PATH TO GLORY

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A co-operative campaign for 2-4 players and Game Master by Corias

CONTENTS

Campaign Background

Campaign Rules

The Warzone >

Imperial Bestiary >

CAMPAIGN BACKGROUND

Sector Carthagenica, Crimson Corsairs wage an all-in invasion against the corpse-emperor's pawns. You are a member of the dozens of Heretic Astartes warbands participating. Somewhat the imperial military call a Chaos Space Marine.

Slay your enemies, gain boons of Chaos, and, who knows, maybe you'll be the next Chosen of the Gods. Go your own Path to Glory (or death).

CAMPAIGN RULES

Each player is represented by a single Chaos Space Marine operative, with a starting profile as follows:

CHAOS SPACE MARINE APL MOVE HIT SAVE WOUNDS
3 6" 3+ 3+ 14
Name Atk Hit Dmg WR
Fists 4 - 3/4 -
Follower cap 5

Deployment value 3
HERETIC ASTARTES, CHAOS, CHAOS SPACE MARINE

MARKS OF CHAOS

At the start of the Scenario the operative must select the Mark of Chaos it will have for the scenario. If the operative is PSYKER, it cannot select KHORNE. The Mark of Chaos will have effect during the Scenario. The operative will have both the Blessing and Curse of the respective mark until the end of Scenario.

Mark of Chaos oppositions:

  • KHORNE - SLAANESH
  • NURGLE - TZEENTCH

BLESSINGS AND CURSES

KHORNE: Wrathful Onslaught

  • Blessing: This operative’s melee weapons have the Severe weapon rule.
  • Curse: Until the end of scenario, each time this operative performs a free action, it costs 1AP, and it must roll a D6 before interacting with mission objectives, on a roll of 1 interaction fails.

NURGLE: Disgusting Vigour

  • Blessing: Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
  • Curse: Until the end of Scenario, each time this operative shoots, re-roll one of your normal successes.

SLAANESH: Unnatural Agility

  • Blessing: Add 1" to this operative’s Move stat.
  • Curse: Until the end of the Scenario, each time this operative fights, re-roll one of your normal successes.

TZEENTCH: Empyreal Guidance

  • Blessing: This operative’s ranged weapons have the Severe weapon rule.
  • Curse: Until the end of the scenario, when performing Defense roll, you must re-roll one of your normal succeses.

UNDIVIDED: Vicious Reavers

  • Blessing: Whenever this operative is shooting against, fighting against or retaliating against an enemy operative within 6" of it, this operative’s weapons have the Ceaseless weapon rule.
  • Curse: At the start of the turning point, roll a D10 to select a random curse for this operative. 1: re-roll, 2-5: no curse, 6: Slaanesh, 7: Nurgle, 8: Khorne, 9: Tzeentch, 10: re-roll.

CURSES OF THE ANATHEMA

Some rare rules will refer to the curses of the ANATHEMA. These curses can only be removed by visiting the Dark Apostle.

ANATHEMA: Punishing Palm

  • Curse: Whenever an IMPERIUM fights or retailiates against this operative, its melee weapons have the Balanced weapon rule, if it already has that weapon rule, it has the Ceaseless weapon rule instead.

ANATHEMA: Revenge Of The Small

  • Curse: Whenever an IMPERIUM operative with Wounds stat of 9 or less shoots, fights or retailiates against this operative, its weapons have the Severe weapon rule.

ANATHEMA: Know The Fear

  • Curse: Whenever an IMPERIUM SPACE MARINE operative is within 3" of this operative, this operative is always treated as being Injured disregarding any rules allowing it not to do so or to ignore the negative stat modifiers.

ANATHEMA: Aura Of Betrayal

  • Curse: Whenever this operative is within 4" and visible from an IMPERIUM ADEPTA SORORITAS operative, this operative can be a valid target and is not obscured (instead of being within 2" and visible).

BOON POINTS

Boon points (BP) is your currency to get all the stuff.

Players gain 5 BP each time they complete scenario primary objective, if not stated differently in scenario rules. Players gain 1 additional BP each time their HERETIC ASTARTES operative incapacitates an enemy operative, and 1 additional BP if that enemy operative had 12 or more Wounds stat. For some actions the Campaign Master may grant additional BP.

Players can spend BP for prayers, equipment or recruiting henchmen. However, when their BP stash reaches zero, the Dark Gods are angered - all 4 curses will be in effect in the next scenario.

PRAYER TO GODS

Before or after scenario, players can spend their BP to pray the Gods of Chaos. Pay BP and roll D10, the result is applied to the player's HERETIC ASTARTES operative. First time the player pray to the god, they pay 1 BP. Each subsequent time the player prays to the god, the prayer costs 1 more BP.

KHORNE

  • 1: Muscled: Each time the operative fights or retailiates, it can ignore normal damage of 3 or less from 1 attack dice
  • 2-4: Thirsty: In the activation in which the operative has charged, add 1 to Hit stat when the operative fights.
  • 5-6: Predatory Reflexes: Improve Atk stat of Melee weapons equipped on the operative by 1.
  • 7-8: Agile: Improve operative's Move stat by 1.
  • 9: Blood For The Blood God: The operative gains Blood for the Blood God passive ability.
  • 10: Khorne is angered, make a Casualty test. If you pass with no consequences, Khorne's curse will be in effect in the next scenario.

NURGLE

  • 1: Fat: Add 2 to the operative's Wounds stat.
  • 2-4: Life Siphon: The operative can perform Psychic action: Siphon life.
  • 5-6: Extra Bones: The operative can ignore Hit stat modifier while being injured.
  • 7-8: Steady: When the operative shoots, improve Hit stat by 1 if it did not perform Reposition in that activation.
  • 9: Implacable: The operative gains Implacable passive ability.
  • 10: Nurgle is angered, make a Casualty test. If you pass with no consequences, Nurgle's curse will be in effect in the next scenario.

SLAANESH

  • 1: Bloodsucking: Each time the operative incapacitates enemy operative in combat, it regains 2 lost wounds.
  • 2-4: Ugly: Enemy operatives within 3" of the operative worsen their Hit stat by 1.
  • 5-6: Unnatural Senses: The operative always fights first.
  • 7-8: Sadistic: Add 1 to the normal Dmg of Melee weapons this operative is equipped with.
  • 9: Quicksilver Speed: The operative gains Quicksilver Speed passive ability.
  • 10: Slaanesh is angered, make a Casualty test. If you pass with no consequences, Slaanesh's curse will be in effect in the next scenario.

TZEENTCH

  • 1: Winged: Whenever the operative performs Reposition or Charge action, it can choose to FLY.
  • 2-4: Prescience: Whenever the operative shoots on Counteract or Overwatch, add either Balanced or Rending (select before shooting) weapon rule to Ranged weapon used for that attack.
  • 5-6: Third Eye: Ranged weapons the operative is equipped with have Severe weapon rule.
  • 7-8: Fireblast: The operative can perform Psychic action: Fireblast.
  • 9: Fickle Fate: The operative gains Fickle Fate passsive ability.
  • 10: Tzeentch is angered, make a Casualty test. If you pass with no consequences, Tzeentch's curse will be in effect in the next scenario.

UNDIVIDED

  • 1: Malicious Volleys: Add 1 to the normal Dmg of Boltgun, Bolt pistol and Chainsword the operative is equipped with.
  • 2-4: Doombolt: The operative can perform Psychic action: Doombolt.
  • 5-6: Invisible: The operative can change its order for 1AP, if it is the last AP for the activation.
  • 7-8: Iron Skin: When the operative suffers Critical Dmg of 3 or less, decrease that damage by 1.
  • 9: Veteran Of Long War: The operative gains Veterans Of Long War passive ability.
  • 10: Gods of Chaos are angered, make a Casualty test. If you pass with no consequences, all curses will be in effect in the next scenario.

HERETIC ASTARTES ABILITIES

BLOOD FOR THE BLOOD GOD

Boon of KHORNE.
  • Add 1 to both Dmg stats of this operative's melee weapons.
  • Whenever friendly HERETIC ASTARTES operative visible to and within 6" of this operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.

IMPLACABLE

Boon of NURGLE.
  • Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
  • You can ignore any changes to the stats of friendly HERETIC ASTARTES operatives from being injured (including their weapons' stats) while they're visible to and within 6" of this operative.

QUICKSILVER SPEED

Boon of SLAANESH.
  • Whenever an operative is shooting this operative, if this operative has performed an action in which it moved in this turning point, worsen the Hit stat of that enemy operative's Ranged weapons by 1.
  • Whenever a friendly HERETIC ASTARTES operative visible to and within 6" of this operative is fighting or retailiating, worsen the Hit stat of enemy operative's Melee weapons by 1.

FICKLE FATES

Boon of TZEENTCH.
  • Whenever an operative is shooting this operative, if this operative is ready and you retain any critical successes, you can retain one of your fails as a normal success.
  • Whenever a friendly HERETIC ASTARTES operative within 6" and visible to this operative is shooting a ready enemy operative, that friendly operative's weapons have the Punishing weapon rule. If that weapon already has that weapon rule, it has the Relentless weapon rule.

VETERANS OF LONG WAR

Boon of CHAOS UNDIVIDED.

Whenever this operative is shooting with Bolt weapon, if it did not inflict any damage as a result of that attack, repeat the attack. That new attack does not generate additional attacks.

Note that effects of similar abilities on different friendly operatives are not cumulative, but effects of abilities are cumulative with effects from other sources.

ASCENSION AND GIFTS

For each 3 different Prayer effects (excluding 'God is angered' effect), the operative receives a Gift from Dark Gods. Next time you perform Prayer, in addition to prayer effect, select 1 Gift from those described below. After selecting a Gift for the operative, roll a D10, subtracting the total number of Gifts already received from the result (to a minimum of 1). On a roll of 1, the operative becomes the CHAOS SPAWN, and this effect cannot be undone by any means.

FIRST STAGE

SONIC SUBWOOFER

Condition: The operative is equipped with Sonic weapons, Sonic Rounds or has any number of Boons of SLAANESH

This operative is always equipped with Sonic Rounds. Whenever an enemy operative performs the Fall Back action within control range of this operative, roll a D6, on a result of 3+ inflict D3 damage on that operative. This operative cannot be equipped with ranged weapons other than Bolt and Sonic weapons.

CLOAK OF SHADOWS

Condition: The operative is equipped with Combat Blade (or its variations), and with a ranged weapon with the Silent weapon rule.

The operative can perform the Charge action while having the Conceal order. Whenever a shooting attack is made against this operative when it is in Cover, it can retain two normal successes (instead of one) or a critical success. The oprative cannot be equipped with Chain weapons, Power weapons or ranged weapons that don't have the Silent weapon rule (excluding weapons that are result of having other abilities).

OBLITERATOR VIRUS SYMPTOMS

Condition: The operative is equipped with Meltagun, Plasma gun or Heavy bolter.

Improve the operative's Hit stat by 1. The operative is equipped with Meltagun, Plasma gun and Heavy bolter, and cannot lose them from being incapacitated at the end of Scenario. The operative cannot be equipped with any other ranged weapons.

EMPYRICAL BODY

Condition: The operative is PSYKER

First time the operative is incapacitated during the Scenario, in the Strategy phase of the next turning point, it can be revived with full wounds remaining. When you do so, it loses a random element of his equipment (count the equipment, and roll the dice re-rolling excessive results).

UNLIMITED STRENGTH

Condition: The operative is equipped with Chainaxe, Heavy Chainaxe or has any number of Boons of KHORNE.

Whenever the operative is fighting, it can use either: discard one enemy normal success without spending their attack dice, or end combat after striking with the critical success and make the enemy operative move up to 2" away from this operative.

CORROSION

Condition: The operative has the Wounds stat of 16 and more or is equipped with plague weapons.

Enemy operatives within 2" of this operative must re-roll their attack dice of the result that is equal to their Hit stat. Each time the scenario ends, roll a D10 for each item of wargear equipped by this operative, on a result of 1 that item is lost.

SECOND STAGE

Condition: 2 or more Gifts of the first stage

WINGS

Condition: The operative is equipped with the Jump Pack.

The operative's Move stat is 8", it can FLY when performing Charge and Fall Back, and cannot lose its Jump Pack from being incapacitated at the end of Scenario.

WARP SIGHT

Condition: The operative is equipped with the Auspex.

This operative's weapons have the Seek Light weapon rule. This operatve cannot lose its Auspex from being incapacitated at the end of Scenario.

To be completed

CHAOS SPAWN DATASHEET

CHAOS SPAWN APL MOVE HIT SAVE WOUNDS
3 7" 4+ 4+ 17
Name Atk Hit Dmg WR
Hideous mutations 6 - 4/5 Rending

Degenerated: This operative cannot perform Interact or mission actions, and cannot be equipped with any wargear or equipment

HERETIC ASTARTES, CHAOS, BEAST, CHAOS SPAWN

DARK APOSTLE BLESSINGS

As the scenario progresses, the Dark Apostle may appear on the players' battle barge. The Dark Apostle may provide some special blessings, of cause not for free. Each Dark Apostle Blessing is available once per player per inter-scenario interval.

PUSH THE LIMITS 5BP

Until the end of the next scenario, whenever this operative select its Mark of Chaos, do not apply the 'Curse' part of the selected Mark of Chaos ability.

RESECRATE BODY 15BP

Remove one Curse of the ANATHEMA from the selected operative.

RECUPERATING BLOODBATH 20BP

Remove one Permanent Injury effect (except Slain) from the selected operative.

STRENTHENING SPELL 10BP

Remove one normal Injury effect from the selected operative.

FILL CORPSE WITH WARP ENERGIES 50BP

An operative that is Slain is not Slain anymore, it gains another Permanent Injury instead (re-roll until you get the Permanet Injury that is not already in effect on that operative, re-roll result of Slain).

EQUIPMENT

MEDKIT 2BP

The operative regains 2D3 lost wounds.

WARPDUST 1BP

The operative regains D3 lost wounds, increases its Move stat by 1 and is not injured until the end of the turning point. From the beginning to the end of the turning point after that, the operative's Move stat is reduced by 1.

FRAG GRENADE 1BP

NAME ATK HIT DMG WR
Frag grenade 4 - 2/4 Range 6", Blast 2", Saturate

KRAK GRENADE 2BP

NAME ATK HIT DMG WR
Krak grenade 4 - 4/5 Range 6", Piercing 1, Saturate

MELTA GRENADE 4BP

NAME ATK HIT DMG WR
Melta grenade 4 - 4/2 Range 6", Piercing 2, Devastating 3

DIABOLYK BOMB 3BP

NAME ATK HIT DMG WR
Diabolyk bomb 4 - 4/3 Range 6", Blast 2", Devastating 2, Saturate

BLIGHT GRENADE 3BP

NAME ATK HIT DMG WR
Blight grenade 4 -1 2/4 Range 6", Blast 2", Poison, Saturate, Severe

HERESY-ERA ARMOUR 6BP

Change the operative's Save stat to 2+.

AUSPEX 3BP

Works for one Scenario. The operative gains the Auspex Scan ability for the battle:
Once per turning point, when a friendly operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.

MAGAZINE COUPLERS 2BP

Select a ranged weapon the operative is equipped with. Double its Ammo weapon rule. If the weapon does not have Ammo weapon rule, it gains Ammo 12 weapon rule.

TAINTED ROUNDS 2BP

Increase both Dmg stats of boltguns and bolt pistols the operative is equipped with.

PLAGUE ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Severe and Poison weapon rules.

INFERNO ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Piercing 1 weapon rule.

SONIC ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Shock weapon rule. If the target's Save stat is 4+ or worse, they also gain the Stun weapon rule.

BONE SHRAPNEL ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Blast 1" weapon rule. Decrease their Critical Dmg stat by 1.

You can select only one ROUNDS equipment for Shoot action, and must select different ROUNDS equipment for different Shoot actions in same activation.

WARGEAR

Ranged weapons
NAME ATK HIT DMG WR BP
Bolt pistol 4 - 3/4 Range 8", Ammo 3 2
Boltgun 4 - 3/4 - 3
Heavy bolter 6
- Focused 5 - 4/5 Ammo* 12, Heavy (Reposition only), Piercing Crits 1
- Sweeping 4 - 4/5 Ammo* 12, Heavy (Reposition only), Piercing Crits 1, Torrent 1"
Inferno pistol 4 - 4/2 Range 3", Ammo 3, Devastating 3, Piercing 2 6
Meltagun 4 - 6/3 Range 6", Devastating 4, Piercing 2 7
Missile launcher 6
- Frag 4 - 3/5 Heavy (Reposition only), Ammo 1, Blast 2"
- Krak 4 - 5/7 Heavy (Reposition only), Ammo 1, Piercing 1
Plasmagun 6
- Standard 4 - 4/6 Natural Reload*, Piercing 1
- Supercharge 4 - 5/6 Hot, Lethal 5+, Natural Reload*, Piercing 1
Plasma pistol 5
- Standard 4 - 3/5 Range 8", Ammo* 3, Natural Reload*, Piercing 1
- Supercharge 4 - 4/5 Range 8", Ammo* 3, Hot, Lethal 5+, Natural Reload* Piercing 1
Reaper autocannon 7
- Focused 5 - 3/4 Ammo* ∞, Ceaseless, Heavy (Reposition only), Punishing
- Sweeping 4 - 3/4 Ammo* ∞, Ceaseless, Heavy (Reposition only), Punishing, Torrent 2"
Melee weapons
NAME ATK HIT DMG WR BP
Combat blades 4 - 3/5 - 1
Chainaxe 5 - 4/5 Brutal, 1" Devastating 1 4
Chainsword 5 - 4/5 - 3
Fell dagger 5 - 3/4 PSYCHIC, Life Syphon 2
Heavy Chainaxe 5 -1 5/6 Brutal, 1" Devastating 1 4
Power fist 5 -1 5/7 Brutal 5
Power maul 5 - 4/6 Shock 4
Power spear 5 - 4/5 1" Devastating 1 4
Power weapon 5 - 4/6 Lethal 5+ 4
If an operative is incapacitated at the end of scenario, all its wargear is lost.

WARPSMITH ENHANCEMENTS

Warpsmith can permanently enhance your wargear. If wargear is lost in action, all its enhancements are also lost.

TAINTED WEAPON 1BP

Applies to: Combat blade, Chainsword, Chainaxe

The weapon gains Rending weapon rule.

DAEMONIC WEAPON 2BP

Applies to: Power fist, Power maul, Power spear, Power weapon

Add 1 to weapon's critical Dmg stat.

PLAGUE WEAPON 2BP

Applies to: Combat blade, Chainsword, Chainaxe

This weapon gains Severe and Poison weapon rules, add 1 to its Atk stat (to a maximum of 5), and subtract 1 from its critical Dmg stat,

TARGETING FAMILIAR 2BP

Applies to: Boltgun, Bolt pistol, Heavy bolter

The weapon gains Accurate 1 weapon rule.

LIGHTWEIGHT FOREGRIP 1BP

Applies to: Ranged weapons except pistols

The weapon gains Punishing and Hot weapon rules.

SUSPENSOR SYSTEM 5BP

Applies to: Power armour

Whenever this operative is shooting with weapons it is equipped with:

  • Weapons with Heavy weapon rule have Heavy (Dash only) weapon rule instead.
  • Weapons with Heavy (Dash only) weapon rule have Heavy (Reposition only) weapon rule instead.
  • Weapons with Heavy (Reposition only) weapon rule lose that weapon rule.

HYDRA-CLASS SILENCER 3BP

Applies to: Boltgun, Bolt pistol

The weapon gains Silent weapon rule.

POSSESSED CHARGE CONTROLLER 3BP

Applies to: Plasma pistol, Plasmagun

Change the weapon's Supercharge profile Piercing weapon rule to Piercing 2. After shooting with Supercharge profile of that weapon, when the operative is rolling D6 as the result of Hot weapon rule, damage is the result multiplied by three.

PREDATORY SCOPE 4BP

Applies to: Boltgun, Heavy Bolter, Bolt Pistol

The weapon gains Lethal 5+ weapon rule, but for each result of 1 and 2 the operative inflicts 1 damage on self.

HENCHMEN

Henchmen are paid per each scenario, they're not permanent. Any henchmen that were recruited for at least one scenario and not Slain, stay on your Base of operations. Give them names and write up their datasheets somewhere. You can buy them wargear. For CHAOS SPACE MARINE henchmen, you can do everything that you do for your main characters. Keep track on your henchmen' statuses as well as for your main character operative. If the henchman is Slain, remove its datasheet.

When henchmen perform actions normally giving them BP, the CHAOS SPACE MARINE operative that recruited them gains BP instead. If player's CHAOS SPACE MARINE operative was Slain or became a CHAOS SPAWN, the player can transfer their unspent BP onto one of his CHAOS SPACE MARINE henchmen of his choice (the player should recruit one before his character was Slain). That henchman becomes the player's operative then, no more wage is paid for his participation in scenarios.

Henchman Starting wargear Wage per scenario
Chaos Space Marine Select either: Boltgun and Fists or Bolt pistol and Chainsword. 5BP
Chaos Cultist Laspistol and Combat blade 1BP
Traitor Militia Warrior Lasgun and Bayonet 1BP
Traitor Militia Gunner Gun butt and one of following: Plasma gun, Meltagun, Grenade launcher, Long-las, Diabolyk bomb 3BP
Traitor Militia Sergeant Select either: Plasma pistol and Gun butt, or Boltgun and Gun butt, or Laspistol and Chainsword 3BP
Traitor Ogryn Mutant claw and Power maul 5BP
Chaos Spawn Hideous mutations 4BP

LOOT TABLE

2D10 Item
0 Garbage
1 Frag grenade
2 Auspex
3 Stun grenade
4 Astartes melee weapon
5 Booby trap: Roll a D6, on a roll of 1, the operative suffers D3+1 damage
6 Garbage
7 Krak grenade
8 Medkit
9 Booby trap: Roll a D6, on a roll of 1, the operative suffers D3+1 damage
10 Mines
11 Smoke grenade
12 Astartes ranged weapon
13 Garbage
14 Human weapon
15 Chaos relic: allows the operative to ignore curse effects from MARK OF CHAOS for D3 scenarios (including current)
16 Ladder
17 Rare equipment
18 Hiding guardsman: Roll a D6, on a result of 1 suffer 2 damage. Gain 1BP.

ASTARTES MELEE WEAPONS

D10 Item
0 Combat blade
1 Power maul
2 Chainsword
3 Power sword
4 Power spear
5 Tainted chainsword
6 Demonic blade
7 Thunder hammer
8 Chainaxe
9 Accursed blade

ASTARTES RANGED WEAPONS

D10 Item
0 Bolt sniper rifle
1 Flamer
2 Combi-bolter
3 Boltgun
4 Plasma gun
5 Grav gun
6 Volkite pistol
7 Plasma pistol
8 Heavy bolter
9 Missile launcher

HUMAN WEAPONS

These weapons can only be equipped by your non-HERETIC ASTARTES henchmen

D10 Item
0 Long-las
1 Flamer
2 Hot-shot lasgun
3 Boltgun
4 Plasma gun
5 Shotgun
6 Power weapon
7 Bolt pistol
8 Heavy stubber
9 Grenade launcher