Age of Sigmar/Tactics/Path to Glory: Difference between revisions

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==Champion Rewards==
==Champion Rewards==
===Chaos===
===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 it.
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.
*'''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.
*'''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.
*'''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.
*'''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.
*'''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.
*'''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.
*'''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.
*'''9.''' General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
10. General can reroll saves.
*'''10.''' General can reroll saves.
11. General gets a 6+ Save-after-the-Save roll (works against mortal wounds too)
*'''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)
*'''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===
===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)
*'''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.
*'''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.
*'''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)
*'''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.
*'''6.''' One of the General's weapons (not the mount ones) gets +1 to hit rolls.
7. General gets an extra wound.
*'''7.''' General gets an extra wound.
8. General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
*'''8.''' General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
9. General can reroll saves.
*'''9.''' General can reroll saves.
10. General gets +2 to run and charge.
*'''10.''' General gets +2 to run and charge.
11. General gets a 6+ Save-after-the-Save roll (works against mortal wounds too)
*'''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.
*'''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===
===Fyreslayers===
2. As long as the General is alive, you get +1 to the roll that determinates who goes first on each round.
*'''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.
*'''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.
*'''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.
*'''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.
*'''6.''' One of the General's weapons (not the mount ones) gets -1 Rend.
7. General gets an extra wound.
*'''7.''' General gets an extra wound.
8. General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
*'''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.
*'''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.
*'''10.''' General gets +1 to wound rolls in the turn he charged.
11. General can heal D6 wound once per battle.
*'''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)
*'''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===
===Skaven===
2. You lose a GP and can't roll on this table again for the remainder of the campaign.
*'''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.
*'''3.''' General gets doubled movement when retreating.
4. Enemy units within 1" from the General get -1 to hit rolls.
*'''4.''' Enemy units within 1" from the General get -1 to hit rolls.
5. General doubles his attacks once per battle.
*'''5.''' General doubles his attacks once per battle.
6. If the General gets wounded, he can reroll failed hit rolls in the same phase.
*'''6.''' If the General gets wounded, he can reroll failed hit rolls in the same phase.
7. General can reroll saves.
*'''7.''' General can reroll saves.
8. Allies within 8" from the General get +2 Bravery.
*'''8.''' Allies within 8" from the General get +2 Bravery.
9. One of the General's melee weapons deals an extra wound.
*'''9.''' One of the General's melee weapons deals an extra wound.
10. You get an extra GP after each victory.
*'''10.''' You get an extra GP after each victory.
11. General gets a 5+ Save-after-the-Save roll (works against mortal wounds too)
*'''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.
*'''12.''' You can field a Verminlord during your next battle.


===Ironjawz===
===Ironjawz===
2. When the General is killed, he stays on the field until next hero phase and only then he dies.
*'''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.
*'''3.''' General can reroll 1 to save.
4. Once per battle, all your models get +1 to hit rolls for a turn.
*'''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.
*'''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.
*'''6.''' One of the General's melee weapons (not the mount ones) deals an extra wound.
7. General gets an extra wound.
*'''7.''' General gets an extra wound.
8. General gets +1 to wound rolls in the turn he charged.
*'''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.
*'''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.
*'''10.''' General can reroll when using his Waaagh! command ability.
11. General gets +1 to hit and wound rolls against monsters.
*'''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.
*'''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===
===Sylvaneth===
2. You lose a GP and can't roll on this table again for the remainder of the campaign.
*'''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.
*'''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.
*'''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.
*'''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)
*'''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.
*'''7.''' General gets +2 to run and charge.
8. General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
*'''8.''' General gets +1 Bravery, and allies within 8" also get it in Battleshock phase.
9. General can reroll saves.
*'''9.''' General can reroll saves.
10. General gets an extra wound.
*'''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.
*'''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)
*'''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===
===Death===
1. When the General (or anyone within 10" from him) summons new models via spells or abilities, you get an additional summoned model.
*'''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.
*'''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.
*'''3-4.''' General gets an extra wound.
5. General gets +1 Bravery, and allies within 9" also get it in Battleshock phase.
*'''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.
*'''6.''' Units within 6" from the General that are not '''DEATH''' get -1 Bravery.
[[Category:Age of Sigmar/Tactics]]
[[Category:Age of Sigmar/Tactics]]
[[Category:Age of Sigmar]]
[[Category:Age of Sigmar]]

Revision as of 12:28, 13 August 2016

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

  1. Find at least another person who wants to do it.
  2. Use the stuff below to generate your army.
  3. Give names to units and heroes for maximum Your Dudes.
  4. If you already own every model you need for your warband, good for you. Otherwise, you have to spend some cash.
  5. 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

  • Tzeentch Chaos Lord on Disc of Tzeentch - 4 units
  • Tzeentch Sorcerer Lord - 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

  • 1. 2 Chaos Spawns
  • 2. 16 Marauders
  • 3. 12 Warriors
  • 4. 5 Chosen
  • 5-6. 5 Knights

Tzeentch - Heroes

  • 1. Chaos Spawn
  • 2-6. Tzeentch Sorcerer Lord

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
  • 3-6. 3 Crypt Horrors

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 Chart 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.