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===Phases=== The game is split into multiple phases, like Fantasy, but these splits are a bit different. Also take note that modifiers are now applied AFTER re-rolls are made. *'''Hero Phase''': Here's where your wizards can do wizardy shit and heroes do leadery shit. Its also worth noting that many other abilities can also take effect or expire during this phase. **'''Spell Casting''' - Every wizard can cast at least one spell per turn dependent on their warscroll. Each spell has a casting cost which you must roll or beat with 2d6. Each spell can only be attempted to be cast once per phase (regardless of whether it's successful or not). Wizard's usually have at least one spell on their warscroll, plus they know the following: ***'''Arcane Bolt''' - Cast on a 5+. At the start of a phase this turn, One enemy unit within 12" takes 1 Mortal (Read: Unsaveable) wound, 1d3 if they are within 3". ***'''Mystic Shield''' - Cast on a 5+. A friendly unit within 12" of the caster adds 1 to save rolls until your next hero phase. ****'''Miscasting''' - Rolling snake eyes (two 1s) inflicts d3 mortal wounds to the wizard, automatically counts as a fail and bars the wizard from casting anymore for the phase. Simply put, RE-ROLL THAT SHIT when you can. **'''Unbinding''' - If you have a wizard within 30" of another wizard that's casting, you can roll 2d6 to cancel it. All you need to do is beat the casting roll by rolling an equal amount of dice (2d6), which can be laughably impossible if the other guy managed to roll really high; both sides apply modifiers before comparing. **'''Prayers''' - 3E has decided to pay some more attention to priests. now they can invoke prayers dependent on their warscroll. Like spells, prayers can only be used once a turn and each prayer has you rolling a d6 to cast a prayer. Priests have access to whatever is on their warscroll as well as the following: ***'''Bless''' - Cast on a 4+. One unit wholly within 12" of the priest gains a 6+ ward save. ***'''Smite''' - Cast on a 2+. One enemy Priest within 48" of your priest eats a mortal wound, upped to d3 mortal wounds if you rolled a 6+ on the casting roll. ****'''Divine Wrath''' - As with wizards, you also have a miscast. On a natural 1, your priest eats a mortal wound and can't pray any more for the phase. It's way easier than spells, but it's also a lot less likely to fuck you over. **'''Command Abilities''' - These are abilities that Heroes AND UNIT LEADERS can use in the Hero Phase (unless said otherwise) that give buffs that cannot be stopped. They cost 1 command point each, which you start the battle turn with 1 for each battalion warscroll plus, if you bought it for 50 points, one an additional CP. You also gain 1 point at the start of each of your hero phases (including the first turn) Each of them can only target a unit wholly within 12" of a Hero or within 18" of your general or a unit with the {{AOSKeyword|Totem}} keyword. You can use as many different Command Abilities you want as many times as you want - or the same one multiple times a turn (unless otherwise specified) - as long as you have the command points to do. Some models have Command abilities that they can only use if they are the general so plan accordingly. Everyone has the following, which affect a single unit for a single phase: ***'''Rally''' - Pick one unit in the hero phase that is more than 3" away from any enemy units. Roll a D6 for each model in the unit that has been removed from play. For each unmodified roll of 6, bring a model back with full wounds. Do I hear fully-reviving Kurnoth Hunters or Stormfiends..? Yes. Yes I do. Rise up, dead man! ***'''All-out Attack''' - One unit can add 1 to hits during combat or shooting phase. ***'''All-out Defense''' - One unit can add 1 to saves during combat or shoting phase. ***'''At the Double''' - One unit within range chosen to run treats the run roll as a 6. No more fishing for the six first and then deciding to use this, so be careful! ***'''Forward to Victory''' - One unit within range can reroll a charge. ***'''Inspiring Presence''' - One unit within range can ignore battleshock. ***'''Unleash Hell''' - One unit within range can fire on a charging enemy unit within 6", but suffer a -1 penalty to hit them. ***'''Redeploy''' - One unit within range can move d6" after an enemy approaches but doesn't charge them. **'''Heroic Actions''' - Introduced in AoS 3E, these are new actions that each hero can be triggered at the start of the phase. All of these are focused on supplementing a hero that triggers them, especially if that hero's getting in the thick of it. ***'''Heroic Leadership''' - Pick a hero and roll a d6, adding +2 if your general is dead. On a 4+, you gain a CP you can use to make that hero use on a command action for that phase. Pretty much emergency CP calls here, as it's not quite as baked-in as 40k. ***'''Heroic Willpower''' - Pick a hero that isn't a wizard. During the enemy's hero phase you can let this hero dispel an enemy spell, but during your hero phase you can make this hero unbind an endless spell. Helpful to at least grant a minor measure of anti-magic for your Khorneboys and giants. ***'''Their Finest Hour''' - Pick a hero, they get +1 to all wound rolls and to their saves, ideal for taking on big menaces. Because of how powerful this is, you can only use this once for each hero. ***'''Heroic Recovery''' - Pick a hero that is more than 3" away from an enemy and roll 2d6; if this roll is below or equal to the hero's Bravery, you heal 1d3 wounds. For big heroes like the centerpiece ones and monsters, this isn't going to really do much but it'll equal to hiding behind a corner and regenerating if you get like two turns to patch yourself up. *'''Movement Phase''' - Each unit still has a movement range described in their profile/warscroll, which they can walk. Running adds d6 to that result (but can't shoot or charge afterwards) and can't move within 3" of an enemy unit. Flying units can move within 3" of enemies as they ignore intervening models and terrain but cannot end within 3". *'''Shooting Phase''' **Pick a unit to shoot. **Roll to-hit, which means seeing if you roll over your chosen weapon's To-Hit score on a d6. This isn't modified based on any armor or other factors, meaning that if you have a weapon that hits on a 3+, ANYTHING will get hit. Unit positioning and cover should be taken into consideration during this phase after turn 1 or during setup. **Roll to-wound, which means using a d6 to roll over the chosen weapon's To-Wound Score. People complain about there being no modifiers to the roll due to how tough a creature is now, don't worry about that as it is reflected by how many wounds each model has in a unit now. **Roll to save, which are now all covered in one stat. After all hit and wound rolls are resolved then armor saves needs to be taken. Roll as normal then apply modifiers such as rending, cover saves etc. and see if you passed or failed the roll. *'''Charge Phase''' - For each unit within 12" of the enemy, roll 2d6 and if you can get a model with 1/2" of another unit with that roll, you can charge that unit. Means if you have 2 targets in range, you can pick which one you hit, positioning is key for successful charges. **'''Monstrous Rampages''' - So AoS 3.0 looks to establish the forces of Destruction as the central adversaries of this edition. Destruction means lots of big, scary monsters so all those {{AOSKeyword|Monster}} units have new actions to use after the charge phase. Each of these can only be used once per phase, so it'll be more inconvenient on a monster-heavy army like the Avengorii Soulblights or the Sons of Behemat. ***'''Roar''' - Pick an enemy within 3" of your monster and roll a d6; on a 3+, this unit can't use issue or receive commands for the following combat phase. Especially the one to pick you you're planning to hit a unit hiding next to a hero. ***'''Stomp''' - Pick a non-{{AOSKeyword|Monster}} enemy unit within 3" and roll a d6; on a 2+ this unit eats d3 MWs right off the bat, which especially bites for small and medium-sized gangs like Stormcast and Slaves. ***'''Titanic Duel''' - Pick an enemy {{AOSKeyword|Monster}} unit within 3". Your monster now gets +1 to hit theirs for the following combat phase, and you might well need it. ***'''Smash to Rubble''' - Find some defensible terrain or an enemy setpiece within 3" and roll a d6; on a 2+, that setpiece is now useless, unable to be hidden in and no longer able to benefit your enemy. *'''Attack Phase''' - Combat phase. Now this is where things are a little different. For hitting and wounding it is the same thing as shooting however the main differences is which unit shall you pick to attack first. So if it is your turn you pick 1 unit in a combat, they attack, then your opponent picks 1 unit in combat, they attack, and you continue until all units attack. You have to be tactical if you have multiple combats as you have to try and maximise the amount of attacks your guys get before your opponent maximises his. Also two other differences is that 1) each weapon has a range (normally 1") so you actually have to pay attention to the positioning of your guys. And 2) your units can only use the selected weapons they have equipped on them (monsters can bite and swipe in the same attack) so read the units warscroll first and decide what they are going to have BEFORE the game starts but generally the model would show what they are wielding anyway. *'''Battleshock Phase''' - This is the panic phase. Any unit who lost models during '''ANY''' phases has to test ''Bravery'' on d6, adding 1 for every model that has slain from the unit '''during that turn'''. Failing this test means a model leaves for each degree it fails by. An example would be a basic unit of 10 model count Blood reavers with a bravery of 5 suffers (no upgrades for example sake) 3 casualties and made a Battle shock roll which ended up being an 4. Now you add the amount suffered in the combat phase(3) and add it to the roll you just made during the bravery phase(4) which equals to a total of (7). Compare this to the bravery profile (5) and you failed by 2 so the result is two more models running away leaving 5 left out of the original 10.
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