Age of Sigmar/Tactics/Path to Glory: Difference between revisions
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===Skaven=== | ===Skaven=== | ||
* Screaming Bell - | * Verminlord (any variant) - 2 units | ||
* Grey Seer, Arch-Warlock, Master Moulder | * Screaming Bell, Plague Furnace - 3 units | ||
* Grey Seer, Arch-Warlock, Master Moulder, Plague Priest, Deathmaster, Clawlord, Warlock Engineer, Warlock Bombardier - 4 units | |||
===Ironjawz=== | ===Ironjawz=== |
Revision as of 17:58, 21 September 2019
This is the page for the Age of Sigmar Path to Glory, based on the expanded version seen in the General's Handbook.
What is Path to Glory?
First born with the original Warhammer Daemons books (Slaves to Darkness and The Lost and The Damned), Path to Glory is a campaign system that makes players start with a relatively small force of a single hero and a few units, which game after game gets stronger by either adding new units or giving additional abilities to the ones that are already there. After a player gets enough victories and/or expands enough his warband, he will just need one more victory to triumph over everyone else.
Originally created to be played only with Chaos armies, the Age of Sigmar edition allows almost any army to participate.
Why should I play this?
Because it's the best way to develop an army of Your Dudes with friends.
How to play
- Find at least one other 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.
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.
When a player gets 10 Glory Points, or when his army haves 5 more units than his starting force, he just needs to win one more game to become the campaign winner.
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, DEATHMAGE General with DEADWALKER followers or NIGHTHAUNT). 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
- Keeper of Secrets - 1 unit
- Bladebringer, Herald on Exalted Chariot - 3 units
- The Contorted Epitome - 3 units
- Chaos Lord of Slaanesh - 4 units
- Infernal Enrapturess, Herald of Slaanesh - 4 units
- Bladebringer, Herald on Hellflayer - 4 units
- Bladebringer, Herald on Seeker Chariot - 4 units
- Viceleader, Herald of Slaanesh - 4 units
- Lord of Slaanesh on Daemonic Mount - 4 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
Daughters of Khaine
- Slaughter Queen on Cauldron of Blood - 2 units
- Hag Queen on Cauldron of Blood - 2 units
- Bloodwrack Shrine - 3 units
- Bloodwrack Medusa - 4 units
- Slaughter Queen - 4 units
- Hag Queen - 5 units
Skaven
- Verminlord (any variant) - 2 units
- Screaming Bell, Plague Furnace - 3 units
- Grey Seer, Arch-Warlock, Master Moulder, Plague Priest, Deathmaster, Clawlord, Warlock Engineer, Warlock Bombardier - 4 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
NIGHTHAUNT
- Spirit Torment - 3 units (also comes with a 2-men Chaingasts unit as a freebie)
- Knight of Shrouds (with or without Ethereal Steed), Guardian of Souls or Lord Executioner - 4 units
Gloomspite Gitz
- Webspinner Shaman on Arachnarok Spider, Dankhold Troggboss or Loonboss on Mangler Squigs - 2 units
- Zarbag - 3 units (technically 4, but Zarbag's Gitz istantly fills one of the slots)
- Loonboss, Loonboss with Giant Cave Squig, Loonboss on Giant Cave Squig, Scuttleboss on Gigantic Spider, Webspinner Shaman, Madcap Shaman or Fungoid Cave-Shaman - 4 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
- 1-2. Tzaangor Shaman
- 3. Magister
- 4. Fatemaster
- 5. Curseling, Eye of Tzeentch
- 6. 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. 10 Plague Bearers
Nurgle - Heroes
- 1. Chaos Spawn
- 2-6. Rotbringers Sorcerer
Slaanesh - Units - Mortals
- 1-3 5 Hellstriders with Claw-Spears
- 4. 5 Hellstriders with Hellscourges
- 5. 5 Hellstriders with Hellscourges
- 6. 5 Hellstriders with Hellscourges
Slaanesh - Units - Daemons
- 1-3 10 Daemonettes
- 4. 5 Seekers
- 5. Seeker Chariot
- 6. Hellflayer
Slaanesh - Units - Elites
- 1-4. 3 Fiends
- 5-6. Exalted Chariot
Slaanesh - Heroes - Mortal
- 1-4. Chaos Lord of Slaanesh
- 5-6. Lord of Slaanesh on Daemonic Mount
Slaanesh - Heroes - Daemon
- 1-4. Viceleader, Herald of Slaanesh
- 5-6. Bladebringer, Herald on Hellflayer or Bladebringer, Herald on Seeker Chariot
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. 10 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
Daughters of Khaine
Retinue
- 1. 10 Witch Aelves
- 2. 10 Sisters of Slaughter
- 3. 5 Khinerai Heartrenders
- 4. 5 Khinerai Lifetakers
- 5. 5 Blood Sisters
- 6. 5 Blood Stalkers
Elite Retinue
A roll on this table costs you either two regular rolls or a single roll plus a Glory Point.
- 1-2. 5 Doomfire Warlocks
- 3. 1 Avatar of Khaine
- 4. 1 Bloodwrack Shrine
- 5. 1 Hag Queen on Cauldron of Blood
- 6. 1 Slaughter Queen on Cauldron of Blood
Heroes
- 1-2. 1 Hag Queen
- 3-4. 1 Slaugher Queen
- 5-6. 1 Bloodwrack Medusa
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. Clawlord, Arch-Warlock, Master Moulder, Plague Priest or Deathmaster
- 4-6. Clawlord, Warlock Engineer/Bombardier, Master Moulder, Plague Priest or Deathmaster
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
NIGHTHAUNT
- 1-2. 10 Chainrasps
- 3-4. 3 Spirit Hosts
- 5. 5 Glaivewraith Stalkers
- 6. 4 Myrmourn Banshees
NIGHTHAUNT - Elite
A roll on this table costs you either two regular rolls or a single roll plus a Glory Point.
- 1-2. 10 Grimghast Reapers
- 3-4. 5 Hexwraiths
- 5. 10 Dreadscythe Harridans
- 6. 10 Bladegheist Revenants
NIGHTHAUNT - Black Coach
You can just pay 3 rolls or a roll plus 2 Glory Points to get a Black Couch with no actual rolls needed.
NIGHTHAUNT - Heroes
- 1-2. Cairn Wraith
- 3-4. Dreadblade Harrow
- 5-6. Tomb Banshee
Gloomspite Gitz
Retinue
- 1. 10 Sneaky Snufflers, 5 Boingrot Bounderz or 5 Spider Riders
- 2-3. 15 Shootas, 5 Squig Hoppers or 5 Spider Riders
- 4-6. 15 Stabbas, 10 Squigs+2 Herders or 5 Spider Riders
Fanatics
Fanatics can't take rewards.
- 1-3. 5 Loonsmasha Fanatics
- 4-6. 5 Sporesplatta Fanatics
Troggoth
Rolling on this table costs you either 2 rolls or a single roll plus a Glory Point.
- 1-2. 1 Dankhold Troggoth
- 3-4. 3 Fellwater Troggoths
- 5-6. 3 Rockgut Troggoths
Big Gitz
Rolling on this table costs you either 2 rolls or a single roll plus a Glory Point.
- 1-3. Mangler Squigs
- 4-6. Aleguzzler Gargant
Arachnarok
Rolling on this table costs you either 3 rolls or a single roll plus 2 Glory Points.
- 1-2. Arachnarok Spider with Flinger
- 3-4. Arachnarok Spider with Spiderfang Warparty
- 5-6. Skitterstrand Arachnarok
Gobbapalooza
Don't roll. Pick 3 of the Gobbapalooza guys of your choice.
Heroes
- 1-2. Loonboss or Scuttleboss on Gigantic Spider
- 3. Madcap Shaman or Scuttleboss on Gigantic Spider
- 4. Loonboss with Giant Cave Squig or Scuttleboss on Gigantic Spider
- 5. Loonboss on Giant Cave Squig or Webspinner Shaman
- 6. Fungoid Cave-Shaman or Webspinner Shaman
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)
Daughters of Khaine
- 2. If the general is ever slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your general has gained from this table so far from your warband roster. If your warband has another HERO, she now becomes your general (if you do not have any HEROES, immediately generate a new one to become your new general).
- 3. Roll a dice for the general in each of your hero phases. On a 1, until your next hero phase, re-roll hit and wound rolls of 6 for your champion. On a 4+, until your next hero phase, re-roll hit and wound rolls of 1 for your general.
- 4. Once per battle, in your hero phase, your general can loose a war cry. If they do so, add 1 to hit rolls for your general and all units from their warband for the rest of the turn.
- 5. When your general is chosen to fight in the combat phase, instead of making any attacks, she can attempt a decapitating strike after piling in. If they do so, select a single model within 1" and roll a dice. If the roll exceeds that model’s Wounds characteristic, it is slain.
- 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. If your champion is a WIZARD, add 1 to casting rolls made for them. If your champion is a PRIEST, add 1 to the dice roll when they pray to see whether the prayer is successful or not.
- 10. Add 1 to run or charge rolls for your champion. Add 3 instead if there are any enemy HEROES within 12" of your champion.
- 11. General can re-roll failed Fanatical Faith rolls.
- 12. While the general is alive, count the battle round number as being 1 higher than it actually is when determining what abilities the units in your warband receive from the Daughters of Khaine Blood Rites battle trait. Stacks with other, similar effects.
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.
Nighthaunt
- 2. You lose a Glory Point and get no more rewards for your General.
- 3. General gets +3" Movement.
- 4. General gets an extra wound.
- 5. -1 to hit rolls against your General.
- 6. -1 Bravery to enemy units within 6" from the General.
- 7. General gets +1 to wound rolls.
- 8. -1 to casting and charge rolls to enemy units within 12" from the General.
- 9. When the General rolls a 6 to hit, it deals mortal wounds equal to the amount of wounds the weapon normally does.
- 10. -1 to wound rolls against your General.
- 11. In each hero phase you can pick a unit within 8" from the General, roll 2D6 and if the result is higher than that unit's Bravery it suffers d3 mortal wounds.
- 12. General heals a wound every time he damages an opponent.
Gloomspite Gitz
- 2. You lose a Glory Point and the General gets a permanent -1 Wounds.
- 3. One of the General's weapons gets -1 Rend.
- 4. General gets +2" Movement and +4" to retreating.
- 5. General gets +1 Wounds.
- 6. Friendly units within 3" from the General can do a Look Out, Sir! on a 4+ when he is going to be wounded.
- 7. General gets +1 to hit rolls.
- 8. -1 to hit rolls against your General.
- 9. One of the General's weapons gets +1 Damage.
- 10. At the beginning of each Hero Phase you can get an extra command point on a 4+ roll as long as the General is alive.
- 11. General is always under the effect of the Bad Moon.
- 12. Once per battle, instead of doing the General's regular melee attacks, you can instead pick the closest model in the enemy unit he's fighting against and roll a dice. On a 4+ he suffers D3 mortal wounds, on a 6 it dies.
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.
Daughters of Khaine
- 1. Re-roll hit rolls of 6 against this unit.
- 2. This unit never has to take battleshock tests.
- 3. Always runs 6" if unit chooses to run.
- 4. Re-roll save rolls of 1 for this unit.
- 5. When determining what abilities this unit receives from the Blood Rites battle trait, it counts the battle round number as being 1 higher than it actually is. Stacks with other, similar effects.
- 6. The unit can re-roll charge rolls.
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.
Nighthaunt
- 1. -1 Bravery to enemy units within 12" from the unit.
- 2. Unit rerolls every 1 to hit.
- 3. Unit rerolls every 1 to wound.
- 4. Unit gets +2" Movement.
- 5. Unit rerolls every 1 to save.
- 6. Unit gets -1 Rend to each weapon.
Gloomspite Gitz
Retinue, Gobbapalooza and Heroes
- 1. Once per battle, the unit can reroll save rolls for an entire turn.
- 2. Once per battle, every model in the unit gets +1 attack to each melee weapon.
- 3. The unit can start in the reserves and pop out at the end of your first movement phase.
- 4. Every missile weapon in the unit gets +1" Range.
- 5. At the beginning of the game pick an enemy warscroll. The unit gets +1 to hit against all the units using that warscroll.
- 6. Once per turn, the unit can reroll a single hit, wound or save roll.
Troggoth, Arachnarok and Big Gitz
- 1. The unit can reroll wound rolls in the turn it charged.
- 2. The unit gets +1 to hit in melee.
- 3. Unit gets +1 Wounds.
- 4. Enemy units within 3" from the unit get -1 Bravery.
- 5. Every unmodified 6 to hit made by the unit becomes 2 hits.
- 6. Once per turn, the unit can reroll a single hit, wound or save roll.