the
distance before your model jumps. If your model does not have enough movement to jump the distance, it
automatically falls. If your model is able to cover the distance, it must pass an Initiative test first or will fall.
A model is able to jump over a gap and still fire a missile weapon if it is not running. It may also jump as
part of its charge or running move.

Warriors Knocked down or Stunned


If a warrior is knocked down or stunned (see Injuries) within 1" of the edge of a roof or building, there is a
chance that it will slip and fall off. Take an Initiative test. If the model is unfortunate enough to fail the test,
it falls over the edge to the ground and suffers damage.

Falling
A model that falls takes D3 hits at a Strength equal to the height in inches that it fell (e.g., if the model fell
4", it would take D3 hits at Strength 4). No armor saves apply. Falling will not cause critical hits (see the
Close Combat section for the Critical hits rules). A model that falls may not move any further or hide
during that turn, even if it is not hurt.

>>>>>>>> MAGIC <<<<<<<<

During the Magic phase, Wizards can cast spells as detailed in the Magic section. For the purposes of
spells that target units, all enemy models that are within 4" of each other are considered to be a single
unit and can all be affected by spells that target units. Effects that remain in play continue to affect a "unit"
even if the models move further than 4" apart in subsequent turns.

For purposes of models that, when in a unit, count as spellcasters (e.g., Horrors), each model that is
within 2" of another like troop type counts as part of a "unit." Thus, for example, if you have five Horrors
within 2" of one another, they form a "unit" of five for purposes of working out the spell. The maximum
radius you can chain this "unit" is 12" from the original model. Use this method for any spells that target a
unit!

While on the subject of Horrors, of the three spells available to them, they may only cast Fire of Tzeentch
during the Magic Phase. Also, no matter how many Horrors you happen to have present, you only get one
extra power die for the whole lot of them!

There are inevitably going to be plenty of strange situations that'll arise through the use of Magic that
simply can not be predicted. So keep an open mind when trying to figure out the results of these
situations!

>>>>>>>> SHOOTING <<<<<<<<

Shooting Phase
Apart from the following exceptions, all the normal rules governing shooting in Warhammer apply. During
your force’s Shooting Phase, each of your warriors may shoot once with one of his weapons or toss a
grenade. This means that he can fire a bow, shoot with a crossbow, or hurl a throwing knife, for example.
Work through the models one at a time. Pick which warrior is going to shoot, nominate his target, work out
whether he hits the enemy, and if he does, work out any wounds or injuries that are caused. Then
continue with the next shooter. You can take shots in any order you wish. Be sure to remember or note
down which models have already shot. If you want to speed things up and fire similarly armed models in
groups, that's perfectly acceptable!

Who Can Shoot


Each model can shoot once during the Shooting Phase, so long as the model can see a target and has a
suitable weapon to shoot with. Mounted models have a 180º arc of sight and models on foot have a 360º
arc of sight.

The model may not fire in the following circumstances: if it is engaged in close combat, has run or failed a
charge in the Movement Phase, has rallied this turn, or is stunned or knocked down.

To shoot at a target, a model must be able to see it, and the only way to check this is to stoop over the
tabletop for a model’s eye view. Models can see all around themselves (unless they are mounted), and
they may be turned freely to face in any direction before firing. Note that turning on the spot does not
count as moving.

Closest Target
Your model must shoot at the closest enemy because he represents the most immediate threat and
therefore the most obvious target. However, he may shoot at a more distant target if it is easier to hit or if
closer models are stunned or knocked down (see below).

For example, a closer target may be hard to hit because it is in cover, while a more distant target might be
in the open and therefore an easier shot.

Your model can shoot at models that are fleeing, knocked down, or stunned, but he can choose to ignore
them, because they do not represent an immediate threat. It is better to shoot the closest standing enemy
model instead.

Shooting Modifiers
Ignore the -1 penalty to hit for shooting at single targets and the -1 penalty for moving and shooting. The
other modifiers on p. 62 of the Warhammer rulebook apply though!

Shooting from an Elevated Position


A model situated in an elevated position (i.e., anything that is more than 2" above the table surface, such
as an upper floor of a building) may freely pick any target he can see and shoot at it. The exception to this
rule is that if there are enemies in the same building and in line of sight of the shooter, he must shoot at
these, as they present a more immediate threat.

Shooting into Combat


Though risky, it is allowed. Simply randomly determine who you have struck after rolling to hit. The
chances of getting blasted are even for all participants!

>>>>>>>> CLOSE COMBAT <<<<<<<<

Close Combat
Apart from the following exceptions, close combat is resolved per the rules in the Warhammer rulebook.

Combat Resolution and Overruns


Neither of these rules are used.

Who Can Fight?


Enemy models whose bases are touching are engaged in close combat. This can only happen once a
warrior has charged his enemy, as models are otherwise not allowed to move into contact.

All close quarter fighting is worked out in the Close Combat Phase. Regardless of whose turn it is, all
models in close combat will fight. A warrior can fight against enemies to his side, front, or rear. In reality,
the fighters are constantly moving, dodging, and weaving as they struggle to kill their adversaries.

Models fighting in close combat do not shoot in the Shooting phase. They are far too busy fighting for
their lives. Any very close range shots they are able to make with pistols are treated like close combat
weapon attacks (see the Weapons & Armor section).

Which Models Fight?


A model can fight if its base is touching the base of an enemy model, this includes "corner to corner"
fighting. Even models attacked from the side or rear can fight normally.

If a warrior is touching more than one enemy, he can choose which to attack. If he has more than 1
Attack, the player can divide them in any way he wishes but must make his attack distribution clear before
rolling to hit.

Hitting the Enemy


To determine whether hits are scored, roll a D6 for each model fighting. If a model has more than 1
Attack, roll a D6 for each Attack.

The dice roll needed to score a hit on your enemy depends upon the Weapon Skills of the attacker and
the foe. Compare the Weapon Skill of the attacker with that of his opponent and consult the To Hit chart
on p. 69 of the Warhammer rulebook to find the minimum D6 score needed to hit.

Fighting with Two Weapons


Some warriors carry two weapons in order to batter opponents into submission! A model armed with two
hand weapons gets +1 Attack as normal. If the warrior is armed with two close combat weapons that have
different strengths or effects, things need to be worked out differently, though he still gets the bonus
attack. The model will make a single attack with whichever weapon he chooses, and all other attacks will
be made with the remaining weapon. Roll to hit and wound with each weapon separately.

Critical Hits
If you roll a 6 when rolling to wound (only in close combat and shooting) you will cause a critical hit, which
counts as 2 hits instead of one. In addition, if the attacker normally needs 6’s to wound his target, he
cannot cause a critical hit. His opponent is simply too tough to suffer a serious injury at the hands of such
a puny creature!

>>>>>>>> WOUNDS AND INJURIES <<<<<<<<

Injuries
Most warriors have a Wounds characteristic of 1, but some have a value of 2 or more. If the target has
more than 1 Wound, then deduct 1 from his total each time he suffers a Wound. Make a note on his roster
sheet. So long as the model has at least 1 Wound remaining he may continue to fight.

As soon as a model’s Wounds are reduced to 0, remove it from play. Unless that model is your
Champion, a Sorcerer of Chaos, or a Chosen Chaos Warrior/Knight. These warriors are made of stronger
stuff than the masses and are under the protection of the Gods themselves. You must instead roll to
determine the extent of their injuries once they reach 0 Wounds.

The player who inflicted the Wound rolls a D6 and consults the injury chart below for the Wound that
reduced the model to 0 Wounds and for every Wound the model receives after that. If a model suffers
several Wounds in 1 turn, roll once for each of them and apply the highest result.

1-2 Knocked down: The force of the blow knocks the warrior down. Place the model face up to show that
he has been knocked down.

3-4 Stunned: The target falls to the ground where he lies wounded and barely conscious. Turn the model
face down to show that he has been stunned.

5-6 Out of Action: The target has been badly hurt and falls to the ground unconscious. He takes no
further part in the game and is immediately removed from the battle.

Knocked down
A warrior who has been knocked down falls to the ground either because of a jarring blow, because he
has slipped, or because he has thrown himself to the ground to avoid injury. Turn the model face up to
show that he has been knocked down.

Knocked down models may crawl 2" during the Movement Phase, but may not fight in close combat,
shoot, or cast spells.

If he is in base-to-base contact with an enemy, a knocked down model can crawl 2" away only if the
enemy is engaged in close combat with another opponent. Otherwise, he has to stay where he is. In
combat, he cannot strike back, and the enemy will have a good chance of putting him out of action.

A warrior who has been knocked down may stand up at the start of his next turn. In that turn he may
move at half rate, shoot, and cast spells, though he cannot charge or run. If he is engaged in close
combat, he may not move away and will automatically strike last, irrespective of weapons or Initiative.
After this turn, the fighter moves and fights normally, even though he has no Wounds left. If the model
takes any further Wounds, then roll for injury once more, exactly as if the model had just sustained its last
Wound.

Stunned
When a warrior is stunned, he is either badly injured or temporarily knocked out. Turn the model face
down to show that he has been stunned. A fighter who is stunned may do nothing at all. The player may
turn the model face up in his next Recovery Phase, and the warrior is then treated as knocked down.

Out of Action
A warrior who is out of action is also out of the game. Remove the model from the tabletop. It’s impossible
to tell at this point whether the warrior is alive or dead, but for game purposes, it makes no difference to
the result of the game.

Injuring Mounted Models


When a mounted model that is subject to the Injury rules above (like your Champion) takes a Wound, it
must pass a Leadership test to see if it can control the mount. If the test is failed, the rider is thrown and
the mount no longer takes part in the game. There is no Injury roll for the mount or rider, it is simply
replaced with a dismounted version of the model, or suitable marker to remind you of this fact. If this is the
model's last Wound, then the mount is lost automatically.

Attacking Stunned and Downed Warriors


If an enemy is fighting a warrior who is knocked down, he may attack him to put him out of his misery. All
attacks against a warrior knocked down hit automatically. If any of the attacks wound the knocked down
model and he fails his armor save, he is automatically taken out of action.

A stunned warrior is at the mercy of his enemies. A stunned model is automatically taken out of action if
an enemy can attack him in hand-to-hand combat.

Note that a model with multiple attacks may not stun/knockdown and then automatically take a warrior out
of action during the same Close Combat Phase. The only way you can achieve this is to have more than
one of you models attacking the same enemy. So if the enemy is stunned/knocked down by the first
warrior, he can be hit and put out of action by the next warrior to attack.

If your model is engaged in close combat with an enemy who is still standing, he cannot attack any other
models that are stunned or knocked down, since in reality they will not pose an immediate threat and their
companions will try to protect them.

Killing Blow
This takes precedence over critical hits and will take the victim out of action. Don't roll on the Injury Table,
just take the headless corpse off of the battlefield!

Poison Attacks
On a to hit roll of 6, a Poisoned Attack will automatically wound an opponent. You may still roll a D6 just to
see if a Critical Hit is caused, as the attack may cause 2 Wounds.

>>>>>>>> PSYCHOLOGY <<<<<<<<

Psychology rules for Fear, Terror, Frenzy, and Stupidity are as per the Warhammer rules along with
these stipulations and additions.

Overrun and Combat Resolution


These rules are not used. Ignore them!

Panic Tests
Champion Down. If your Champion is taken out of action (not knocked down or stunned), all friendly
models within 6" must pass a Panic test at the end of the current Close Combat Phase. Any models that
fail immediately Flee. If they were in close combat, then they will break from combat as normal.

Buddy Panic. If a model is within 4" of a Fleeing friendly model at the start of your turn, take a Panic test.
Champions, Sorcerers of Chaos, and Chosen Chaos Warriors/Knights are immune to this stipulation.

All Alone. If your warrior is fighting alone against two or more opponents, and there are no friendly
models within 6" (knocked down, stunned, or fleeing friends do not count), he must make a Panic test at
the end of his Close Combat Phase. If the score is greater than his Leadership, the warrior breaks from
combat and Flees. Each one of his opponents may make one automatic hit against him as he turns to
run. If the model survives, he then Flees.

Fleeing
If a model is forced to Flee, it runs 2D6" toward the nearest table edge and avoids any enemies along the
way by never moving within 2" of an enemy model. If there is no possible route for escape (when there is
no gap between surrounding enemies large enough) then the model is removed from play as it is beaten
down. If the model reaches the table edge before he has managed to recover his nerves, he is removed
from combat. He may not be injured in any fashion, but the model is effectively removed from combat.

At the start of each of his turns, the warrior must take another Leadership test to see if he continues to
Flee. If he passes, he stops but can do nothing else during his own turn except cast spells or shoot.

If a warrior is charged while he is fleeing, the charger is moved into base contact as normal, but the
fleeing warrior will then run a further 2D6" towards the nearest table edge, before any blows can be
struck. If a model flees off the table, it counts as out of action for purposes of calculating when to take rout
tests.

Breaking from Combat


A warrior who panics while fighting in close combat will break off and make a run for it. When a fighter
breaks from combat, he simply turns and runs. If his move is up to 6", then move him 2D6" away from the
combat. If his move is over 6", then move him 3D6" away from the combat.

His opponents automatically hit the warrior as he breaks, each inflicting 1 hit, which is worked out
immediately.

Note that warriors cannot choose to leave a fight voluntarily.

Leaders
Determine a leader for your force before play begins. This will be the model with the highest Leadership
value. A warrior within 6" of the leader may use his leader’s Leadership value when taking Leadership
tests. This represents the leader’s ability to encourage his warriors and push them beyond normal limits.

A leader cannot confer this bonus if he is knocked down, stunned, or fleeing himself. The sight of your
leader running for cover is obviously far from encouraging!

If the force’s leader is out of action or stunned, then the player may not use his Leadership to take Rout
Tests. Instead, use the highest Leadership characteristic among any remaining fighters who are not
stunned or out of action.

The Rout Test


A player must make a Rout test at the start of each of his turns if a quarter (25%) or more of his force is
out of action. For example, in a force that has 12 warriors, a test is needed if three or more are out of
action. Even forces that are normally Immune to Psychology must make Rout tests.

To take a Rout test, roll 2D6. If the score is equal to or less than the force leader’s Leadership value, the
player has passed the test and may continue to fight.

If the Rout test is failed, the force automatically loses the fight. The game ends immediately and surviving
warriors retreat from the area. Otherwise, the game continues.

Once a warband has taken 50% casualties, they can Voluntarily Rout at the start of any of their turns
without rolling a single die.

Any models in close combat may suffer the consequences of "Breaking from Combat" when they Rout.
There will be no safe retreats! Just Roll a D6 for each routing model in close combat. If you roll a 1-3, then
the model has not escaped and suffers the consequences of "Breaking from Combat ".

>>>>>>>> FORMING THE WARBAND <<<<<<<<

Favor Points
Favor Points represent how much attention your Aspiring Champion is attracting from the Gods of Chaos.
The more battles he fights and mighty deeds that he and his warband perform, the more attention he will
attract. This correlates in game terms in two ways. First, Favor Points can be used to “buy” new followers.
They are not so much mercenaries receiving payment from your Aspiring Champion but are the followers
that are becoming attracted to the Champion’s warband as his fame spreads. The second way that Favor
Points are represented is to reflect the number of gifts that the Gods may grant the Champion.

In the next section, we will explain how to gain additional Favor Points. You begin the game with 35 Favor
Points with which to attract followers.

Step One: Your Champion


Every Warband is led by an Aspiring Champion of Chaos. The is character is free and starts with the
following profile:

M - 4 / WS - 4 / BS - 4 / S - 4 / T - 4 / W - 2 / I - 4 / A - 2 / Ld - 9

Equipment: Power Armor, Bolter (6 rounds), Chain Weapon, 2 Frag Grenades.


Options: You can purchase a mount for your Champion at any time for 4 Favor Points.
Advancement: Champions start out with one roll on the Champion Advancement Table for free.

Step Two: Choose Your God


Choose which Chaos god the Champion will follow: he can choose to worship Khorne, Tzeentch, Nurgle,
or Slaanesh. Alternatively, he may choose to worship all the Gods equally and is said to follow Chaos
Undivided. Before any game, a Champion of Chaos Undivided may choose to align himself with one of
the four Greater Powers, or a Champion who is already worshipping a single God may choose to worship
Chaos Undivided. Champions may only ever make one such transition, however (this could incite the
rage of the God they follow, which is not a wise thing to do!)

Step Three: Forming the Warband


There are two tables of followers. The first table consists of the more common Chaos followers, the
second more rare and more dangerous creatures. It costs 1 Favor Point to roll on the first table and 2 for
the second. Remember to keep a tally of how much Favor you have spent. The dice roll determines what
creatures/followers have approached your Champion and become available. If you choose, you can then
spend the Favor Points necessary to recruit the follower/s as listed in the Favor Points per model column.
On the other hand, if you cannot afford or do not wish to recruit the follower/s that you have rolled, you do
not have to.

For example, if you roll a 6 (Marauders) and then roll a 3 (resulting in 3 Marauders) you may choose to
recruit none, 1, 2, or 3 of them as you like. If you choose not to recruit any, those Favor Points that were
spent to roll on the table are lost, however, and you must spend more points if you wish to roll again on
the table.

In addition, you may alter the number you roll on the dice by one in exchange for a further Favor Point.
For example, if you rolled a 11, resulting in Beastmen, you could spend 2 further Favor Points to alter the
dice number to 9 so that you could “purchase” a Chaos Warrior. In this way, you could spend your points
on recruiting anyone you come across, or spend extra points to choose who you really want.

Followers of Chaos Table 1


Pay 1 Favor Point to roll 2D6 on this table. Stats and rules for these creatures can be found here if there
is some special rule in effect or in the Hordes of Chaos Army book. Note that the Favor Points indicated is
the cost per model. So if you want 3 Chaos Warriors, it's gonna cost you 9 Favor Points. Also note that
only one roll for equipment is made and all the warriors are armed with the same weapon. For example, if
you recruit four Marauders on one roll, then only one roll on the Equipment Table is made.

2D6 roll: 2 Follower: Mutants Number: D6 Favor Points: 1 Equipment: Natural Armor and Mutations

2D6 roll: 3 Follower: Mounted Marauders Number: D3 Favor Points: 3 Equipment: Mount, Light
Armor, Hand Weapon, +1 roll on Equipment Table 1.

2D6 roll: 4-5 Follower: Chaos Beasts Number: D6 Favor Points: 1 Equipment: Teeth, Claws,
Tentacles, etc...

2D6 roll: 6-7 Follower: Marauders Number: D6 Favor Points: 1 Equipment: Light Armor, Hand
Weapon, +1 roll on Equipment Table 1.

2D6 roll: 8-9 Follower: Gors Further D6 Roll:1-5 Standard Gors - 6 Blessed Bestigor Number: Gor -
D6, Blessed Bestigor - D3 Favor Points: Gor - 1, Blessed Bestigor - 2 Equipment: Gor - Hand Weapon,
+1 roll on Equipment Table 1. Blessed Bestigor - Hand Weapon, Heavy Armor, +1 roll on Equipment Table
1.

2D6 roll: 10 Follower: Chaos Warriors Number: D3 Favor Points: 3 Equipment: Heavy Armor, Hand
Weapon, +1 roll on Equipment Table 3.

2D6 roll: 11 Follower: Blessed Mutants Further D6 Roll:1 Bloated or Rotted - 2 Enraged or Multilimbed -
3 Hypnotic or Brightly Colored - 4 Winged or Floating - 5-6 Spitting or Vomiting Number: D3 Favor
Points: 2 Equipment: Natural Armor and Mutations

2D6 roll: 12 Make an immediate roll on Followers of Chaos Table 2!

Followers of Chaos Table 2


Pay 2 Favor Points to roll 2D6 on this table. Stats and rules for these creatures can be found here if there
is some special rule in effect or in the Hordes of Chaos Army book. Note that only one roll for equipment
is made and all the warriors are armed with the same weapon. For example, if you recruit four Marauders
on one roll, then only one roll on the Equipment Table is made.

2D6 roll: 2 Follower: Chaos Sorcerer Number: 1 Favor Points: 8 Equipment: Chaos Armor, Hand
Weapon, Level 1 Wizard, +1 roll on Equipment Table 3.

2D6 roll: 3 Follower: Minotaur Number: 1 Favor Points: 6 Equipment: Light armor, Hand Weapon, +1
roll on Equipment Table 2.

2D6 roll: 4-5 Follower: Chaos Daemon Number: D3 Favor Points: 3 Equipment: Daemon is of your
patron God or a Fury if the Champion is Undivided.

2D6 roll: 6 Follower: Chosen of Chaos Number: 1 Favor Points: 7 Equipment: Chaos Armor, Hand
Weapon, +1 roll on Equipment Table 4.

2D6 roll: 7 Follower: Chaos Knight Number: 1 Favor Points: 4 Equipment: Barded Mount, Heavy
Armor, Shield, Hand Weapon, +1 roll on Equipment Table 4.

2D6 roll: 8-9 Follower: Big Mutant Number: 1 Favor Points: 6 Equipment: Natural Armor, Hand
Weapon, +1 roll on Equipment Table 5.

2D6 roll: 10 Follower: Chaos Troll Number: 1 Favor Points: 6 Equipment: Hand Weapon, +1 roll on
Equipment Table 2.

2D6 roll: 11 Follower: Chosen Knight Number: 1 Favor Points: 8 Equipment: Barded Mount, Chaos
Armor, Shield, Hand Weapon, +2 rolls on Equipment Table 4 - then choose one of the items rolled.

2D6 roll: 12 Follower: Chaos Spawn Further D6 Roll:1-4 Marked as your God - 5 Living Weapon - 6
Living Cannon Number: 1 Favor Points: Spawn: 11 Living Weapon: 7 Living Cannon: 10 Equipment:
Nothing. Special: Lots, see entries!

Equipment Tables
Most followers attracted to a warband, as well as the Champion, will bring along some of their own
equipment. The equipment that they start with and gain cannot be swapped - they will not give up their
equipment and will always keep their starting equipment, though they can be given additional items as the
warband progresses. If you do wish to gain additional equipment for individual models, you can ONLY roll
on the table that the model originally rolled from! You may use Favor Points to modify the rolls and get the
equipment you really want.

Equipment Table 1
(Additional rolls on this table can be “purchased” for individual models for 1 Favor Point; reroll if “Nothing”
is rolled.)
D6 roll: 1 - Nothing
D6 roll: 2 - Great Weapon
D6 roll: 3 - Shield
D6 roll: 4 - Additional Hand weapon
D6 roll: 5 - Flail
D6 roll: 6 - Blunderbuss

Equipment Table 2
(Additional rolls on this table can be “purchased” for individual models for 1 Favor Point; reroll if “Nothing”
is rolled.)
D6 roll: 1 - Nothing
D6 roll: 2-3 - Additional Hand Weapon
D6 roll: 4-5 - Great Weapon
D6 roll: 6 - Chain Weapon (reroll for Trolls)

Equipment Table 3
(Additional rolls on this table can be “purchased” for individual models for 3 Favor Points.)
D6 roll: 1 - Firearm
D6 roll: 2 - Chain Weapon
D6 roll: 3 - Shield (reroll for Chaos Knights)
D6 roll: 4 - Great Weapon
D6 roll: 5 - Additional Hand Weapon
D6 roll: 6 - Refractor Field

Equipment Table 4
(Additional rolls on this table can be “purchased” for individual models for 6 Favor Points.)
D6 roll: 1 - Power Weapon
D6 roll: 2 - Chain Weapon
D6 roll: 3 - Firearms
D6 roll: 4 - Bolter
D6 roll: 5 - Refractor Field
D6 roll: 6 - Plasma Pistol

Equipment Table 5
(Additional rolls on this table can be “purchased” for individual models for 6 Favor Points.)
D6 roll: 1 - Missile Launcher
D6 roll: 2 - Heavy Stubber
D6 roll: 3-4 - Chain Weapon x2
D6 roll: 5 - Firearm
D6 roll: 6 - Evicerator

Organizing Your Warband


Models in the warband should be placed on 25-mm round bases. Use 50-mm round bases for Big
Mutants, Trolls, Minotaurs, Chaos Beasts, Mounted Models, and all Spawn types. Since this is a Skirmish
game, models do not need to form up into units and instead may split up and move wherever they want.

>>>>>>>> CHAOTIC PROFILES <<<<<<<<

Here, you'll find all sorts of strange beasties and special rules needed to play Lost and the Damned.
Every other basic troop type needed, like Chaos Marauders, can be found in the Hordes of Chaos Army
book.

Creatures
Mount
Mounts come in a myriad of forms: horses, floating horrors, slithering slugs, jet bikes, hover platforms,
etc. Use your imagination! Remember that mounts with barding have their Movement characteristic
reduced by 1.
M - 8 / WS - 3 / BS - 0 / S - 4 / T - 3 / W - 1 / I - 3 / A - 1 / Ld - 5

Daemonic Mount
Daemonic Mounts are true horrors. Most are huge and heavily mutated by the powers of Chaos.
Technological type mounts become possessed or even half organic! Remember that Daemonic Mounts
with barding have their Movement characteristic reduced by 1.

M - 8 / WS - 4 / BS - 0 / S - 5 / T - 5 / W - 1 / I - 3 / A - 2 / Ld - 5

Special: Daemonic Mounts can be used as individual models instead of mounts if you wish and are
treated as individual models in all respects. The creature must attempt to remain with 6" of its master at
all times. If it ends a Close Combat Phase further than 6" from its master or the master is slain, take
Leadership tests as per the All Alone rules. These creatures have a Daemonic Aura save of 5+.

Mutant
The dregs of Daemon Worlds, these creatures have rudimentary intelligence and come in all shapes and
sizes. They worship Aspiring Champions and tend to die for whatever twisted cause their leaders pursue.
M - 4 / WS - 3 / BS - 2 / S - 3 / T - 3 / W - 1 / I - 3 / A - 2 / Ld - 7

Special: These creatures can never be given further weaponry. Their natural armor gives them an armor
save of 5+.

Blessed Mutant
These mutants have outstanding abilities that make them much sought after by Champions. Their
hideous and multiple mutations often lend an edge that can turn a battle.
M - 4 / WS - 3 / BS - 2 / S - 3 / T - 3 / W - 1 / I - 3 / A - 2 / Ld - 7

Special: These creatures can never be given further weaponry. Their natural armor gives them an armor
save of 5+. These creatures also have strange abilities as follows:

Bloated or Rotted: armor save increased to 4+


Enraged or Multilimbed: +1 Strength
Hypnotic or Brightly Colored: -1 to hit (shooting and close combat)
Winged or Floating: Movement increased to 8"
Spitting or Vomiting: Counts as having Firearms

Big Mutant
Massive in stature and strength, these creatures are the only ones sturdy enough to utilize some of the
heavier weapons the Gods decide to gift a Champion with. Some look like large humanoids, while others
are twisted forms barely thought capable of sentience.
M - 4 / WS - 3 / BS - 2 / S - 4 / T - 4 / W - 3 / I - 3 / A - 2 / Ld - 7

Special: Natural armor gives Big Mutants an armor save of 5+.

Beastman Gor
Part man, part whatever (fish, cow, spider, bat, bull, wolf...), Beastmen are savage fighters with little else
on their mind but murder.
M - 5 / WS - 4 / BS - 3 / S - 3 / T - 4 / W - 1 / I - 3 / A - 1 / Ld - 6

Blessed Bestigor
Stronger than Beastmen and marked by the Gods themselves, these creatures are a true embodiment of
Chaos.
M - 5 / WS - 4 / BS - 3 / S - 4 / T - 4 / W - 1 / I - 3 / A - 1 / Ld - 7

Special: If you rolled a further 6 for your Gors during recruitment, then they receive the mark of their God
and become Blessed Bestigor - either Khorngor (Khorne), Pestigor (Nurgle), Tzaangor (Tzeentch),
Slaangor (Slaanesh), or Bestigor (Undivided). They have the appropriate Mark of Chaos as described on
p. 47 of the Hordes of Chaos Army book.

Chaos Beasts
Chaos Beasts, like most creatures of Chaos, come in all forms of horror. Be they vicious dog creatures,
pools of slime, or rolling masses of tentacles, all misshapen beasts fall into this category.
M - 7 / WS - 4 / BS - 0 / S - 3 / T - 3 / W - 1 / I - 3 / A - 1 / Ld - 5

Special: These creatures suffer from Feral Urges and are difficult to control. If there are no friendly Chaos
models within 6" of a Chaos Beast at the start of a turn and the Beast is not in close combat, things could
go awry as it reverts to instinctive behavior. Unless the creature passes a Leadership test before moving,
it'll simply run off towards the nearest VISIBLE (not absolute nearest) enemy. The beast will charge if able
to do so, otherwise it'll run its maximum distance towards the model. If already in combat, then the beast
is perfectly happy to chew on whatever is in front of it, so no test is needed.

Minotaurs
Rippling muscle, animal cunning, sharpened horns, and speed make Minotaurs quite desirable to a
Champion looking to settle a score.
M - 6 / WS - 4 / BS - 3 / S - 4 / T - 4 / W - 3 / I - 4 / A - 3 / Ld - 8

Special: Cause Fear. Suffers from Blood Greed: At the end of a Close Combat Phase in which a
Minotaur takes a model out of action and is no longer in base contact with an enemy model, take a
Leadership test. If passed, nothing happens. If failed, the Minotaur goes berserk and continues to gore
the hapless victim(s). All friendly models of the victim within 3" must pass a Panic Test or immediately
Flee. If a model is in close combat, then it Breaks from Combat as normal.

An Minotaur affected by Blood Greed must test again during its next Movement Phase to see if it has
overcome the Blood Greed. If it fails again, then the creature may not move this turn as it continues to
feast. Models within 3" do not need to take another Panic test. Keep testing each turn until the Minotaur
passes or else it'll just sit there and eat! If someone is stupid enough to charge a Minotaur while it is
affected by Blood Greed, then he will face an enraged Minotaur that now has 6 Attacks (instead of 3) and
strikes first (even if it is wielding a great weapon!).

Chaos Troll
These mutated creatures are dumb as a rock a times but strong. Once you get them going in the right
direction, there’s little you can do to stop them, as any damage they may take seems to repair itself
almost immediately!
M - 6 / WS - 3 / BS - 1 / S - 5 / T - 4 / W - 3 / I - 1 / A - 4 / Ld - 4

Special: Cause Fear. Regeneration. Suffers from Stupidity. Troll Vomit: Instead of attacking normally, a
Troll may instead vomit on its foes - work out a single S5 hit with no Armor or Field saves.
Living Weapon
These dangerous Spawn constantly ripple with barely contained energies. When unleashed at the enemy,
their value to a Champion is obvious!
M - 4 / WS - 1 / BS - 0 / S - 2 / T - 5 / W - 3 / I - 1 / A - 1 / Ld - 10

Special: Immune to Psychology. Causes Fear. This creature acts as a projectile-firing horror. A single
model must be in base contact with the creature in order to move or fire the Living Weapon, because it is
insanely stupid and mindless. If there are no models in base contact with it at the start of a turn, it just sits
there and does nothing!

The result of each shot is always random. Each time you wish to fire the Living Weapon roll a D6 and
consult the chart below to determine the range and or type of projectile, then roll an Artillery die to
determine the Strength of the blast/cloud/stream/flame. If a Misfire is rolled on the Artillery die, then
nothing is fired, and it can't be fired next turn.

D6 roll: 1: Flame Template - 2: 6" standard shot - 3-4: 12" standard shot - 5: 24" standard shot - 6: 18"
Small Blast – Scatters.

Living Cannon
Much like the Living Weapon, the Living Cannon crackles and pulses with energy. Though it may take a
bit longer to coax these Spawn into vomiting their power forth, the resulting explosion is massive!
M - 2 / WS - 1 / BS - 0 / S - 2 / T - 5 / W - 3 / I - 1 / A - 1 / Ld - 10

Special: Immune to Psychology. Causes Fear. This creature acts as a projectile-firing horror. A single
model must be in base contact with the creature in order to move or fire the Living Cannon, because it is
insanely stupid and mindless. If there are no models in base contact with it at the start of a turn, it just sits
there and does nothing!

Living Cannon: RNG: 36" - S: 8 - SV: -3 SPECIAL: Large Blast - Always Scatters – Slow.

If a Misfire is rolled on the Artillery die, then nothing is fired as normal.

Some Notes on Creature Special Abilities

Regeneration
If able to, you may regenerate all Wounds from shooting and close combat except for Plasma, Melta, and
Power Weapon damage.

Daemonic Aura and Daemonic Instability


As you are in the Eye of Terror, Daemons do not suffer from Instability in any way. Daemonic Aura saves
are invulnerable and may be taken against Chain Weapons and Bolters, etc. because they aren't magic! A
Daemon Weapon, other Daemons, and Magic Spells will negate the aura though.

>>>>>>>> EQUIPMENT <<<<<<<<

Abbreviations

RNG: Maximum range a weapon may fire in inches.


S: Strength of the weapon.
SV: Armor Save Modifier. Subtract or add this number from the target's armor save.

Ranged Weapons
Blunderbuss: RNG: 6" - S: 3 - SV: +1 SPECIAL: One Shot - Blunderbuss Template

Firearm (shotgun, lasgun, automatic pistol etc.): RNG: 18" - S: 3 - SV: 0 SPECIAL: None

Bolter: RNG: 24" - S: 5 - SV: -4 SPECIAL: Rapid Fire - Improved Crit (5,6) - Limited Ammo

Bolt Pistol: RNG: 12" - S: 5 - SV: -4 SPECIAL: Pistol - Improved Crit (5,6) - Limited Ammo

Plasma Pistol: RNG: 12" - S: 7 - SV: -5 SPECIAL: Pistol - Improved Crit (4,5,6) - Gets Hot!

Meltagun: RNG: 12" - S: 8 - SV: -6 SPECIAL: Improved Crit (3,4,5,6)

Heavy Stubber: RNG: 36" - S: 4 - SV: -1 SPECIAL: Multiple Shot x3

Missile Launcher: Frag Missile RNG: 48" - S: 4 - SV: -1 SPECIAL: Small Blast - Scatters - Limited Ammo
Missile Launcher: Krak Missile RNG: 48" - S: 8 - SV: -6 SPECIAL: Improved Crit (3,4,5,6) - Limited
Ammo

Living Cannon: RNG: 36" - S: 8 - SV: -3 SPECIAL: Large Blast - Always Scatters - Slow

Living Weapon: RNG: varies - S: varies - SV: varies SPECIAL: See description

Ranged Weapon Special Rules

One Shot: Just that. Can only be fired once per game!

Blunderbuss Template: Draw a straight 6" line from the firer. Anything within 1/2" of this line is struck by
the shot. If the line crosses a close combat, then all involved are struck.

Rapid Fire: If the firer does not move that turn, two shots may be taken at targets within 12". Anything
over 12" can still be targeted but only fired at once.

Limited Ammo: These weapons start each game with a random amount of ammo. Bolter weapons start
with D6+1 rounds each game. Missile Launchers start with D3 Frag Missiles, and a single Krak Missile on
a D6 roll of 4+. Unspent ammo may be carried over to future games and hoarded within the following
limits.

Maximum amount of ammo for each Bolter weapon: 12 rounds.


Maximum amount of ammo for each Missile Launcher: 3 Frag Missiles, 1 Krak Missile.

These maximums may not be exceeded! So if you saved up 12 bolter rounds, don't bother rolling at the
start of the next game because you're maxed out already!

Improved Crit: Critical Hits are caused on the rolls indicated, as opposed to rolls of 6 only.

Pistol: May be used in close combat.

Gets Hot! On a to hit roll of 1, the weapon malfunctions. Work out damage against the firer instead of the
target. May not be used any further during the current game.

Multiple Shot x3: May fire up to three times. Each shot after the first suffers -1 to hit. So the first shot has
no modifier, but the second and third shots are made at -1.

Small/Large Blast: Use the small/large blast template. Any models even partially covered by the template
are hit.
Scatters: If this type of weapon misses the target to hit roll, then the weapon still has some effect...just not
where you intended! Roll the artillery and scatter dice. Move the template in the direction indicated by the
scatter die (the HIT face has a small arrow in the "I") and a distance equal to the number on the artillery
die. If a Misfire is rolled, then the shot has absolutely no effect, unless otherwise noted.

Always Scatters: Don't even bother rolling to hit, this weapon will always scatter.

Slow: May only fire every other turn.

Close Combat Weapons

Chain Weapon: S: As user +1 SV: As User -3 SPECIAL: Improved Crit (5,6)

Power Weapon: S: As user +2 SV: None SPECIAL: Power Weapon, Improved Crit (4,5,6)

Evicerator: S: As User +1 SV: As User -3 SPECIAL: 2 Handed, Sweeping Attack, Improved Crit (5,6)

Hand Weapon: S: As User SV: As User SPECIAL: None, Low tech

Great Weapon: S: As User +2 SV: As User SPECIAL: Two-Handed, Strikes Last, Low tech

Flail: S: As User +2 SV: As User SPECIAL: 2 Handed, Tiring, Low tech

Close Combat Weapon Special Rules

Improved Crit: Critical Hits are caused on the rolls indicated, as opposed to rolls of 6 only.

Power Weapon: No armor saves allowed except for Refractor Fields and Daemonic Auras.

Two-Handed: Requires two hands to use. Unless the model has four or more arms, it can only wield one
in close combat!

Sweeping Attack: After all normal attacks have been resolved with the Evicerator, make an additional
single attack against ALL (friend or foe!) models within 1". This special attack occurs after ALL participants
involved in the combat have made their attacks. If two Evicerator-armed models are in the same combat,
the Sweeping Attacks occur simultaneously.

Strikes Last: Just that. You only get to attack after any opponents have made their attacks. This does not
apply when the bearer of the great weapon charges. In this case, attack first as normal.

Tiring: The strength bonus of the weapon only applies for the 1st round of combat. After that, there is no
bonus!

Low Tech: Against Power Armor and Terminator Armor, penalize any Armor Save modifier by 1. This
penalty will stack with the bonuses already built into the armor. Face it, these weapons just aren't tough
enough to penetrate this type of technology!

Armor

All Armor is as found in the Warhammer rulebook except for the following.

Refractor Field: Offers a 5+ unmodifiable save. This save may be taken instead of (not in addition to) your
normal armor when it fails to protect you from some particularly nasty Armor Save Modifier.

Power Armor: Gives the wearer a 3+ Armor Save. Cannot be combined with a shield. Subtract 2 from any
Armor Save Modifier that may be applied against you. So, an enemy wielding a Great Weapon that
normally enjoys a modifier of -3, instead has a modifier of 0. (Don't forget that Low Tech weapon penalties
stack!)

Basically a -1 save becomes +1 (+2 if Low Tech), a -2 save becomes -0 (+1 if Low Tech), a -3 save
becomes -1 (0 if Low Tech) etc... Power armor can lead to a situation where the attacker has no hope of
harming the target!

Terminator Armor: Gives the wearer a 2+ Armor Save and has a Refractor Field built into it as well.
Cannot be combined with a shield. You can no longer be mounted or use a jump pack. (You can pass no-
longer-useable equipment or mounts to another Warband member if you wish.) Subtract 3 from any
Armor Save Modifier that may be applied against you. So, an enemy wielding a Great Weapon that
normally enjoys a modifier of -3, instead has a modifier of +1 making you invulnerable to such futile
attacks! (Don't forget that Low Tech weapon penalties stack!)

So you're going to need at least a -3 save modifier (-4 for Low Tech weapons) to have a chance of
harming something in Terminator armor. These things are tough!

Miscellaneous Equipment

Combi Bolter - Meltagun: May be added to any existing Bolter (Not Bolt Pistol!). The bearer may fire the
bolter as a Meltagun once per game instead of firing a standard Bolter round. This shot may not be used
as part of a Rapid Fire action.

D6+1 Frag Grenades: RNG: Strength x2 in inches - S: 4 - SV: -1 SPECIAL: Small Blast - Scatters

Spare Bolt Weapon Clip: A magazine of 12 Bolter rounds. These may be used at any point, just be sure to
keep track of them as they are spent. Your maximum ammo count for Bolter rounds now rises to 24
(because you have two clips!)

Warp Rift Device: This is a one use item. You use it once and then it’s gone! At the start of any of your
turns, D6 Daemons of your God materialize within 1" of the bearer. These Daemons remain in play and
are controlled normally for the rest of the current game before returning to the Warp.

Targeter: Attach this item to any one weapon, and it gains a +1 to hit from here on out. Cannot be moved
once attached to a weapon.

Jump Pack: May not be used by mounted models or models in Terminator Armor. Move up to 24" in any
direction over anything. Roll the artillery die and scatter die after moving. Move the jump-pack-equipped
model in the direction indicated by the scatter die and a distance in inches equal to the number on the
artillery die. If a HIT is ever rolled on the Scatter Die, then the model lands where you wanted it to.

If a Misfire is rolled, then the pack burns out after this jump is made and is useless for the rest of the
game. Roll the Artillery Die again and move the model twice the number indicated in the direction of the
Scatter Die, unless a HIT was rolled. If Misfire comes again on this second roll, then the model rockets
into the sky and is effectively removed from the game as if it were a casualty and is subject to any injury
rolls.

If the model moves off the table, it is removed from play but not injured. If a model lands on impassable
terrain, count it as falling from a height of 12".

After figuring out where the model ends up, it can then make a normal move. This move can be made to
engage an enemy close combat if you wish, in which case, you gain an additional attack! You may also
move and then fire a weapon.
>>>>>>>> ADVANCING YOUR WARBAND <<<<<<<<

In this section of Lost and the Damned, you will find the rules for advancing your Chaos warband. By
fighting battles and achieving specific objectives therein, you will accumulate additional Favor Points. You
can spend these points as you did when you first created your warband to gain additional followers and
equipment. In addition, for every 6 Favor Points you gain, your Champion will advance. His basic
characteristics may increase or he main gain special abilities, acquire new items or become marked by
the Gods with special mutations. Let's get started with accumulating Favor Points.

Gaining Favor Points


By fighting more enemies and winning battles, Champions of Chaos attract more attention from their
Gods. The more attention that they gain from the Gods, the more blessings they receive and the more
followers will flock to them. These Favor Points can be used to recruit more followers just like when the
warband was created in the first place. Just pay the points for the initial roll on the table, roll on the
appropriate chart, and pay the points to pick up new critters and warriors that'll fight for your cause.

After a game, just check the charts below that are appropriate to your Champion's alignment and see how
many Favor Points you rack up!

Basic Favor Table


Playing a battle: 2
Playing a battle against a warband with a Warband Favor Rating 10 or higher than your own: 5
Taking an enemy Champion out of action: 2
Winning a battle: 2
Winning a battle against a Warband Favor Rating 10 or higher than your own: 5
Wiping out or panicking an enemy warband (this bonus does not apply if a warband failed its Rout test): 2
Refusing a challenge: -2

Undivided Favor Table


Taking an enemy Champion out of action: 2 (+4 in total when added to the bonus above)

Nurgle Favor Table


Taking an enemy out of action that has 3 or more Wounds (not cumulative): 2
Taking a Champion of Tzeentch out of action: 2
Failing to take any enemy models out of action: -2

Slaanesh Favor Table


Passing two or more Panic tests and/or Break tests during a game and winning the battle: 2
Taking a Champion of Khorne out of action: 2
Choosing to voluntarily rout from a battle: -2

Tzeentch Favor Table


Taking an enemy out of action with magic (not cumulative!): 2
Taking a Champion of Nurgle out of action: 2
Miscasting a spell (not cumulative): -2

Khorne Favor Table


Taking a Wizard out of action (not cumulative): 2
Taking a Champion of Slaanesh out of action: 2
Refusing a challenge: -2 (-4 in total when added to the penalty above)

Champion Advancement
The more Favor that your Champion gains, the more skilled he becomes in battle and the more attention
he receives from the Gods. This attention shows itself in all manner of unpredictable ways, from
mutations and special abilities to being slowly transformed into a Daemon - or turned into a mindless
Chaos Spawn. The whims of the Gods are fickle and always unknown.

- For every 6 Favor Points earned, the Champion is entitled to roll on the Champion Advancement Table
below. This roll does not use any of your Favor Points.

- Champions start out with one roll on the Champion Advancement Table for free.

- The dice rolled on these tables may be altered by spending additional Favor Points. For each point of
Favor spent, the dice roll may be changed +1 or -1.

Champion Maximum Stats


A Champion of Chaos can never exceed the characteristics shown below. There are a few exceptions to
this rule. Worshipping a certain God gives you some bonuses (these are listed below), plus all Power
Advancements, and Mutations are exempt from this rule. If you roll up an advancement for a stat that is
already maxed out, you must spend Favor Points to change the result of the roll or gain nothing. Such is
the whim of the Gods!

M - 6 / WS - 8 / BS - 5 / S - 5 / T - 5 / W - 4 / I - 8 / A - 5 / Ld - 10

Exceptions: Champions of Slaanesh can have a max Movement of 7. Champions of Khorne can have a
max Strength of 6.
Champions of Nurgle can reach Toughness 6 and 5 Wounds. Sorry Tzeentch, you guys get enough cool
stuff, and Undivided Champions should really just make up their minds!

Champion Advancement Table


Roll 2D6 for each advancement your Champion is entitled to. Finish each roll completely (i.e., adjusting
the score with Favor Points) before moving on to the next roll.

2D6 Roll
2: Mutation, roll on General Mutation Table.
3-5: Chaos Power Advancement, roll on the appropriate Power-Specific Advancement Table.
6: Characteristic Increase - Roll a further D6. 1-3 = +1 S / 4-6 = +1 A
7: Characteristic Increase - Roll a further D6. 1-3 = +1 WS / 4-6 = +1 BS
8: Characteristic Increase - Roll a further D6. 1-3 = +1 I / 4-6 = +1 Ld
9: Characteristic Increase - Roll a further D6. 1-3 = +1 W / 4-6 = +1 T
10-11: Wargear, roll on the Tech from the Gods Table.
12: Mutation, roll on appropriate Power-Specific Mutation Table.

>>>>>>>> ADVANCEMENT TABLES <<<<<<<<

The dice rolled on all these tables may be altered by spending additional Favor Points. For each point of
Favor spent, the dice roll may be changed +1 or -1. If you get stuck with a duplicate of something you
already have (by running out of Favor Points), then tough luck!

Chaos Undivided Advancement Table

2D6 Roll
2: Turned into a Chaos Spawn!
3-4: Mutation - One random mutation (if the Champion ever has five mutations, he automatically devolves
into a Chaos Spawn; see below).
5: Soul Hunger - The model may reroll missed close combat rolls to hit in the 1st round of any combat.
6: Immediately roll on Followers of Chaos Table 1 and get whatever you rolled for free (reroll any result of
12 on the Followers Table; this roll cannot be modified by expending Favor Points).
7-8: Mark of Chaos Undivided — May reroll any failed Psychology tests. (If rolled more than once, this gift
can be passed onto any member of the warband of the player’s choice. This gift is automatically lost if the
warband chooses to worship a specific Chaos god).
9-10: Blessed with D3+2 Chaos Furies for the next game only.
11: Daemon Weapon (+1 WS, +1 S, +1 A). May be chosen for an existing weapon (like a chain sword!).
The new bonus abilities apply only when the weapon is used and may take a Champion's characteristic
over the allowed maximum.
12: Eye of the Gods - The Champion begins to be transformed into a Daemon. The first time the
Champion gets this reward, he receives a 5+ Daemonic ward save. The second time the Champion gets
it, he causes Fear. The third time, he gains +1 Wounds and +1 Attack. (this can take the Champion over
the allowed maximum). The fourth time, he becomes a Daemon completely and sprouts wings, causes
Terror, and becomes Immune to Psychology.

Nurgle Advancement Table

2D6 Roll
2: Turned into a Chaos Spawn!
3-4: Mutation - One random mutation (if the Champion ever has five mutations, he automatically devolves
into a Chaos Spawn; see below).
5: Cloud of Flies - Any enemy in base-to-base contact suffers a -1 modifier on its rolls to hit in close
combat.
6: Mark of Nurgle - The model gains an extra Wound and is immune to poison. If rolled again, the model
will cause Fear.
7: Blessing of Nurgle - All attacks made by the character are Poisoned Attacks, and the model itself is
immune to poison. (If rolled more than once, this gift can be passed onto another member of the
warband.)
8: Mark of Nurgle - The model gains an extra Wound and is immune to poison. If rolled again, the model
will cause Fear.
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 than a 3+, i.e., if a model has Strength 6, it will still only wound the model with
Bloated Foulness on a 3+ rather than a 2+.
12: Eye of the Gods - The Champion begins to be transformed into a Daemon. The first time the
Champion gets this reward, he receives a 5+ Daemonic ward save. The second time the Champion gets
it, he causes Fear. The third time, he gains +1 Wounds and +1 Attack. (this can take the Champion over
the allowed maximum). The fourth time, he becomes a Daemon completely and sprouts wings, causes
Terror, and becomes Immune to Psychology.

Slaanesh Advancement Table

2D6 Roll
2: Turned into a Chaos Spawn!
3-4: Mutation - One random mutation (if the Champion ever has five mutations, he automatically devolves
into a Chaos Spawn; see below).
5: Soporific Musk - Any enemy model in base-to-base contact must halve their WS and I (rounding up).
6: Blessing of Slaanesh - Friendly models within 6" may reroll 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, select one enemy model touching the
Champion. It must pass a Leadership test or may not make any attacks in that Close Combat Phase.
Models Immune to Psychology cannot be affected.
12: Eye of the Gods - The Champion begins to be transformed into a Daemon. The first time the
Champion gets this reward, he receives a 5+ Daemonic ward save. The second time the Champion gets
it, he causes Fear. The third time, he gains +1 Wounds and +1 Attack. (this can take the Champion over
the allowed maximum). The fourth time, he becomes a Daemon completely and sprouts wings, causes
Terror, and becomes Immune to Psychology.
Khorne Advancement Table

2D6 Roll
2: Turned into a Chaos Spawn!
3-4: Mutation - One random mutation (if the Champion ever has five mutations, he automatically devolves
into a Chaos Spawn; see below).
5: Axe of Khorne - Killing Blow.
6-7: Mark of Khorne - Frenzy. If rolled again, model becomes Blood Frenzied. He will never lose his
Frenzy. Also, at the start of his Movement Phase, if there is no enemy model within charge range but
there is a friendly model within charge range, roll a die. On a roll of 1, the Champion will charge and fight
1 round of combat. The models fight 1 round of combat and, if both survive, are separated by 1" at the
end of the Close Combat Phase.
8: Blessing of Khorne — Once per game, the player may automatically dispel one spell cast.
9-10: Blessed with D3+2 Bloodletters for the next game only.
11: Collar of Khorne — Magic Resistance (2).
12: Eye of the Gods - The Champion begins to be transformed into a Daemon. The first time the
Champion gets this reward, he receives a 5+ Daemonic ward save. The second time the Champion gets
it, he causes Fear. The third time, he gains +1 Wounds and +1 Attack. (this can take the Champion over
the allowed maximum). The fourth time, he becomes a Daemon completely and sprouts wings, causes
Terror, and becomes Immune to Psychology.

Tzeentch Advancement Table

2D6 Roll
2: Turned into a Chaos Spawn!
3-4: Spell Familiar - Joins the warband for the next D6 games only — it knows the Tzeentch spell Red
Fire, which the Champion may use — counts as a Bound spell with Power Level 4.
5-6: Mark of Tzeentch - Becomes a First Level Wizard with one random Tzeentch spell. Further rolls —
gain a new random spell.
7-8: Mutation - One random mutation (if the Champion ever has nine mutations, he automatically
devolves into a Chaos Spawn; see below).
9: Blessing of Tzeentch - Tzeentch’s Will: Chaos player can reroll D3 dice per game (roll at start of game)
that directly affect the Champion — can be used to cast spells with Irresistible Force and avoid Miscasts.
10-11: Blessed with D3+2 Horrors for the next game only.
12: Eye of the Gods - The Champion begins to be transformed into a Daemon. The first time the
Champion gets this reward, he receives a 5+ Daemonic ward save. The second time the Champion gets
it, he causes Fear. The third time, he gains +1 Wounds and +1 Attack. (this can take the Champion over
the allowed maximum). The fourth time, he becomes a Daemon completely and sprouts wings, causes
Terror, and becomes Immune to Psychology.

General Mutations Table


If your Champion has gained a mutation, roll a D6 to see which mutation he has been gifted with
(remember that your dice roll may be altered with Favor Points). However if a model gets five mutations
(nine for Tzeentch), he is turned into a Chaos Spawn. No duplicates from this table are allowed except for
Extra Arms. If a duplicate is rolled, roll again until you get something new.

D6 Roll
1: Acid Ichor - The warrior can spit a thick gruel of poison and acid at his foe. If he chooses to, one of his
close combat attacks may be made at S4 with no armor or field save allowed.
2: Tentacle - Roll another D6:
- 1-2 A tentacle replaces one of the warrior’s arms. May not carry a weapon or shield in this tentacle.
May grapple with a single opponent, forcing him to lose one attack of the mutant’s choice, down to a
minimum of 1.
- 3-6 A tentacle sprouts from the warrior’s body. May grapple with a single opponent, forcing him to lose
one attack of the mutant’s choice, down to a minimum of 1.
3: Extra Arm - An extra arm has sprouted from the warrior’s body. The warrior may carry an additional
single-handed weapon giving him an extra attack, or carry a shield in his extra hand (a model may only
ever carry one shield). Comes with a hand weapon. If you have four arms, then you may wield two great
weapons or fire two missile weapons each turn!
4: Cloven Hooves - The warrior’s legs end in cloven hooves. The warrior gains +1 Movement.
5: Horns - Mighty horns sprout from the warrior’s brow. When charging, the model gains an additional
attack, which is worked out at the model’s base Strength.
6: Bestial Visage - The warrior’s face is twisted into a bestial or daemonic visage. The model causes
Fear.

Nurgle Mutations Table


No Duplicates from this table are allowed.

D6 Roll
1: Roll on the General Mutations Table.
2: Nurgling Infestation - The warrior’s body is infested with tiny Daemons of Nurgle that can swarm from
the dripping orifices in his body. Once per game, he may direct them to attack an enemy. At the start of
any Shooting Phase, choose a single target within 2" of the warrior, even if either model is in combat. The
target suffers an automatic S3 hit.
3: Torrent of Foulness - The warrior can vomit forth a stream of maggots, pus, and slime at his foes. He
may use the Breath Weapon template once per game in the Shooting Phase; all models completely
covered by the template suffer a S2 hit with a –1 to saving throws. Models partially under the template
suffer a hit on a 4+.
4: Nurgle's Rot - Any model in base contact with this model takes a wound on the D6 roll of 6 before each
Close Combat Phase. No save is allowed. Ever!
5: Secondary Jaws - The warrior has a snapping, drooling maw that can shoot out of his own and gift his
enemy with the Kiss of Nurgle. The warrior gains a special attack at S2, which always strikes first, even
before chargers’ attacks. If another model has the ability to strike first, the model with the highest Initiative
prevails. No armor saves may be taken against this attack.
6: Massive Bulk - The warrior bulges out of his armor, which splits under the strain of his enormous mass.
He gains +1 Toughness and suffers -1 Movement. If the model is mounted, his mount suffers -1
Movement.

Slaanesh Mutations Table


No Duplicates from this table are allowed.

D6 Roll
1: Roll on the General Mutations Table.
2: Pendant of Slaanesh - A pendant grows from the warrior’s flesh, and pain merely infuses the warrior
with renewed vigor. Whenever the warrior suffers a wounding hit (whether he saves it or not), he will
immediately make 1 Attack on the model that wounded him. He rolls to hit and wound with his basic WS
and S.
3: Word of Pain - Slaanesh has gifted the warrior with the ability to speak one of the true words of pain.
He can whisper it to any foe in base contact during the Shooting Phase. That model must pass a Ld test
or take a Wound with no armor saves allowed.
4: Hell Shriek - Once per game, at the start of any Magic Phase, the warrior can emit a screech that blurs
reality and the Realms of Chaos for a split second. All Wizards on the board immediately suffer a Miscast.
5: Conjoined Familiar - The warrior has sprouted a Familiar of Slaanesh from his body. He counts as a
level 1 Wizard with one randomly determined spell. If he already was a Wizard, he gains an extra spell.
6: Serpent Body - The warrior’s lower body has mutated into that of a serpent. Gains +1 Movement and
+1 Initiative.

Tzeentch Mutations Table


No Duplicates from this table are allowed.

D6 Roll
1: Roll on the General Mutations Table.
2: Petrifying Gaze: The warrior’s gaze can cause his opponents’ bodies to turn to stone. The gaze is a
Bound Spell with Power Level 3 and range 8" (line of sight is required, naturally). Any model the spell
affects must pass an Initiative check or stay in place for the remainder of the game. Models so affected
may not be harmed and can do nothing for the entire game. After the game, they recover automatically.
Do not roll on the Injury Table for them.
3: Distended Maw - The warrior can dislocate his mouth to an incredible extent. If he hits and wounds
with three or more of his attacks against a single target, the opponent is swallowed whole and removed
from play with no saving throw, ward save, or Regeneration possible. After the game, roll on the Injury
Table as normal for the swallowed model...but do it three times. Getting swallowed is a bad thing!
4: Tendrils of Tzeentch - The warrior has thick, ropey tendrils waving around his body that can manipulate
the Winds of Magic. A Wizard with this mutation may reroll any 1’s rolled when casting. The second result
stands, even if a further 1 is rolled. This second result may cause Irresistible Force and Miscasts.
5: Protean Form - The warrior’s substance constantly flows, remolding itself in ever more bizarre, alluring,
or horrific forms, and minor wounds merely disappear into the streaming flesh. A model with this mutation
has the Regeneration ability.
6: Roll once on this table (rerolling results of 1 and 6) and once on the General Mutations Table.

Khorne Mutations Table


No Duplicates from this table are allowed.

D6 Roll
1: Roll on the General Mutations Table.
2: Blood Fever - The ruddy mist that surrounds the warrior induces Frenzy in those nearby. The model is
subject to Frenzy. In addition, any model, friend or foe, that is within 2" of the warrior at the start of its
Movement Phase becomes subject to Frenzy for the remainder of that turn.
3: Burning Blood - Any enemy taking the Champion out of action suffers an automatic S3 hit with no
armor save allowed.
4: Deafening Bellow - The warrior can cry the name of his God at such volume even the ground shakes.
Enemy models in base contact suffer -1 to hit the warrior on the turn that he charges.
5: Spell Greed - Each spell cast at the bearer merely fuels his unstoppable anger. The arcane energies
coursing through him add to his Strength. He gets +1S for each spell cast at him, successful or not, for
the remainder of the game. This bonus may take him over his maximum Strength value.
6: Mighty Blow - The warrior may choose to attack with a single attack at +2 Strength (added after other
benefits from weapons and the like) rather than his normal number of attacks. If he chooses this attack,
he may not benefit from using a shield in that turn.

Turned into a Spawn


If a model is transformed into a Chaos Spawn and you have no Favor Points to spend to alter the die roll
(or are unwilling to spend them), the model loses all his equipment and abilities. His profile is changed to
that of the relevant Chaos Spawn (to match the Chaos Power he is associated with), and he gains all the
special rules of the relevant Chaos Spawn. Obviously, he may not remain the leader of your warband! In
all cases, he now IS a Spawn of Chaos (i.e., for calculating the Warband Favor Rating). If your Champion
is turned into a Spawn, then any other Knight of Chaos, Warrior of Chaos, or Chosen of Chaos in the
warband may become the new Champion. He is gifted with a suit of power armor, a bolter, and a chain
weapon (if he didn’t already have one of these items - no extra wargear is awarded!) and is given one
immediate roll on the Champion Advancement Table.

Tech from the Gods


You may pass any of these items onto members of your warband. If you want to give a Troll a Bolter, then
fine...just don't expect it to hit anything! However, Spawn completely lack the intelligence to use
technology effectively, so they can't be given anything.

2D6 Roll
2: D3 Frag Grenades.
3: Roll a further D6. 1-2: Bolter 3-4: Bolt Pistol 5-6: Spare Bolter Clip.
4: Chain Weapon.
5: Daemonic Mount. If you already have a Daemonic Mount for your Champion, you instead gain a Mount
for a model of your choice.
6: Refractor Field.
7: Combi-Bolter (Meltagun).
8: Warp Rift Device.
9: Roll a further D6. 1-5: Power Armor (costs an additional 3 Favor points) 6: Terminator Armor (costs an
additional 6 Favor points).
10: Jump Pack.
11: Targeter.
12: Plasma Pistol.

>>>>>>>> INJURIES IN THE WARBAND <<<<<<<<

After a game, roll a die for each model that has been removed from the table as a casualty during the
game. On the roll of a 1, it is dead and is removed permanently from the warband. On any other result,
the model recovers from its injuries and may fight in the next battle as normal. You may spend 1 Favor
Point to reroll this die, although the second roll stands. Thus, if you roll another 1, you're stuck with it!
However, Champions use the rules below.

Champion Injury Table


This is an expanded Injury Table to be used only for your Champion. To use the Injury Table, roll 2D6. The
first die represents “tens” and the second “units.” Thus, a roll of 1 and 5 is 15; a roll of 3 and 6 is 36; etc.
This type of dice roll is referred to as a “D66 Roll.” Favor Points can be used to alter the result of this
table. It costs 2 Favor Points to alter the first dice rolled (tens) and 1 Favor Point to alter the second
(units).

D66 Result
11-13 Dead.
14-15 Captured: The warrior is captured by the enemy warband and is sacrificed to their God. The enemy
warband gains +1 Favor Point.
16-21 Multiple Injuries: Roll a further D6 times on this table. Reroll any Dead, Captured, and further
Multiple Injuries results.
22 Leg Wound: -1 Movement (if the model was riding a steed, roll a further D6: 1-3: Steed loses 1
Movement, 4-6: Rider loses 1 Movement).
23 Arm Wound: Roll a D6. 1: Severe Arm Wound. The arm must be amputated. The warrior can only use
a single one-handed weapon from now on. 2-6: Light Wound. Miss next game.
24 Madness: Roll a D6: 1-3: The warrior suffers from Stupidity. 4-6: The warrior suffers from Frenzy.
25 Smashed Leg: Roll a D6: 1: The warrior may not run anymore but may still charge. (If the model was
riding a steed, roll a further D6: 1-3: Steed suffers the penalty, 4-6: Rider suffers the penalty.) 2-6: Light
Wound. Miss next game.
26 Chest Wound: -1 Toughness.
31 Blinded in One Eye: Randomly determine which eye, –1 BS. If the warrior loses all its eyes, it must
retire from the warband.
32 Old Battle Wound: Roll a D6 at the beginning of each game. On a 1 the warrior must miss the battle.
33 Nervous Condition: -1 Initiative.
34 Hand Injury: -1 Weapon Skill.
35 Deep Wound: Must miss the next D3 games.
36-61 Full Recovery
62-63 Bitter Enemy: Roll a D6. From now on the warrior is afflicted by the rules for Hate against the
following. 1-2: The Champion of the enemy warband. 3-4: The entire enemy warband. 5: All warbands
devoted to the Chaos Power that the enemy warband is aligned to (re-roll if they worship the same
power). 6: Everything and Anything!
64 Hardened: Immune to Fear.
65 Horrible Scars: Causes Fear.
66 Survives against the odds: + 1 Favor Point.

>>>>>>>> WARBAND SIZE <<<<<<<<

Things get out of hand and play slows to a crawl when warbands swell to huge numbers. The maximum
number of models you can field at once should be 25. That's not to say you can't have a "backup" list of
followers in reserve. So, if you have 35 models in your warband, only 25 can attend the next battle.

>>>>>>>> RATING THE WARBAND <<<<<<<<

Warband Favor Rating must be calculated after each game. This is a measurement of how well known
and feared it is. This is calculated by adding up the base cost of all the models in the warband from the
Followers Tables (e.g., a Warrior of Chaos would add 3 points to the Warband Favor Rating). Count the
Champion as 6 points. Each suit of power armor, bolter, bolt pistol, plasma pistol, and power weapon
adds +1 pt to your rating. Terminator Armor adds +5 pts. A Daemonic Steed counts for +5 points.

Add +2 points every time an Advancement Roll is earned (not including the first free one). Unused Favor
Points do not count towards your total. After each game, after Favor Points have been allocated and new
members of the warband have been recruited, recalculate your new Warband Favor Rating.

An example warband:
- The Champion (6 points)
- Bolter, Power Armor (2 points)
- Mount (4 points)
- A Chaos Knight (5 points)
- Three Marauders (3 points)
- A Chaos Warrior (3 points).
- It has also had one Advancement roll (2).
So, the total Warband Favor Rating is 25.

>>>>>>>> GET PLAYING! <<<<<<<<

So there you have it - having followed the steps above, you should have a newly formed warband ready
to take on other warbands in an effort to gain the attentions of the Gods. Play on smaller 4' x 4' tables with
a good bit of terrain. When warbands get bigger, you can move onto larger 4' x 8' tables. Set up however
you want, there's no hard and fast set of rules here.

In time you’re going to want to try developing scenarios with special Favor Point charts and crazed
objectives. This'll break up the monotony of the straight up "fight until somebody Routs" type of scenario.
Experiment with chaotic landscapes and treacherous environmental conditions. But most of all have fun.
If there is a flaw somewhere in these rules and charts, and I'm sure there is, just roll a D6 to decide who
gets his way. Then develop a patch after the game for future battles. With these rules, you can see your
Champion become more powerful as he gains the attention of the Gods of Chaos...which is a blast! So,
good luck, have fun, and may the Dark Gods smile on your warband. Happy bloodletting!

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