Champion table:
Champion Followers
Oldblood on Carnosaur 5 units
Scar-Vet on Carnosaur 5 units
Scar-Vet on cold one 6 units
Slann Starmaster 6 units
Sunblood 7 units
Oldblood on Foot 7 units
Followers Table
D6Followers
1- 10 skinks
2- 10 warriors
3- 5 guard
4- 5 knights
5- 5 chameleon skinks
6- 3 kroxigor
Monster Followers
D6 Followers
1-2 1 unit of 2 razordons or salamanders with 3 handlers
3 1 unit of 3 terradon riders or 3 ripperdactyl riders
4- 1 stegadon
5- 1 bastiladon
6- 1 troglodon
Hero Followers
D6 Followers
1- skink star priest
2- skink priest
3- eternity warden
4- starseer
5- astrolith bearer
6- engine of the gods
Followers Reward Table
D6 Reward
1 Primal Hunters: this unit can re-roll run rolls and charge rolls.
2 Cold Blood: this unit doesn't take battleshock
3 Blood of Light: when this unit take a wound, roll a dice for every unit of CHAOS DEMONS within 3", those units take a mortal wound on 4+.
4 Eternal Protectors: once per battle, this unit can take a defensive position in the hero phase. Until your next hero phase, this unit cannot move, run, charge, it gets +1 to save rolls and +1 attack with jaws and shields.
5 Celestial Adepts: Once per battle, in the hero phase, this unit can let the light of azyr bright and explode from their bodies. Until the next hero phase, every enemy unit targeting this unit have a -2 to hit. Every CHAOS DEMONS unit within 5" of this unit also take D3 mortal wounds.
6 Jungle Runners: this unit get +2" to the move charatteristic.
Champion Rewards Table
2D6 Result
2 Tricked by Destiny: If the champion is slain you lose 1 glory point (to a minimum of 0) and a random reward you get in the past battles. If this reward is not forgotten by this way, it remains in the next battles.
3 Bloody Smell: if this hero is within 12" of an enemy wounded unit, it must charge that unit. If he succesfully charge, he can re-roll any wound rolls until next hero phase.
4 Echoing Roar: once per battle, this hero can fiercely roar in the battle. If he do so, he and all the warband gets +1 to hit for the rest of the turn.
5 Strenght of Heavens: in every combat phase, this hero can add 1 to the wound inflicted of one of his attacks. If he is fighting a CHAOS DEMONS unit, all of his attacks gets +D3 wound.
6 Meteoric Celestite: Choose one weapon used by the champion (it can not be a weapon used by the mount if the champion has a mount) Increase the rend characteristic of that weapon by 1.
7 Hard Skin: Add 1 to the wounds characteristic of the champion.
8 Millenary Coldness: Add 1 to the bravery characteristic for the champion and all units from the warband that are within 8" of the champion in the battleshock phase.
9 Dracothion Shield: if this hero gets a mortal wound, roll a dice: with 6 or more, the wound is denied.
10 Imposing Presence: every enemy unit withing 8" of this hero, gets a -1 on their battleshock rolls. If this hero make a wound on a unit, that unit gets -2 on his battleshock test for that phase.
11 Blessed by the Sky: once per battle, the hero can call for the help of the stars. Roll 3 D6, every enemy unit within that distance get D3 mortal wounds on 4+. CHAOS DEMONS units get the wounds on 2+.
12 Champion of Azyr: Once per battle in your hero phase, you can heal all wounds on your Champion. If u did so, until the next hero phase, he gets +1 to save rolls, and +1 to wound rolls.