Age of Sigmar/Tactics/Path to Glory: Difference between revisions
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Revision as of 08:36, 26 January 2018
This is the page for the Age of Sigmar Path to Glory, based on the expanded version seen in the General's Handbook.
Why should I play this?
Because yes. Also, for the first time, you can play non-Chaos armies.
How to play
- Find at least another person who wants to do it.
- Use the stuff below to generate your army.
- Give names to units and heroes for maximum Your Dudes.
- If you already own every model you need for your warband, good for you. Otherwise, you have to spend some cash.
- Play with your friends.
Every time you win a game, you get D3 Glory Points. You also get a GP if you lose or draw, and in the army building phase you can get rid of any number of follower slots you got at the beginning to start with an equal amount of GPs. First who gets the amount of GPs needed to win the campaign (book suggests 10 GPs, but you can go higher and make it last longer) and then wins another game is the champion.
Also, after each battle you roll a D3 to get a bonus: on a 1 you get a new unit in your army, on a 2 you can roll for a champion reward and on a 3 you get a roll for a retinue reward.
Generals
First, you have to choose a faction and a General for your army. If you choose a Chaos army, you have to choose which god you want to follow. If you choose a Death Army, every unit must have the same faction keyword as your general (FLESH-EATER COURTS, SOULBLIGHT, DEATHRATTLE or DEATHMAGE General with DEADWALKER followers). The kind of General you choose also determinates how many units are in your retinue at the beginning of the campaign (bigger the General is, fewer units you get)
Chaos
Any God
- Chaos Lord/Sorcerer Lord on Manticore - 4 units
- Chaos Lord on Daemonic Mount - 5 units
- Lord of Chaos - 6 units
Khorne
- Lord of Khorne on Juggernaut - 4 units
- Mighty Lord of Khorne - 5 units
Tzeentch
- Lord of Change - 3 units
- Herald of Tzeentch on Burning Chariot - 4 units
- Fatemaster - 5 units
- Gaunt Summoner - 5 units
- Herald of Tzeentch - 5 units
- Herald of Tzeentch on Disc of Tzeentch - 5 units
- Magister - 5 units
- Tzaangor Shaman - 5 units
Nurgle
- Harbinger of Decay - 4 units
- Lord of Plagues - 5 units
Slaanesh
- Lord of Slaanesh on Daemonic Mount - 4 units
- Chaos Lord of Slaanesh - 5 units
Stormcast Eternals
- Lord-Celestant on Stardrake - 5 units
- Lord-Celestant on Dracoth - 6 units
- Lord-Celestant - 7 units
Fyreslayers
- Auric Runefather on Magmadroth - 5 units
- Auric Runeson on Magmadroth - 6 units
- Auric Runefather - 7 units
- Auric Runeson - 8 units
Skaven
- Screaming Bell - 4 units
- Grey Seer, Arch-Warlock, Packmaster or Plague Priest - 5 units
- Skaven Warlord - 6 units
Ironjawz
- Megaboss on Maw-krusha - 5 units
- Megaboss - 7 units
Sylvaneth
- Treelord Ancient or Spirit of Durthu - 4 units
- Branchwych or Branchwaith - 6 units
Death
FLESH-EATER COURTS
- Abhorrant Ghoul King on Terrorgheist or Abhorrant Ghoul King on Zombie Dragon - 4 units
- Abhorrant Ghoul King - 6 units
SOULBLIGHT
- Vampire Lord on Zombie Dragon - 4 units
- Coven Throne - 5 units
- Vampire Lord - 6 units
DEATHMAGE
- Necromancer - 6 units
DEATHRATTLE
- Wight King - 6 units
Retinue
These are the other units of your warband. You can choose them manually or roll a D6 to get random stuff, so we split the various tables.
Chaos
Remember that if you take units from the "Any god" tables they still must take the mark of the god you chose at the beginning.
Any god - Units
- 1. 2 Chaos Spawns
- 2. 10 Warhounds
- 3. 16 Marauders or 5 Marauder Horsemen
- 4. 12 Chaos Warriors
- 5. A Chariot or Gorebeast Chariot
- 6. 5 Knights or 5 Chosen
Any god - Heroes
- 1. Chaos Spawn
- 2-3. Exalted Hero of Chaos
- 4. Dragon Ogor Shaggoth
- 5. Sorcerer Lord
- 6. Lord of Chaos
Khorne - Units
- 1. Khorgorath
- 2. 20 Bloodreavers
- 3. 10 Blood Warriors
- 4. 5 Skullreapers
- 5. 5 Wrathmongers
- 6. 3 Mighty Skullcrushers
Khorne - Heroes
- 1. Chaos Spawn
- 2. Bloodstoker
- 3. Bloodsecrator
- 4. Slaughterpriest
- 5. Skullgrinder
- 6. Aspiring Deathbringer or Exalted Deathbringer
Tzeentch - Units - Arcanites
- 1. 10 Kairic Acolytes
- 2. 10 Kairic Acolytes
- 3. 10 Tzaangors
- 4. 10 Tzaangors
- 5. 3 Tzaangor Enlightened
- 6. 3 Tzaangor Skyfires
Tzeentch - Units - Daemons
- 1. 10 Brimstone Horrors
- 2. 10 Blue Horrors
- 3. 10 Pink Horrors
- 4. 3 Flamers of Tzeentch
- 5. 3 Screamers of Tzeentch
- 6. 1 Burning Chariot of Tzeentch
Tzeentch - Heroes - Arcanites
- 1. Tzaangor Shaman
- 2. Magister
- 3. Fatemaster
- 4. Curseling, Eye of Tzeentch
- 5. Ogroid Thaumaturge
Tzeentch - Heroes - Daemons
- 1. Herald of Tzeentch
- 2. Herald of Tzeentch
- 3. Herald of Tzeentch on Disc of Tzeentch
- 4. Herald of Tzeentch on Disc of Tzeentch
- 5. Herald of Tzeentch on Burning Chariot
Nurgle - Units
- 1. 2 Chaos Spawns
- 2, 4-6. 5 Putrid Blightkings
- 3. 12 Warriors
Nurgle - Heroes
- 1. Chaos Spawn
- 2-6. Rotbringers Sorcerer
Slaanesh - Units
- 1. 2 Chaos Spawns
- 2. 5 Marauder Horsemen
- 3. 12 Warriors
- 4-6. 5 Hellstriders
Slaanesh - Heroes
- 1. Chaos Spawn
- 2-6. Chaos Lord of Slaanesh
Monsters
- 1. 3 Dragon Ogors, 3 Razorgors or 5 Centigors
- 2. Chaos Warshrine
- 3. Slaughterbrute
- 4. Mutalith Vortex Beast
- 5. Chaos Gargant
- 6. Chimera, Cockatrice or Jabberslythe
Brayherd
- 1. 10 Ungors
- 2. 10 Ungor Raiders
- 3-4. 10 Gors
- 5. 10 Bestigors or a Tuskgor Chariot
- 6. Beastlord or Great Bray-Shaman
Warherd
- 1-3. 3 Bullgors
- 4. Cygor
- 5. Ghorgon
- 6. Doombull
Stormcast Eternals
Troops
- 1. 5 Retributors or 10 Liberators
- 2. 3 Prosecutors or 10 Liberators
- 3-4. 10 Liberators
- 5. 5 Judicators or 10 Liberators
- 6. 5 Protectors or 10 Liberators
Cavalry
- 1. 5 Gryph-hounds
- 2. 2 Concussors
- 3. 2 Tempestors
- 4. 2 Fulminators
- 5. 2 Desolators
- 6. Drakesworn Templar
Heroes
- 1. Lord-Relictor
- 2. Lord-Castellant
- 3. Knight-Heraldor
- 4. Knight-Vexillor
- 5. Knight-Azyros
- 6. Knight-Venator
Fyreslayers
Troops
- 1-2. 5 Vulkite Berzerkers
- 3-4. 5 Auric Hearthguard
- 5-6. 5 Hearthguard Berzerkers
Heroes
- 1-2. Grimwrath Berzerker
- 3. Auric Runesmiter
- 4. Auric Runemaster
- 5. Battlesmith
- 6. Auric Runeson
Skaven
Troops
- 1-2. 10 Stormvermin, 5 Skryre Acolytes, 6 Giant Rats, 5 Plague Censer Bearers or 10 Night Runners
- 3. 10 Stormvermin, 3 Stormfiends, 2 Rat Swarms, 5 Plague Censer Bearers or 10 Night Runners
- 4. 10 Clanrats, 3 Stormfiends, 2 Rat Swarms, 5 Plague Monks or 3 Gutter Runners
- 5-6. 10 Clanrats, 3 Warplock Jezzail, a Weapon Team, 2 Rat Ogors, 5 Plague Monks or 3 Gutter Runners
Heroes
You can't have two heroes of the same kind (including your General), so if you want to roll randomly you must reroll any double.
- 1-3. Skaven Warlord, Arch-Warlock, Packmaster, Plague Priest or Assassin
- 4-6. Skaven Warlord, Warlock Engineer, Packmaster, Plague Priest or Assassin
Monsters and War Machines
You can't have two monsters or war machines of the same kind, so if you want to roll randomly you must reroll any double.
- 1. Screaming Bell
- 2. Warp Lightning Cannon
- 3. Doomwheel
- 4. Hell Pit Abomination
- 5. Plague Furnace
- 6. Plagueclaw
Ironjawz
Troops
- 1-2. 5 Brutes
- 3-4. 3 Gore-gruntas
- 5-6. 10 Ardboys
Heroes
- 1-3. Warchanter
- 4-6. Weirdnob Shaman
Sylvaneth
You also get a free Sylvaneth Wyldwood to place on the field along with whatever you take.
Troops
- 1-3. 5 Dryads
- 4. 5 Tree-Revenants
- 5. 5 Spite-Revenants
- 6. 3 Kurnoth Hunters
Heroes
- 1-2. Branchwych
- 3-4. Branchwraith
- 5-6. Treelord
Death
FLESH-EATER COURTS - Troops
- 1-2. 10 Crypt Ghouls
- 3-4. 3 Crypt Horrors
- 5-6. 3 Crypt Flayers
FLESH-EATER COURTS - Heroes
- 1-3. Varghulf Courtier
- 4. Crypt Ghast Courtier
- 5. Crypt Haunter Courtier
- 6. Crypt Infernal Courtier
FLESH-EATER COURTS - Monsters
You can't have two monsters of the same kind (including the general's mount), so if you want to roll randomly you must reroll any double.
- 1-3. Terrorgheist
- 4-6. Zombie Dragon
SOULBLIGHT
- 1-2. 3 Vargheists
- 3-4. 5 Blood Knights
- 5. 3 Fell Bats
- 6. Bat Swarm
DEADWALKER
- 1-3. 10 Zombies
- 4-5. 5 Dire Wolves
- 6. Corpse Cart or Mortis Engine
DEATHRATTLE
- 1-2. 5 Black Knights
- 3-4. 10 Skeleton Warriors
- 5-6. 5 Grave Guards
Champion Rewards
Chaos
Note: the three God-themed rewards work in a peculiar way: if you already got one of them, instead of rerolling you can get the one that comes before if you don't already have that one too.
- 2. Your General becomes a Spa..DKGLSJGILALGOAEYHBRALEIGJH you get it. Also, you lose D3 GPs and another hero in your army becomes the new General for the remainder of the campaign. If you have no other heroes, you can get a free hero from the table.
- 3. At the beginning of every hero phase you roll a dice: on a 4+ your General rerolls every 1 to hit and wound, but on a 1 he can't do nothing until next hero phase.
- 4. Every time your General is wounded, the closest enemy model suffers a mortal wound on a 2+ roll.
- 5. Enemy units within 3" from your General get -1 Bravery during Battleshock phase.
- 6. Khorne General can unbind a spell in each turn with a +1 to the roll, Tzeentch General heals a wound every time he (or an allied wizard within 3") casts a spell or when he is targeted by a spell, Nurgle General heals a wound in each hero phase on a 5+ roll and Slaanesh General can reroll a hit roll in each shooting and combat phase.
- 7. Khorne General gets +1 to hit rolls when in numeric inferiority, Tzeentch General can warp in any point within 7" from enemy models instead of moving, Nurgle General gets an extra wound and Slaanesh General gets +3 to run and charge rolls and can do a 6" pileup.
- 8. Khorne General deals an extra attack with each melee weapon, Tzeentch General becomes a wizard (or can do an extra casting and an extra unbinding if he is already one), Nurgle General gives -1 to hit rolls at enemies within 7" and Slaanesh General gets +1 to hit rolls on a 4+ roll in combat phase.
- 9. General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
- 10. General can reroll saves.
- 11. General gets a 6+ Save-after-the-Save roll (works against mortal wounds too)
- 12. General becomes a Daemon Prince. Reroll if you prefer to keep him like that (or if you don't have or want the Daemon Prince model)
Stormcast Eternals
- 2. Next time your General dies in battle, you lose D3 GPs and he loses every reward he got (to represent that a new Lord-Celestant took his place)
- 3. At the beginning of every hero phase you roll a dice: on a 4+ your General rerolls every 1 to hit and wound, but on a 1 he rerolls every 6 to hit and wound.
- 4. Once per battle, all your models get +1 to hit rolls for a turn.
- 5. One of your General's attacks in each combat phase deals an extra wound (D3 against monsters and Chaos units)
- 6. One of the General's weapons (not the mount ones) gets +1 to hit rolls.
- 7. General gets an extra wound.
- 8. General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
- 9. General can reroll saves.
- 10. General gets +2 to run and charge.
- 11. General gets a 6+ Save-after-the-Save roll (works against mortal wounds too)
- 12. If your General dies in battle, at the beginning of each hero phase you roll a dice: on a 5+ he is reborn.
Fyreslayers
- 2. As long as the General is alive, you get +1 to the roll that determinates who goes first on each round.
- 3. Take note of the guy you just fought against. Your General gets +1 to hit and wound rolls against his army.
- 4. Once per battle, all your models get +1 to hit rolls for a turn.
- 5. General gets +1 to hit and wound rolls against models with 7+ wounds.
- 6. One of the General's weapons (not the mount ones) gets -1 Rend.
- 7. General gets an extra wound.
- 8. General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
- 9. In each hero phase you can choose either the general or an allied unit within 10": the unit can't move but gets +1 save.
- 10. General gets +1 to wound rolls in the turn he charged.
- 11. General can heal D6 wound once per battle.
- 12. Once per battle, instead of dealing his normal attacks the General can deal D3 mortal wounds on a single model on a 4+ roll (or straight kill it if you roll a 6)
Skaven
- 2. You lose a GP and can't roll on this table again for the remainder of the campaign.
- 3. General gets doubled movement when retreating.
- 4. Enemy units within 1" from the General get -1 to hit rolls.
- 5. General doubles his attacks once per battle.
- 6. If the General gets wounded, he can reroll failed hit rolls in the same phase.
- 7. General can reroll saves.
- 8. Allies within 8" from the General get +2 Bravery.
- 9. One of the General's melee weapons deals an extra wound.
- 10. You get an extra GP after each victory.
- 11. General gets a 5+ Save-after-the-Save roll (works against mortal wounds too)
- 12. You can field a Verminlord during your next battle.
Ironjawz
- 2. When the General is killed, he stays on the field until next hero phase and only then he dies.
- 3. General can reroll 1 to save.
- 4. Once per battle, all your models get +1 to hit rolls for a turn.
- 5. General gets +1 to wound rolls against models with less than 5 wounds.
- 6. One of the General's melee weapons (not the mount ones) deals an extra wound.
- 7. General gets an extra wound.
- 8. General gets +1 to wound rolls in the turn he charged.
- 9. General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
- 10. General can reroll when using his Waaagh! command ability.
- 11. General gets +1 to hit and wound rolls against monsters.
- 12. Once per battle, the General heals every wound he suffered and gets +1 to hit rolls, and enemies get -1 to their hit rolls when they attack him.
Sylvaneth
- 2. You lose a GP and can't roll on this table again for the remainder of the campaign.
- 3. At the beginning of every hero phase you roll a dice: on a 5+ the General must move towards the nearest enemy unit, but can run and charge in the same turn and rerolls every 1 to hit and wound.
- 4. Once per battle, all your models can run and charge in the same turn.
- 5. Once per battle, you can choose a Sylvaneth Wyldwood and deal D3 mortal wounds to every enemy unit within 3" from that. If the General is a Treelord Ancient, he can cast Awakening the Wood in the same turn, but not on the same Wyldwood.
- 6. One of your General's attacks in each combat phase deals an extra wound (D3 against Chaos units, D6 if they're Nurgle units)
- 7. General gets +2 to run and charge.
- 8. General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
- 9. General can reroll saves.
- 10. General gets an extra wound.
- 11. Once per battle, you can deal D3 mortal wounds to an enemy unit within 6" from the General.
- 12. If the General dies, at the beginning of each hero phase you roll a dice. On a 4+ he is reborn (must be spawned within 1" from a Sylvaneth Wyldwood)
Death
- 1. When the General (or anyone within 10" from him) summons new models via spells or abilities, you get an additional summoned model.
- 2. One of the General's melee weapons (not the mount ones) deals mortal wounds instead of regular wounds when you roll a 6 to wound.
- 3-4. General gets an extra wound.
- 5. General gets +1 Bravery, and allies within 9" also get it in Battleshock phase.
- 6. Units within 6" from the General that are not DEATH get -1 Bravery.
Retinue Rewards
Chaos
- 1. Once per battle, the unit can reroll every wound roll for a single turn
- 2. Once per battle, the unit gets the cover bonus for a single turn.
- 3. Once per battle, the unit can do melee or shooting attacks during hero phase (and again in the relative phase)
- 4. Once per battle, the unit can warp within 6" from any enemy unit instead of moving regularly.
- 5. Once per battle, in your hero phase you can roll a number of dice equal to the number of dead models. On a 5+ a model comes back.
- 6. Roll twice, reroll any further 6.
Stormcast Eternals
- 1. Once per battle, the unit can warp within 6" from any enemy unit instead of moving regularly.
- 2. Unit will never do any Battleshock test.
- 3. Once per battle, the unit gets an automatic 12" charge instead of rolling.
- 4. Once per battle, the unit can't run or charge but rerolls saves.
- 5. Once per battle, you can choose an enemy unit within 3", roll a dice for each of your models in the 3" range from the enemy unit, and deal a mortal wound on a 4+.
- 6. The unit rerolls a single hit/wound/save roll in each turn.
Fyreslayers
- 1. Unit can pileup and attack twice as long as the General is within 6".
- 2. Once per battle, every melee weapon in the unit gets an extra attack.
- 3. Choose an enemy unit at the beginning of each battle, the unit gets +1 to hit rolls against that unit.
- 4. Once per battle, the unit can't run or charge but rerolls saves.
- 5. Unit will never do any Battleshock test.
- 6. The unit rerolls a single hit/wound/save roll in each turn.
Skaven
- 1. Once per battle, the unit can reroll saves.
- 2. Once per battle, when the unit is completely destroyed, it respawns within 6" from any edge on the table and within 9" from any enemy unit.
- 3. The unit can be kept in reserves and deepstrike later.
- 4. In hero phase, you roll a dice for each enemy unit within 3" from this one and deal to each D3 mortal wounds on a 6 roll.
- 5. Roll a dice for each model running away in Battleshock phase. Deal a mortal wound on an enemy unit within 3" for each 4+ roll.
- 6. Every melee weapon in the unit gets +1" to its range.
Ironjawz
- 1. Unit leader gets 2 extra wounds.
- 2. Once per battle, the unit can charge in hero phase. Deal D3 mortal wounds to the charged unit.
- 3. The unit gets +1 to hit rolls as long as there is a Warchanter within 10" (if the Warchanter uses his own ability on the unit, this ability disappears as long as the Warchanter ability is applied)
- 4. Unit can move D6" in hero phase (but can't do this and run in the same turn)
- 5. Once per battle, the enemy unit in melee gets -1 to hit rolls.
- 6. The unit rerolls a single hit/wound/save roll in each turn.
Sylvaneth
- 1. Unit can reroll every 1 to hit and wound if they attacked at least once before.
- 2. Unit can reroll every 1 to hit.
- 3. Unit can reroll every 1 to wound.
- 4. Unit gets +2" to move.
- 5. Unit can reroll every 1 to save.
- 6. The unit rerolls a single hit/wound/save roll in each turn.
Death
- 1-2. Once per battle, the unit can run and charge in the same turn.
- 3-4. Unit can be kept in reserves and deepstrike later.
- 5-6. Instead of taking Battleshock tests, the unit regenerates D3 models/wounds in each Battleshock phase.