This is the page for Age of Sigmar's narrative campaign called Path to Glory.
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 their warband enough, they 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.
As of AoS 2.0, each battletome includes information on what champions and followers you are allowed to bring.
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.
The campaign is build around Glory Points, which you receive after each battle. A loss or draw gives you 1 GP, a minor victory gives D3, and a major victory also gives D3 but lets you re-roll a 1.
After each battle you also 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.
By default, when a player gets 10 Glory Points (victory by Blood), or when their army has 5 more units than the starting force (victory by Might), they just need to win one more game to become the campaign winner.
Champions
First, you have to choose a faction and a Champion for your army. If you choose a Chaos army, you have to choose which god you want to follow. The kind of General you choose also determines how many units are in your retinue at the beginning of the campaign (bigger the General is, fewer units you get).
Retinue
These are the other units of your warband. You can choose them manually or roll a D6 to get random stuff. Note that some tables are split based on your army's allegience, so choose that before rolling. You can start with a number of followers based on your champion. Some followers require extra 'rolls' or GP to add to your army. For example, a unit of 1 Plagueclaw requires 2 rolls, or 1 roll and 1 GP. So if you wish to start with one, it would use 2 of your starting unit 'slots' and if you want to add it later you will have to spend GP.
Champion Rewards
These are unique rewards for your champion that you can gain instead of followers. One starting unit can instead be used to get a Champion Reward, but the champion cannot start with more than one of them. There are 11 possible rewards, but do note that not all 'rewards' are positive. Rolling 2 on 2d6 is a bad thing. To generate one, you roll 2d6 and gain the reward listed in the table. If you roll a reward your champion already has, re-roll until you get a different result.
Follower Rewards
These are unique rewards for your followers that you can gain during the campaign. One starting unit can instead be used to get a Follower Reward, but each unit of followers cannot start with more than one reward. All of these are positive, since there are only 6 of them. To generate one, you pick a unit then roll a d6, comparing it to the table. If you roll a reward that unit already has, re-roll until you get a different result.
Chaos Warband Tables
Beasts of Chaos
Found in the Battletome (September 2018).
Champions
Champion |
Follower Rolls
|
Tzaangor Shaman |
3 rolls
|
Dragon Ogor Shaggoth |
3 rolls
|
Doombull |
4 rolls
|
Great Bay-Shaman |
5 rolls
|
Beastlord |
5 rolls
|
Followers
Retinue Followers
Split by allegiance.
D6 |
Brayherds |
Monstrous Beastherds
|
1 |
20 Ungors |
1 Razorgor
|
2 |
5 Centigors |
10 Chaos Warhounds
|
3 |
10 Ungor Raiders |
10 Chaos Warhounds
|
4 |
10 Gors |
2 Chaos Spawn
|
5 |
10 Gors |
1 Cockatrice
|
6 |
1 Tuskgor Chariot |
1 Jabberslythe
|
Hero Followers
D6 |
Followers
|
1-3 |
1 Beastlord
|
4-6 |
1 Great Bray-Shaman
|
Elite Retinue Followers
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Brayherds |
Warherds |
Monstrous Beastherds
|
1-2 |
20 Gors |
3 Bullgors |
3 Dragon Ogors
|
3 |
10 Bestigors |
3 Bullgors |
3 Dragon Ogors
|
4 |
10 Tzaangors |
3 Bullgors |
3 Dragon Ogors
|
5 |
3 Tzaangor Enlightened |
1 Cygor |
1 Chaos Gargant
|
6 |
3 Tzaangor Skyfires |
1 Ghorgon |
1 Chimera
|
Follower Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Favoured of the Dark Gods |
These warriors have caught the interest of the Ruinous Powers. |
Once per battle, in any phase, you can re-roll failed save rolls for attacks that target this unit until the end of that phase.
|
2 |
Hungry for Battle |
These warriors thirst for slaughter. |
Add 2 to this unit's Move characteristic.
|
3 |
Renders of Flesh |
These warriors have a dark reputation for butchery and violence. |
Once per battle, in the combat phase, you can re-roll failed hit rolls for attacks made by this unit until the end of that phase.
|
4 |
Bestial Resilience |
The endurance of these beasts is legendary. |
Add 1 to save rolls for attacks that target this unit.
|
5 |
Enraged |
These warriors rampage across the battlefield. |
When you make a charge move with this unit, add 2 to the charge roll.
|
6 |
Rip, Gore, Tear |
Feared by their foes, these warriors unleash savage fury upon the battlefield. |
Once per battle, at the start of the combat phase, you can declare this unit will rip, gore and tear its foes apart. If you do so, until the end of the phase, each unmodified hit roll of 6 for attacks made by this unit inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.
|
Champion Rewards
2D6 |
Reward |
Flavour Text |
Rules
|
2 |
Shamed and Beaten |
Your champion has been grievously wounded during a challenge to their position as alphabeast. |
You lose 1 Glory Point. In addition, subtract 1 from your champion's Wounds characteristic for the remainder of the campaign.
|
3 |
Ghastly Mutation |
Your champion has been cursed with a transmutative flux. Though it sometimes results in debilitating spasms, its mutations make the warrior a formidable foe. |
Roll a dice at the start of your hero phase. On a 1, your champion cannot move, attack, cast spells or use any abilities until your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by your champion until your next hero phase.
|
4 |
Battle Roar |
The savage bellows issued from your champion dispel all fear from those beasts that follow him. |
Add 2 to the Bravery characteristic of friendly units in the battleshock phase while they are wholly within 12" of your champion.
|
5 |
Frothing Hatred |
Your champion bears scars from, and a grudge against, a particular enemy. |
Note down the name of the warband you fought the last battle against. Add 1 to hit and wound rolls for attacks made by your champion that target units from that warband for the rest of the campaign.
|
6 |
Gorge on Flesh |
The flesh of their enemies fills your champion with strength as they devour the warm carcasses |
At the end of the combat phase, if any attacks made by your champion that phase resulted in an enemy model being slain, you can heal 1 wound allocated to your champion.
|
7 |
Dark Despoiler |
This champion seeks to prove themselves superior to the most renowned of enemy warriors. |
You can re-roll failed hit rolls for attacks made by your champion that target an enemy HERO.
|
8 |
Goaded Fury |
Your champion's hatred for the enemy prevents them from giving any quarter. |
Once per battle, at the end of the combat phase, you can pick your champion to pile in and attack with its melee weapons again.
|
9 |
Baneful Weapon |
Pulsing with sickly green light, your champion's blade has been afflicted with a strange, malevolent malady. |
Pick one of your champion's melee weapons and note it down on your warband roster as being diseased. Add 1 to that weapon's Damage characteristic.
|
10 |
Rampager |
The wild destruction wrought by your champion inspires fear in the enemy. |
Add 1 to the Glory Points you earn when you win a battle.
|
11 |
Heedless of Injury |
Attacks that would kill a lesser warrior are shrugged off by your champion. |
Roll a dice each time you allocate a wound or mortal wound to your champion. On a 5+ the wound is negated.
|
12 |
Savage Blow |
Your champion has become practised at waiting for the perfect moment to deliver a brutal killing strike. |
Once per battle, at the start of the combat phase, you can say your champion is attempting a savage blow instead of attacking normally. If you do so, pick an enemy model within 1" of your champion and roll a dice. On a 4 or 5, the target model suffers D3 mortal wounds. On a 6, the target model is slain.
|
Blades of Khorne
Found in the Battletome (March 2019).
Champions
Blades have two types of Champions, based on allegiance.
Bloodbound Champion |
Follower Rolls
|
Lord of Khorne on Juggernaut |
5 rolls
|
Mighty Lord of Khorne |
5 rolls
|
Exalted Deathbringer |
5 rolls
|
Daemons Champion |
Follower Rolls
|
Bloodthirster of Insensate Rage |
3 rolls
|
Bloodthirster of Unfettered Fury |
3 rolls
|
Wrath of Khorne Bloodthirster |
3 rolls
|
Herald of Khorne on Blood Thorne |
5 rolls
|
Skullmaster, Herald of Khorne |
5 rolls
|
Bloodmaster, Herald of Khrone |
5 rolls
|
Followers
Retinue Followers
Split by allegiance.
D6 |
Bloodbound |
Daemons
|
1 |
1 Khorgorath |
10 Bloodletters
|
2 |
20 Bloodreavers |
10 Bloodletters
|
3 |
5 Skullreapers |
5 Flesh Hounds
|
4 |
3 Mighty Skullcrushers |
5 Flesh Hounds
|
5 |
5 Wrathmongers |
3 Bloodcrushers
|
6 |
10 Blood Warriors |
1 Skull Cannon
|
Hero Followers
Split by allegiance.
D6 |
Bloodbound |
Daemons
|
1 |
1 Bloodstoker |
1 Bloodmaster, Herald of Khorne
|
2 |
1 Skullgrinder |
1 Bloodmaster, Herald of Khorne
|
3 |
1 Aspiring Deathbringer |
1 Bloodmaster, Herald of Khorne
|
4 |
1 Exalted Deathbringer |
1 Skullmaster, Herald of Khorne
|
5 |
1 Slaughterpriest |
1 Skullmaster, Herald of Khrone
|
6 |
1 Bloodsecrator |
1 Herald of Khorne on Blood Throne
|
Follower Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Sworn Disciples |
Filled with bloody fervour, these fighters drive their blades deep. |
Once per battle, at the start of the combat phase, this unit can prove its devotion to your champion. If it does so, you can re-roll wound rolls for attacks made by that unit until the end of the phase.
|
2 |
Eager for Battle |
Like starved dogs this warband leap in for the kill. |
You can re-roll charge rolls for this unit.
|
3 |
Surging Ferocity |
Bloodlust quickens these fighters' advance. |
Once per battle, at the start of your hero phase, this unit can make a normal move.
|
4 |
Battle Fury |
When their rage reaches its peak, these warriors are all but unstoppable. |
Once per battle, at the start of the combat phase, add 1 to hit rolls made for attacks by this unit until the end of the phase.
|
5 |
Too Angry to Die |
Flesh wounds serve only to stoke these fighters' ire. |
Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6 that wound or mortal wound is negated.
|
6 |
Twice-blessed Followers |
Khorne smiles upon his worthiest skull-takers. |
Roll twice on this table and apply both results. Re-roll any duplicates or further rolls of 6.
|
Champion Rewards
2D6 |
Reward |
Flavour Text |
Rules
|
2 |
What the Gods Give... |
This champion has offended mighty Khorne, and is punished accordingly. |
You lose D3 Glory Points (to a minimum of 0). In addition, remove all Champion Rewards this champion has previously gained from your warband roster.
|
3 |
Insane Fury |
Blinded by rage, this champion risks everything for bloodshed. |
At the start of your hero phase, roll a dice. On a 1, this champion cannot move, attack, or use any abilities until your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by this champion until the start of your next hero phase.
|
4 |
Molten Blood |
Jets of fiery blood leap vengefully from this champion's wounds. |
Roll a dice each time a wound inflicted by a melee weapon is allocated to this champion and not negated. On a 6 the attacking unit suffers 1 mortal wound.
|
5 |
Mighty Blow |
The preternatural bite of this blade can sunder even the toughest armour. |
Pick 1 of this champion's melee weapons. Improve the Rend characteristic of that weapon by 1.
|
6 |
Patronage of Khorne (Lesser Reward) |
Every boon of the Blood God is a prize worth killing for. |
Generate a Lesser Reward of Khorne for this champion (see below).
|
7 |
Patronage of Khorne (Greater Reward) |
Khorne asks for blood, and those who deliver it are richly rewarded. |
Generate a Greater Reward of Khorne for this champion (see below).
|
8 |
Patronage of Khorne (Exalted Reward) |
This champion is a true exemplar of their master's murderous creed. |
Generate an Exalted Reward of Khorne for this champion (see below).
|
9 |
Blademaster |
Few can match this champion's skill at arms. |
Subtract 1 from hit rolls for attacks made with melee weapons that target this champion.
|
10 |
Daemonic Armour |
Grotesque faces leer from this champion's armour, mocking their foe's failed attacks. |
You can re-roll save rolls for attacks that target this champion.
|
11 |
Ferocious Resolve |
With grim determination, this champion fights on where lesser fighters would fall. |
Roll a dice each time you allocate a wound or mortal wound to this champion. On a 6 that wound or mortal wound is negated.
|
12 |
Twice-blessed Champion |
This champion is a born killer, made mightier still by Khorne's gifts. |
Roll twice on this table and apply both results. Re-roll any duplicates, rolls of 2 or further rolls of 12.
|
Patronage of Khorne
If you roll a Patronage of Khorne result on the champion rewards table, generate a reward from the appropriate column below.
D3 |
Lesser Reward |
Greater Reward |
Exalted Reward
|
1 |
Collar of Khorne: Spells gutter like weak candles when these brazen artefacts are near. This champion can attempt to unbind one spell in the enemy hero phase as if it were a WIZARD. |
Whirlwind of Death: This champion fights with such frenzied aggression that a killing blow can land at any moment. If the unmodified hit roll for an attack made with one of this champion's melee weapons is 6, double the Damage characteristic of that weapon for that attack. |
Wrathful Aura: The unholy rage emanating from this champion overrides all sense of self-preservation. Do not take battleshock tests for friendly units while they are wholly within 12" of this champion.
|
2 |
Killer Instinct: Few of this warrior's ferocious blows miss their mark. You can re-roll hit rolls of 1 for attacks made by this champion. |
Berserk Charge: The fires of wrath rage most fiercely when combat first begins. You can re-roll hit rolls for attacks made by this champion if they have made a charge move in the same turn. |
Gift of Immortal Strength: The crushing power of this champion's attacks is terrifying to behold. Add 1 to the Damage characteristic of this champion's melee weapons.
|
3 |
Murderous Skill: Bones splinter beneath the force of this champion's strikes. You can re-roll wound rolls of 1 for attacks made by this champion. |
Fuelled by Blood: Bathed in gore, this champion bellows with newfound strength. At the end of the combat phase, if any enemy models were slain by this champion's attacks in that combat phase, you can heal up to D3 wounds allocated to this champion. |
Boon of Blood: Khorne furthers the killing sprees of those he deems worthy. Once per battle, at the start of your hero phase, you receive 1 Blood Tithe point.
|
Disciples of Tzeentch
Found in the Path to Glory book (July 2017) which supercedes their battletome.
Champions
Champion |
Follower Rolls
|
Lord of Change |
2 rolls
|
Herald of Tzeentch on Burning Chariot |
3 rolls
|
Ogroid Thaumaturge |
3 rolls
|
Fatemaster |
4 rolls
|
Gaunt Summoner of Tzeentch |
4 rolls
|
Gaunt Summoner and Chaos Familiars |
4 rolls
|
Herald of Tzeentch |
4 rolls
|
Herald of Tzeentch on Disc |
4 rolls
|
Magister |
4 rolls
|
Tzaangor Shaman |
4 rolls
|
Followers
Retinue Followers
Split by allegiance.
D6 |
Arcanite |
Daemon
|
1 |
10 Kairic Acolytes |
20 Brimstone Horrors of Tzeentch
|
2 |
10 Kairic Acolytes |
20 Blue Horrors of Tzeentch
|
3-4 |
10 Kairic Acolytes |
10 Pink Horrors of Tzeentch
|
5 |
5 Tzaangors |
3 Screamers of Tzeentch
|
6 |
5 Tzaangors |
1 Exalted Flamer of Tzeentch
|
Hero Followers
Split by allegiance.
D6 |
Arcanite |
Daemon
|
1 |
1 Tzaangor Shaman |
1 Herald of Tzeentch
|
2 |
1 Gaunt Summoner of Tzeentch |
1 Herald of Tzeentch
|
3 |
1 Gaunt Summoner and Chaos Familiars |
1 Herald of Tzeentch
|
4 |
1 Magister |
1 Herald of Tzeentch on Disc
|
5 |
1 Fatemaster |
1 Herald of Tzeentch on Disc
|
6 |
1 Curseling, Eye of Tzeentch |
1 Herald of Tzeentch on Burning Chariot
|
Elite Retinue Followers
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Arcanite |
Daemon
|
1-2 |
10 Tzaangors |
3 Flamers of Tzeentch
|
3-4 |
3 Tzaangor Enlightened |
3 Flamers of Tzeentch
|
5-6 |
3 Tzaangor Skyfires |
1 Burning Chariot of Tzeentch
|
Follower Rewards
D6 |
Reward |
Rules
|
1 |
Sworn Disciples |
Once per battle, in your hero phase, you can declare that this unit will prove their devotion to your champion. You can re-roll any failed wound rolls for the unit for the rest of the turn.
|
2 |
Acolytes of Darkness |
Once per battle, in your hero phase, this unit can enact a dark ritual which shrouds them in shadow. The unit receives the benefit of being in cover until the start of your next turn.
|
3 |
Apostles of the Secret Fire |
Once per battle, in your hero phase, this unit can conjure forth a nova of searing warpflame. Roll a dice for each enemy model that is within 9" of this unit; on a roll of 6, the unit of the model being rolled for suffers 1 mortal wound.
|
4 |
Adepts of the Hidden Path |
Once per battle, in your hero phase, this unit can step through a tear in reality. Remove it from the battlefield and then set it up again anywhere more than 6" from enemy models. This counts as its move in the following movement phase.
|
5 |
Devotees of the Dark Rite |
Once per battle, in your hero phase, you can roll a dice for each model in the unit that has been slain. On a result of 5 or 6, return the model to the unit.
|
6 |
Twice-blessed Followers |
Roll twice on this table and apply both results. Re-roll any duplicates or further rolls of 6.
|
Champion Rewards
2D6 |
Reward |
Rules
|
2 |
What the Gods Give... |
Your champion has offended Tzeentch and is punished accordingly. Lose D3 Glory Points (to a minimum of 0), and remove your champion and all rewards they have gained from this table from your warband roster. If your warband has another HERO, that model now takes charge and becomes your new champion (if you do not have any HEROES, immediately generate one from the hero followers table to become your new champion). Write down your new champion's name on your warband roster ready for the next battle. Of course, if your former champion was a MORTAL or ARCANITE, they may still have their uses - you may immediately add a Chaos Spawn to your warband as a follower.
|
3 |
Unstable Mutation |
Roll a dice for your champion in each of your hero phases. On a roll of 1, they suffer a mutating spasm and fall writhing to the ground. They cannot move, attack, cast spells or use any abilities until your next hero phase. On a roll of 4 or more, they are filled with the power of Chaos. You can re-roll hit and wound rolls of 1 for your champion until your next hero phase.
|
4 |
Acidic Blood |
Roll a dice after any wounds are inflicted upon your champion. On a roll of 2 or more, one enemy model within 1" of your champion suffers 1 mortal wound. If several enemy models are within range, randomly determine which one suffers the mortal wound.
|
5 |
Ensorcelled Weapon |
Pick one weapon used by your champion (it cannot be a weapon used by a mount if they have one). The Rend characteristic of that weapon is improved by 1 (for example, a Rend characteristic of -1 becomes -2 instead).
|
6 |
Trickster |
Your opponent must subtract 1 from any hit rolls directed at your champion in the shooting phase.
|
7 |
Patronage of Tzeentch (Lesser Reward) |
Your champion gains a reward generated from the lesser rewards of Tzeentch table below.
|
8 |
Patronage of Tzeentch (Greater Reward) |
Your champion gains a reward generated from the greater rewards of Tzeentch table below.
|
9 |
Patronage of Tzeentch (Exalted Reward) |
Your champion gains a reward generated from the exalted rewards of Tzeentch table below.
|
10 |
Daemonic Armour |
You can re-roll failed save rolls for your champion.
|
11 |
Gift of Foresight |
Roll a dice each time your champion suffers an unsaved wound or mortal wound; on a roll of 6, the wound is ignored.
|
12 |
Twice-blessed Champion |
Roll twice on this table and apply both results. Re-roll any duplicates, rolls of 2 and further rolls of 12.
|
Patronage of Tzeench
If you roll a Patronage of Tzeentch result on the champion rewards table, generate a reward from the appropriate column below.
D3 |
Lesser Reward |
Greater Reward |
Exalted Reward
|
1 |
Moment of Destiny: After set-up, but before rolling to see which player has the first turn in the first battle round, roll one dice and place it to one side. You can expend this dice at any point during the battle as if it were a Destiny Dice (see Battletome: Disciples of Tzeentch). However, this Destiny Dice can only be used to fix one of your champion's rolls. |
Arcane Knowledge: Add 1 to any casting and unbinding rolls you make for your champion. If your champion is not a WIZARD, treat this result as Magebane (below) instead. |
Fate-cheater: Roll a dice after your first failed save roll for your champion, or when they suffer their first mortal wound; on a roll of 2 or more the wound is ignored.
|
2 |
Prescience: You can re-roll failed hit rolls of 1 for your champion |
Magebane: You can re-roll all failed hit rolls for attacks made by your champion that target enemy WIZARDS. |
Wreathed in Warpfire: Add 1 to the Damage characteristics of all of your champion's melee weapons.
|
3 |
Arcane Vessel: Your champion immediately heals 1 wound each time they, or a friendly model within 3" of them, successfully cast a spell (whether it is unbound or not). In addition, your champion heals 1 wound if they are affected by any spell (whether cast by friend or foe). The wound is healed after any effects of the spell have been resolved. |
Warpcraft: In your hero phase, you can remove your champion from the battlefield and then set them up again anywhere more than 6" from enemy models. This counts as their move in the following movement phase. |
Secrets of Sorcery: Your champion can attempt to cast 1 extra spell in each of your hero phases, and attempt to unbind 1 extra spell in each enemy hero phase. If your champion is not a WIZARD, they become a WIZARD instead! They can attempt to cast 1 spell in each of your own hero phases, and attempt to unbind 1 spell in each enemy hero phase. They know the Arcane Bolt and Mystic Shield spells.
|
Hedonites of Slaneesh
Found in the Battletome (May 2019).
Champions
Champion |
Follower Rolls
|
Keeper of Secrets |
1 roll
|
Bladebringer, Herald on Exalted Chariot |
3 rolls
|
The Contorted Epitome |
3 rolls
|
Lord of Chaos with Mark of SLAANESH |
4 rolls
|
Infernal Enrapturess, Herald of Slaanesh |
4 rolls
|
Bladebringer, Herald on Hellflayer or Bladebringer, Herald on Seeker Chariot |
4 rolls
|
Viceleader, Herald of Slaanesh |
4 rolls
|
Lord of Chaos on Daemonic Mount with Mark of SLAANESH |
4 rolls
|
Followers
Retinue Followers
Split by allegiance.
D6 |
Mortal |
Daemon
|
1-3 |
5 Hellstriders with Claw-spears |
10 Daemonettes
|
4 |
5 Hellstriders with Hellscourges |
5 Seekers
|
4 |
5 Hellstriders with Hellscourges |
1 Seeker Chariot
|
4 |
5 Hellstriders with Hellscourges |
1 Hellflayer
|
Hero Followers
Split by allegiance.
D6 |
Mortal |
Daemon
|
1-4 |
1 Chaos Lord of Slaanesh |
1 Viceleader, Herald of Slaanesh
|
5-6 |
1 Lord of Slaanesh on Daemonic Mount |
1 Bladebringer, Herald on Hellflayer or 1 Bladebringer, Herald on Seeker Chariot
|
Elite Retinue Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1-4 |
3 Fiends
|
5-6 |
1 Exalted Chariot
|
Follower Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Sworn Disciples |
These loyal retainers will follow their leader to death and beyond. |
You can re-roll hit rolls of 1 for this unit while it is wholly within 12" of your champion.
|
2 |
Rapturous Oblivion |
The fierce joy of battle has so overwhelmed these warriors that they have forgotten the meaning of fear. |
Do not take battleshock tests for this unit.
|
3 |
Unnatural Swiftness |
Heightened senses allow these warriors to strike before all but the fastest opponent. |
Once per battle, in the combat phase, this unit can fight at the start of the combat phase, before the players pick any other units to fight with in that combat phase.
|
4 |
Violent Excess |
Bloodshed causes these hedonists to commit acts of heinous violence. |
If the unmodified wound roll for an attack made with a melee weapon by this unit is 6, add 1 to the damage inflicted by the attack.
|
5 |
Fuelled by Pain |
A wound that would fell another creature only drives these warriors to fight all the harder. |
You can re-roll save rolls of 1 for attacks that target this unit.
|
6 |
Twice-blessed Followers |
These hedonists have the favour of Slaanesh |
Roll twice on this table and apply both results to this unit. Re-roll any duplicates or further rolls of 6.
|
Champion Rewards
2D6 |
Reward |
Flavour Text |
Rules
|
2 |
What the Gods Give... |
This champion has offended the Dark Prince and is punished accordingly. |
You lose D3 Glory Points (to a minimum of 0). In addition, remove all Champion Rewards this champion has previously gained from your warband roster.
|
3 |
Self-obsessed |
This champion is justifiably proud of their own incredible prowess. |
In your hero phase, roll a dice for this champion. On a 1, you lose D3 command points (to a minimum of 0). On a 2-5, you receive 1 command point. On a 6, you receive D3 command points.
|
4 |
Lightning Riposte |
This champion replies to an attack with a lightning fast counter-attack. |
If the unmodified save roll for an attack that targets this champion is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
|
5 |
Ensorcelled Weapon |
Slaanesh gifts this champion with a magical weapon. |
Pick 1 of this champion's melee weapons when you receive this reward. Improve the Rend characteristic of that weapon by 1.
|
6 |
Aura of Acquiescence |
Few can resist the charms of this refined warrior. |
You can re-roll the dice roll that determines if an enemy HERO within 3" of the bearer is affected by the Locus of Diversion battle trait.
|
7 |
Graceful Feint |
The champion side-steps round an opponent, leaving them flat-footed and confused. |
This champion can retreat and still charge later in the same turn.
|
8 |
Cruel Tormentor |
This champion glories in making their rivals writhe and flinch in pain. |
You can re-roll hit and wound rolls for attacks made with melee weapons by this champion that target a HERO.
|
9 |
Exalted Champion of Slaanesh |
This champion's exploits have earned them high status among Slaanesh's champions. |
In your hero phase, roll a dice for this champion. On a 1, you lose D3 depravity points (to a minimum of 0). On a 2-5, you receive 1 depravity point. On a 6, you receieve D3 depravity points.
|
10 |
Insensate to Pain |
This champion relishes pain, and even a terrible wound will not slow them. |
You can re-roll save rolls for attacks that target this champion.
|
11 |
Daemonic Armour |
This champion's armour is infused with the protective energies stolen from a daemon of Slaanesh. |
Roll a dice each time you allocate a wound or mortal wound to this champion. On a 5+, that wound or mortal wound is negated.
|
12 |
Twice-blessed Champion |
This champion has pleased the Dark Prince and is rewarded accordingly. |
Roll twice on this table and apply both results. Re-roll and duplicates, rolls of 2 and further rolls of 12.
|
Maggotkin of Nurgle
Found in the Battletome (January 2018).
Champions
Champion |
Follower Rolls
|
Great Unclean One |
2 rolls
|
Harbinger of Decay |
4 rolls
|
Lord of Afflictions |
3 rolls
|
Lord of Blights/Lord of Plagues |
4 rolls
|
Sorcerer |
4 rolls
|
Herald of Nurgle (any type) |
4 rolls
|
Followers
Retinue Followers
D6 |
Followers
|
1 |
3 Nurgling bases
|
2-5 |
10 Plaguebearers
|
6 |
1 Beast of Nurgle
|
Hero Followers
Split by allegiance.
D6 |
Rotbringers |
Daemons
|
1-2 |
1 Sorcerer |
1 Poxbringer, Herald of Nurgle
|
3 |
1 Harbinger of Decay |
1 Spoilpox Scrivener, Herald of Nurgle
|
4 |
1 Lord of Blights |
1 Spoilpox Scrivener, Herald of Nurgle
|
5 |
1 Lord of Plagues |
1 Sloppity Bilepiper, Herald of Nurgle
|
6 |
1 Lord of Afflictions |
1 Sloppity Bilepiper, Herald of Nurgle
|
Elite Retinue Followers
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Rotbringers |
Daemons
|
1-4 |
5 Putrid Blightkings |
3 Plague Drones
|
5-6 |
2 Pusgoyle Blightlords |
3 Plague Drones
|
Follower Rewards
D6 |
Reward |
Rules
|
1 |
Driven by Devotion |
Once per battle, in your hero phase, you can declare that this unit will prove their devotion to your champion. You can re-roll failed hit rolls for the unit for the rest of the turn.
|
2 |
Unnatural Regeneration |
In each of your hero phases, you cna heal one wound that has been allocated to a model in this unit.
|
3 |
Boon of Virulence |
Once per battle, in your hero phase, you can bestow Nurgle's foetid blessings upon this unit's weapons. You can re-roll any failed wound rolls for the unit in the combat phase of that turn.
|
4 |
Revolting Resilience |
Once per battle, in your hero phase, you can choose for this unit to ignore all but the most grievous of injuries. Improve this unit's Save characteristic by 1 until the start of your next turn.
|
5 |
Gift of Life |
Once per battle, in your hero phase, you can roll a dice for each model in this unit that has been slain. On a result of 5 or 6, return the model to the unit.
|
6 |
Twice-blessed Followers |
Roll twice on this table and apply both results. Re-roll duplicates and further rolls of 6.
|
Champion Rewards
2D6 |
Reward |
Rules
|
2 |
What the Gods Give... |
You champion has offended their patron and is punished by being condemned to spawndom. Lose D3 Glory Points (to a minimum of 0), and remove your champion and all rewards they have gained from this table from your warband roster. If your warband has another HERO, that model now takes charge and becomes your new champion (if you do not have any HEROES, immediately generate one from the hero followers table to become your new champion). Write down your new champion's name on your warband roster ready for the next battle. Of course, your former champion may still have their uses - if your champion was a MORTAL you may immediately add a Chaos Spawn to your warband as a follower.
|
3 |
Cycle of Life |
Roll a dice for your champion in each of your hero phases. On a 1 the champion immediately suffers 1 mortal wound. On a 4+ you can heal D3 wounds that have been allocated to the champion.
|
4 |
Poisonous Blood |
Roll a dice after any wounds are inflicted on your champion. On a 2+ one enemy unit within 1" of your champion suffers 1 mortal wound. If several enemy units are within range, randomly determine which one suffers the mortal wound.
|
5 |
Ensorcelled Weapon |
Pick one of your champion's weapons (it cannot be a weapon used by a mount if they have one). The Rend characteristic of the weapon is improved by 1 (for example, Rend -1 becomes Rend -2).
|
6 |
Oppressive Stench |
Subtract 1 from hit rolls for attacks that target your champion in the combat phase.
|
7 |
Patronage of Nurgle (Lesser Reward) |
Your champion gains a reward generated from the lesser reward of Nurgle table below.
|
8 |
Patronage of Nurgle (Greater Reward) |
Your champion gains a reward generated from the greater reward of Nurgle table below.
|
9 |
Patronage of Nurgle (Exalted Reward) |
Your champion gains a reward generated from the exalted reward of Nurgle table below.
|
10 |
Daemonic Armour |
You can re-roll failed save rolls for your champion.
|
11 |
Blubbery Resilience |
Roll a dice each time you allocate a wound or mortal wound to your champion. On a 6+ the wound is negated.
|
12 |
Twice-blessed Champion |
Roll twice on this table and apply both results. Re-roll duplicates and further rolls of 2 or 12.
|
Patronage of Nurgle
If you roll a Patronage of Nurgle result on the champion rewards table, generate a reward from the appropriate column that matches the extent of Nurgle's Favour.
D3 |
Lesser Reward |
Greater Reward |
Exalted Reward
|
1 |
Putrid Vomit: Once per game, in your shooting phase, pick an enemy unit within 3" of your champion. Roll a dice for each model in the unit you picked that is within 3" of your champion. For each roll of 5 or 6 the unit suffers 1 mortal wound. |
Reaping Strikes: Each time you make a hit roll of 6+ for your champion in the combat phase, they can immediately make one additional attack with the same weapon. Any bonus attacks made in this manner can themselves generate additional attacks. |
Infectious Joviality: Your units do not need to take battleshock tests if they are within 7" of your champion.
|
2 |
Repellent Smell: Subtract 2 from any charge rolls made for units attempting to charge your champion. |
Bulky Onslaught: You can re-roll failed wound rolls for your champion in a turn in which they charged. |
Fly Swarm: Once per battle, at the start of a combat phase, pick any enemy unit within 7" of your champion. Subtract 1 from any hit rolls made for models in that unit until the end of the phase.
|
3 |
Inimical Touch: You can re-roll wound rolls of 1 for your champion. |
Baleful Virulence: Add 1 to the Damage characteristic of one of your champion's melee weapons. |
Boon of Regeneration: Once per battle, in your hero phase, your champion can call upon Nurgle's favour. You can heal D3 wounds that have been allocated to your champion.
|
Skaventide
Found in the Battletome (February 2019).
Champions
Champion |
Follower Rolls
|
Verminlord (any type) |
2 rolls
|
Grey Seer on Screaming Bell |
3 rolls
|
Plague Priest on Plague Furnace |
3 rolls
|
Arch-Warlock |
4 rolls
|
Clawlord |
4 rolls
|
Deathmaster |
4 rolls
|
Grey Seer |
4 rolls
|
Master Moulder |
4 rolls
|
Plague Priest |
4 rolls
|
Warlock Bombardier |
4 rolls
|
Warlock Engineer |
4 rolls
|
Followers
Retinue Followers
Split by allegiance.
D6 |
Clans Eshin |
Clans Moulder |
Clans Pestilens |
Clans Skryre |
Clans Verminus
|
1-3 |
10 Night Runners |
20 Giant Rats or 4 Rat Swarms |
15 Plague Monks |
10 Skryre Acolytes |
20 Clanrats
|
4-6 |
10 Gutter Runners |
3 Pack Master or 2 Rat Ogors |
10 Plague Censer Bearers |
2 Warplock Jezzails |
10 Stormvermin
|
Hero Followers
D6 |
Followers
|
1 |
1 Clawlord
|
2 |
1 Deathmaster
|
3 |
1 Grey Seer
|
4 |
1 Master Moulder
|
5 |
1 Plague Priest
|
6 |
1 Warlock Bombardier
|
Skryre Weapons Followers
D6 |
Followers
|
1 |
1 Doom-Flayer
|
2 |
1 Doomwheel
|
3-4 |
1 Ratling Gun
|
5 |
1 Warpfire Thrower
|
6 |
1 Warp-Grinder
|
Special Retinue Followers
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Clans Moulder |
Clans Pestilens |
Clans Skryre
|
1-3 |
1 Hell Pit Abomination |
1 Plagueclaw |
1 Warp Lightning Cannon
|
4-6 |
1 Hell Pit Abomination |
1 Plagueclaw |
2 Stormfiends
|
Follower Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Children of the Horned Rat |
Skaven often call upon the Horned Rat to save their lives - sometimes he even listens. |
Once per battle, at the start of any phase, you can declare that this unit is calling on the Horned Rat for protection. If you do so, you can re-roll save rolls for attacks that target this unit until the end of that phase.
|
2 |
Seething Horde |
These followers are almost countless in number. |
In your hero phase, you can return 1 slain model to this unit. If this unit has a Wounds characteristic of 1, you can return D3 slain models instead of 1. Set up the returning models one at a time within 1" of a model from this unit (this can be a model you returned to the unit earlier in the same phase). Returning models can only be set up within 3" of an enemy unit if one or more models from this unit are already within 3" of that enemy unit.
|
3 |
Hidden Menace |
These warriors hide in the cracks in reality, springing forth to ambush their foes. |
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is hidden as a reserve unit. If you do so, at the end of your first movement phase, you must set up this unit on the battlefield more than 9" from any enemy units.
|
4 |
Warpstone Fallout |
These crazed followers of the Horned Rat have consumed prodigious amounts of warpstone. |
In your hero phase, you can roll a dice for each enemy unit within 3" of this unit. On a 6 that enemy unit suffers D3 mortal wounds.
|
5 |
Savage Retreat |
These warriors are at their most dangerous when they flee for their lives. |
If this unit fails a battleshock test, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+ that enemy unit suffers 1 mortal wound for each model from this unit that flees.
|
6 |
Scrabbling Tide |
This clawpack pours towards the foe, clambering over their comrades in order to attack. |
All of this unit's melee weapons are treated as having a range of 3".
|
Champion Rewards
2D6 |
Reward |
Flavour Text |
Rules
|
2 |
Punished for Incompetence |
The Horned Rat does not suffer fools or ineffectual underlings gladly. |
You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.
|
3 |
Scabrous |
This mangy creature is so scrofulous and diseased that few dare approach too closely. |
Subtract 1 from hit rolls for attacks made with melee weapons that target your champion.
|
4 |
Flurry of Blows |
When cornered, this crazed follower of the Horned Rat attacks with redoubled fury. |
Once per battle, when your champion attacks, you can say that your champion is making a flurry of blows. If you do so, double the Attacks characteristic of any melee weapons used by your champion until the end of the phase.
|
5 |
Malevolent |
Spite and hatred drive this warlord to ever greater heights of violence. |
You can re-roll wound rolls of 1 for attacks made with melee weapons by your champion.
|
6 |
Verminous Valour |
This vicious rat inspires their followers to commit terrible acts of self-sacrifice. |
Before you allocate a wound or mortal wound to your champion, you can roll a dice. Subtract 1 from the roll if your champion is a MONSTER or WAR MACHINE. On a 4+, instead of allocating the wound or mortal wound to your champion, you can allocate it to a unit from the same warband within 3" of your champion.
|
7 |
Survivor |
One way or another, this resourceful champion always finds a way to get out of danger. |
You can re-roll save rolls for attacks that target your champion.
|
8 |
Savage Overlord |
This warlord punishes their minions' trangsgressions with savage brutality. |
Add 1 to the Bravery characteristic of units from your warband while they are wholly within 18" of your champion.
|
9 |
Warpstone Weapon |
Weapons crafted from warpstone are prized for their extreme lethality. |
Pick 1 of your champion's melee weapons and note it down on your warband roster as being made of warpstone. Add 1 to that weapon's Damage characteristic.
|
10 |
Nefarious |
This cunning schemer is able to turn even a minor victory into a masterful example of their own prowess. |
Add 1 to the Glory Points you earn if you win a battle and your champion was in your warband.
|
11 |
Protection of the Horned Rat |
An eerie sense of watchfulness surrounds this champion, and an unholy aura of warding protects him from harm. |
Roll a dice each time you allocate a wound or mortal wound to this champion. On a 5+ that wound or mortal wound is negated.
|
12 |
Rewarded for Excellence |
The Horned Rat sends forth one of his minions to aid the champion in a vital battle. |
Once during the campaign, you can include 1 VERMINLORD in your warband, in addition to any other models you can take.
|
Slaves to Darkness
Found in the Path to Glory book (July 2017).
Champions
Your Champion must worship one of the Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. Write this down on your warband roster.
Champion |
Follower Rolls
|
Chaos Lord on Manticore |
2 rolls
|
Chaos Sorcerer Lord on Manticore |
3 rolls
|
Daemon Prince |
3 rolls
|
Chaos Sorcerer Lord |
3 rolls
|
Chaos Lord on Daemonic Mount |
4 rolls
|
Lord of Chaos |
4 rolls
|
Followers
Retinue Followers
D6 |
Followers
|
1 |
2 Chaos Spawn
|
2 |
20 Chaos Marauders
|
3 |
5 Chaos Marauder Horsemen
|
4 |
5 Chaos Warriors
|
5 |
1 Chaos Chariot
|
6 |
1 Chaos Gorebeast Chariot
|
Hero Followers
D6 |
Followers
|
1-2 |
1 Exalted Hero of Chaos
|
3-4 |
1 Darkoath Chieftain
|
5 |
1 Chaos Sorcerer Lord
|
6 |
1 Lord of Chaos
|
Elite Retinue Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1 |
10 Chaos Warriors
|
2 |
1 Chaos Warshrine
|
3-4 |
5 Chaos Chosen
|
5-6 |
5 Chaos Knights
|
Everchosen Retinue Followers
Requires 3 rolls, or 1 roll and 2 Glory Point.
D6 |
Followers
|
1-6 |
3 Varanguard
|
Follower Rewards
D6 |
Reward |
Rules
|
1 |
Sworn Disciples |
Once per battle, in your hero phase, you can declare that this unit will prove their devotion to your champion. You can re-roll any failed wound rolls for the unit for the rest of the turn.
|
2 |
Acolytes of Darkness |
Once per battle, in your hero phase, this unit can enact a dark ritual which shrouds them in shadow. The unit receives the benefits of being in cover until the start of your next turn.
|
3 |
Avatars of Fury |
Once per battle, in your hero phase, this unit can attack as if it were the shooting or combat phase. This does not stop it from attacking again later in the same turn.
|
4 |
Adepts of the Hidden Path |
Once per battle, in your hero phase, this unit can step through a tear in reality. Remove it from the battlefield and then set it up again anywhere more than 6" from any enemy models. This counts as its move for the following movement phase.
|
5 |
Devotees of the Dark Rite |
Once per battle, in your hero phase, you can roll a dice for each model in the unit that has been slain. On a result of a 5 or 6, return the model to the unit.
|
6 |
Twice-blessed Followers |
Roll twice on this table and apply both results. Re-roll any duplicates or further rolls of 6.
|
Champion Rewards
2D6 |
Reward |
Rules
|
2 |
What the Gods Give... |
Your champion has offended their patron and is punished by being condemned to spawndom. Lose D3 Glory Points (to a minimum of 0), and remove your champion and all rewards they have gained from this table from your warband roster. If your warband has another HERO, that model now takes charge and becomes your new champion (if you do not have any HEROES, immediately generate one from the hero followers table to become your new champion). Write down your new champion's name on your warband roster ready for the next battle. Of course, your former champion may still have their uses - if your champion was MORTAL you may immediately add a Chaos Spawn to your warband as a follower.
|
3 |
Uncontrollable Mutation |
Roll a dice for your champion in each of your hero phases. On a roll of 1, they suffer a mutating spasm and fall writhing to the ground. They cannot move, attack, cast spells or use any abilities until your next hero phase. On a roll of 4 or more, they are filled with the power of Chaos. You can re-roll hit and wound rolls of 1 for your champion until your next hero phase.
|
4 |
Hellfire Blood |
Roll a dice after any wounds are inflicted upon your champion. On a roll of 2 or more, one enemy model within 1" of your champion suffers 1 mortal wound. If several enemy models are within range, randomly determine which one suffers the mortal wound.
|
5 |
Soulscream |
Subtract 1 from the Bravery of enemy units within 3" of your champion in the battleshock phase.
|
6 |
Dark Patronage (Lesser Reward) |
Your champion gains the Lesser Reward from the appropriate dark patronage table below.
|
7 |
Dark Patronage (Greater Reward) |
Your champion gains the Greater Reward from the appropriate dark patronage table below. If your champion already has that reward, count this as a result of 6 (Lesser Reward) instead.
|
8 |
Dark Patronage (Exalted Reward) |
Your champion gains the Exalted Reward from the appropriate dark patronage table below. If your champion already has that reward, count this as a result of 7 (Greater Reward) instead.
|
9 |
Voice of the Gods |
Add 1 to the Bravery of your champion. In addition, add 1 to the Bravery of any units from your warband that are within 8" of your champion in the battleshock phase.
|
10 |
Daemonic Armour |
You can re-roll failed save rolls for your champion.
|
11 |
Ascendancy |
Roll a dice before a wound or mortal wound is inflicted upon your champion. On a roll of 6, the wound is negated and is not applied to your champion.
|
12 |
Daemonhood Awaits |
Your champion undergoes a dark apotheosis, having been judged worthy of daemonhood. If your champion is MORTAL it is replaced on your warband roster with a Daemon Prince but retains any rewards they have gained from this table. If your champion is not MORTAL or you do not have a Daemon Prince model or your champion is already a Daemon Prince, re-roll this result.
|
Dark Patronage
If you roll a Dark Patronage result on the Chaos champion rewards table, look up the appropriate reward on the table below that matches your patron.
Patron |
Lesser |
Greater |
Exalted
|
Khorne |
Brazen Will: Your champion can attempt to unbind one extra spell in each enemy hero phase. Add 1 to the result of that unbinding roll if they do so. |
Red Rampage: Add 1 to all hit rolls for your champion if they are within 3" of more enemy models than friendly models when the attacks are made. |
Slaughterer's Rage: Add 1 to the Attacks characteristic of any melee weapons used by your champion.
|
Nurgle |
Fleshy Folds: Roll a dice for your champion in each of their hero phases. On a roll of 5 or 6, they heal 1 wound. |
Corpulent Mass: Add 1 to your champion's Wounds characteristic. |
Cloud of Flies: Subtract 1 from the hit rolls of enemy models that are within 7" of your champion.
|
Slaanesh |
Sensory Abundance: You can re-roll one failed hit roll for your champion in each shooting phase and combat phase. |
Unnatural Swiftness: Add 3" to all run and charge rolls for your champion. In addition, they can be selected to pile in when they are within 6" of an enemy unit, instead of 3", and pile in up to 6". |
Bedazzling Assault: At the start of the combat phase, roll a dice for each enemy unit within 6" of your champion. On a roll of 4 or more, add 1 to any hit rolls made for any attacks against that unit in the combat phase.
|
Tzeentch |
Spelleater: Your champion can attempt to unbind one extra spell in each enemy hero phase. They can attempt to unbind spells if they are within 24" of the enemy wizard (This has no effect in AoS 2.0, so decide what you will do with your playgroup). |
Change Master: Each time, before making an attack with a weapon, your champion can choose to swap the To Hit and To Wound characteristics around before any dice are rolled. |
Warpfire Torrent: Once per battle, in your shooting phase, your champion can unleash a warpfire torrent upon one enemy unit within 9". When they do so, roll a dice; on a 1 it has a lucky escape, on a 2 or 3 that unit suffers a mortal wound, on a 4 of 5 it suffers D3 mortal wounds and on a 6 it suffers D6 mortal wounds.
|
Death Warband Tables
Flesh-eater Courts
Found in the Battletome (February 2019).
Champions
Champion |
Follower Rolls
|
Abhorrant Ghoul King on Royal Terrorgheist or Abhorrant Ghoul King on Royal Zombie Dragon |
1 roll
|
Abhorrant Archregent |
3 rolls
|
Abhorrant Ghoul King |
4 rolls
|
Followers
Retinue Followers
D6 |
Followers
|
1-6 |
10 Crypt Ghouls
|
Hero Followers
D6 |
Followers
|
1-2 |
1 Crypt Ghast Courtier
|
3-4 |
1 Crypt Haunter Courtier
|
5-6 |
1 Crypt Infernal Courtier
|
Elite Retinue Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1-3 |
3 Crypt Flayers
|
4-6 |
3 Crypt Horrors
|
Mighty Hero Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1-6 |
Varghulf Courtier
|
Behemoth Followers
Requires 3 rolls, or 1 roll and 2 Glory Point.
D6 |
Followers
|
1-3 |
1 Royal Terrorgheist
|
4-6 |
1 Royal Zombie Dragon
|
Follower Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
King's Own |
At their lord's command, these loyal followers hurl themselves at the foe. |
In the combat phase, after this unit has fought in that combat phase for the first time, when it is your turn to pick a unit to fight with later in the same combat phase, this unit can be selected to fight for a second time if it is within 3" of any enemy units and within 6" of your champion.
|
2 |
Hungry For Flesh |
These demented warriors are driven into a ravenous frenzy when they smell blood. |
Once per battle, at the start of the combat phase, you can add 1 to the Attacks characteristic of any melee weapons used by this unit in that combat phase.
|
3 |
Vendetta |
These followers hold an unshakeable hatred for one of their foes. |
After armies are set up, but before the first battle round begins, pick 1 enemy unit. Add 1 to hit rolls for attacks made by this unit that target that enemy unit.
|
4 |
Gruesome Harvest |
These warriors display an uncanny talent for acquiring culinary provisions in battle. |
In your hero phase, roll 1 dice for each enemy model within 3" of this unit. For each 6, that model's unit suffers 1 mortal wound.
|
5 |
Fanatical Loyalty |
These trusted subjects will stand by their lord come what may. |
You can re-roll battleshock tests for this unit.
|
6 |
Martial Excellence |
These well-drilled mordants fight with iron discipline. |
Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.
|
Champion Rewards
2D6 |
Reward |
Flavour Text |
Rules
|
2 |
Lord of Darkness |
An aura of dark power surrounds this champion, empowering nearby courtiers. |
When a friendly COURTIER within 10" of this champion uses a Muster ability, you can roll 1 extra dice for that COURTIER when determining how many slain models the Muster ability allows you to return (usually this will mean that you roll 7 dice instead of 6 dice).
|
3 |
Enmity |
Memories of slights and grievances inspire this champion to commit terrible acts of vengeance. |
At the end of each battle, note down the name of the warband you fought the battle against. Add 1 to hit rolls and wound rolls for attacks made by this champion that target models from that warband for the rest of the campaign.
|
4 |
Terrifying Appearance |
The appearance of this champion is horrific even for a Flesh-eater. |
Subtract 2 from the Bravery characteristic of enemy units while they are within 6" of this champion.
|
5 |
Arcane Abomination |
This champion has mastered the arcane arts, and is one of the mightiest spellcasters of their kind. |
Add 1 to casting, dispelling and unbinding rolls for this champion.
|
6 |
Haunted Blade |
One of the weapons wielded by this champion is a prison for the soul of a champion from the world-that-was. |
Pick one weapon used by this champion. Improve the Rend characteristic of that weapon by 1. This reward has no effect on this model's mount.
|
7 |
Hard to Kill |
Your champion is able to withstand injuries that would fell a lesser warrior. |
Add 1 to this champion's Wounds characteristic.
|
8 |
Feared Leader |
The minions that serve under this champion's command have learnt never to disobey their commands. |
Add 1 to the Bravery characteristic of friendly units while they are wholly within 12" of this champion.
|
9 |
Death Incarnate |
This champion strikes with a savage fury that inflicts terrible wounds. |
You can re-roll wound rolls of 1 for this champion.
|
10 |
Frenzied Charge |
This champion hurls himself at the foe, their madness lending their attacks incredible speed. |
Add 1 to the Attacks characteristic of this champion's melee weapons until the end of the phase if this champion made a charge move in the same turn. This reward has no effect on this model's mount.
|
11 |
Immortal Fiend |
This Flesh-eater's polluted blood grants him resilience in battle, allowing him to shrug off serious injuries with ease. |
Once per battle, in your hero phase, you can heal up to D6 wounds allocated to this champion.
|
12 |
Charismatic Fiend |
This champion's grim regality draws countless cannibalistic warriors to their banner. |
If this champion is chosen as the model that uses a command ability that summons FLESHEATER COURTS models to the battlefield, they can use it without a command point having to be spent. If they do not have such a command ability, they can use the Summon Men-at-arms ability from the Abhorrant Ghoul King warscroll instead.
|
Legions of Nagash
Found in the Battletome (February 2018).
Champions
Split by allegiance.
Grand Host of Nagash |
Legion of Sacrament |
Legion of Blood |
Legion of Night |
Follower Rolls
|
Vampire Lord on Zombie Dragon |
Vampire Lord on Zombie Dragon |
Vampire Lord on Zombie Dragon |
Vampire Lord on Zombie Dragon |
4 rolls
|
|
|
Coven Throne |
|
5 rolls
|
Vampire Lord |
Necromancer |
Vampire Lord |
Wight King |
6 rolls
|
Followers
Retinue Followers
Split by allegiance.
D6 |
Grand Host of Nagash |
Legion of Sacrament |
Legion of Blood |
Legion of Night
|
1 |
1 Morghast Harbinger |
1 Morghast Arachai or 1 Morghast Harbinger |
5 Blood Knights |
3 Vargheists
|
2 |
1 Morghast Arachai |
5 Black Knights |
5 Black Knights |
5 Black Knights
|
3 |
10 Skeleton Warriors |
5 Grave Guard |
10 Skeleton Warriors |
10 Skeleton Warriors
|
4 |
10 Skeleton Warriors |
10 Skeleton Warriors |
10 Skeleton Warriors |
10 Skeleton Warriors
|
5 |
5 Black Knights |
20 Zombies |
3 Spirit Hosts |
5 Grave Guard
|
6 |
1 Mortis Engine |
1 Corpse Cart |
1 Bloodseeker Palanquin |
10 Dire Wolves
|
Hero Followers
D6 |
Followers
|
1-3 |
1 Wight King
|
4 |
1 Necromancer
|
5 |
1 Cairn Wraith
|
6 |
1 Tomb Banshee
|
Elite Retinue Followers
Requires 2 rolls, or 1 roll and 1 Glory Point. A warband may not have more than one of each type of MONSTER including any ridden by its champion.
D6 |
Followers
|
1-3 |
1 Terrorgheist
|
4-6 |
1 Zombie Dragon
|
Follower Rewards
Followers
D6 |
Reward |
Rules
|
1-2 |
The Danse Macabre |
Once per battle, in your hero phase, you can declare that this unit will perform the Danse Macabre. The unit can run and charge in that turn.
|
3-4 |
The Restless Dead |
If this unit is affected by a Deathly Invocation ability, you can re-roll failed hit rolls of 1 for it until the end of the turn. Re-roll this reward if the unit is not SUMMONABLE.
|
5-6 |
Eternal Thralls |
This unit does not have to take battleshock tests. Instead, in the battleshock phase, you can heal D3 wounds that have been allocated to the unit. If the models in the unit have a Wounds characteristic of 1, then you can instead return D3 slain models to the unit.
|
Monster Followers
D6 |
Reward |
Rules
|
1-2 |
Filth-encrusted Claws and Teeth |
Each time you make a hit roll of 6+ for this monster, add 1 to the Damage characteristic of that attack.
|
3-4 |
Creature of Darkness |
In the shooting phase, subtract 6" from the Range characteristic of attacks that target this monster.
|
5-6 |
Resilient Monstrosity |
Add 1 to the monster's Wounds chracteristic.
|
Champion Rewards
2D6 |
Reward |
Rules
|
2 |
Unfavoured |
The champion has displeased Nagash. If the champion is ever slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your champion has gained from this table so far from your warband roster.
|
3 |
Fluctuating |
Roll a dice for the champion at the start of your hero phase. On a 1, the champion suffers 1 mortal wound. On a 2-5 nothing happens. On a 6, you can heal 1 wound that has been allocated to the champion.
|
4 |
Unholy |
Add 1 to your champion's Wounds characteristic.
|
5 |
Monarch of the Dead |
Add 1 to your champion's Bravery characteristic. In addition, add 1 to the Bravery characteristic for other units from their warband that are within 9" of them.
|
6 |
Stench of Death |
Subtract 1 from the Bravery characteristic of units within 6" of your champion unless they have the DEATH keyword.
|
7 |
Savage Strike |
You can add 1 to the Damage characteristic of Melee weapons used by the champion.
|
8 |
Soulforged Weapon |
Pick a weapon used by the champion (it cannot be a weapon used by a mount if they have one). Add 1 to hit rolls made for that weapon.
|
9 |
Ancient Hatred |
Pick a Grand Alliance keyword. You can re-roll hit rolls of 1 for the champion against units with that keyword.
|
10 |
Deathbound Plate |
You can re-roll failed save rolls for your champion.
|
11 |
Spectral Protector |
The champion may attempt to unbind one spell in your hero phase in the same manner as a WIZARD. If the champion is already a WIZARD, they may instead attempt to unbind one additional spell in the enemy hero phase.
|
12 |
Skill of Ages |
Pick a weapon carried by your champion (it cannot be a weapon used by a mount if they have one). Each time you make a hit roll of 6+ for this weapon the attack is automatically successful. Determine damage normally (do not make a wound or save roll).
|
Nighthaunt
Found in the Battletome (July 2018).
Champions
Champion |
Followers
|
*Spirit Torment |
3 rolls
|
Knight of Shrouds on Ethereal Steed |
4 rolls
|
Knight of Shrouds |
4 rolls
|
Guardian of Souls with Nightmare Lantern |
4 rolls
|
Lord Executioner |
4 rolls
|
*You receieve a unit of 2 Chainghasts in addition to the Spirit Torment. The Spirit Torment is the warband's champion, and the unit of Chainghasts is a follower.
|
Followers
Retinue Followers
D6 |
Followers
|
1-2 |
10 Chainrasps
|
3-4 |
3 Spirit Hosts
|
5 |
5 Glaivewraith Stalkers
|
6 |
4 Myrmourn Banshees
|
Hero Followers
D6 |
Followers
|
1-2 |
1 Cairn Wraith
|
3-4 |
1 Dreadblade Harrow
|
5-6 |
1 Tomb Banshee
|
Elite Retinue Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1-2 |
10 Grimghast Reapers
|
3-4 |
5 Hexwraiths
|
5 |
10 Dreadscythe Harridans
|
6 |
10 Bladegheist Revenants
|
Black Coach Followers
Requires 3 rolls, or 1 roll and 2 Glory Point.
D6 |
Followers
|
1-6 |
1 Black Coach
|
Follower Rewards
Champion Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Ghastly |
These spectres are so distorted by amethyst magic that they have become the stuff of darkest nightmare. |
Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this unit.
|
2 |
Deadly |
In life, the members of this unit were famed for their martial prowess. Although that time is long forgotten, the spirits still retain an innate sense of where and when to strike a foe. |
Re-roll hit rolls of 1 for attacks made by this unit.
|
3 |
Cruel |
This unit is so hate-filled and so steeped in malicious ways that they draw power from their own spite. Every blow they strike comes with an extra twist in order to inflict maximum pain upon their foes. |
Re-roll wound rolls of 1 for attacks made by this unit.
|
4 |
Spectral Swiftness |
These spirits move with an unnatural swiftness. They do not glide from point to point, but seem impossibly to appear closer in the blink of an eye. |
Add 2" to this unit's Move characteristic.
|
5 |
Unnatural Resilience |
This unit has mastered their phantasmal forms and can discorporate more than other wraiths, allowing enemy blades and arrows to pass harmlessly through them. |
Re-roll save rolls of 1 for attacks that target this unit.
|
6 |
Ghostly Blades |
The shimmering blades wielded by this unit have a strange, balefire glow. In spectral fashion they pass through enemy armour, yet into flesh they bite all too deeply. |
Improve the Rend characteristic of this unit's melee weapons by 1.
|
2D6 |
Reward |
Flavour Text |
Rules
|
2 |
Nagash's Judgement |
Your champion's actions have drawn Nagash's gaze… and been found wanting. It is best not to raise the ire of the Great Necromancer. |
You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.
|
3 |
Unnatural Swiftness |
Your champion has been gifted with supernatural speed, allowing them to glide effortlessly through the air at tremendous speed. |
Add 3" to your champion's Move characteristic.
|
4 |
Unholy Resilience |
Nagash has blessed this champion, granting its spectral form a will of spiteful adamant. This spiritual resilience allows it to fight on even past the point that other wraiths would have been torn apart. |
Add 1 to your champion's Wounds characteristic.
|
5 |
Otherworldly Miasma |
An ill-smelling gravemist swirls about your champion. The cloying vapours makes targeting difficult, as the wraith slips into and out of the foetid atmosphere. |
Subtract 1 from hit rolls for attacks that target your champion.
|
6 |
Aspect of Terror |
This champion bears some unexpected aspect to its visage that unnerves a foe – perhaps a jaw that unhinges to impossible lengths, a deathly shriek that freezes marrow, or some terrifying visage concealed beneath a cloak. |
Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of your champion.
|
7 |
Murderer's Legacy |
In life this spectre was a killer of extraordinary prowess, and such skills have carried over to the afterlife. |
Add 1 to wound rolls for attacks made by your champion.
|
8 |
Baleful Presence |
To be near this champion is to know fear, for panic and dismay wash outwards from this wraith in chilling waves of energy. |
Subtract 1 from casting rolls and charge rolls for enemy units while they are within 12" of your champion.
|
9 |
Touch of Death |
So full of pent-up malice is this champion that a mere touch from it is sometimes enough to stop a beating heart. |
Each time you make an unmodified hit roll of 6 for an attack made with your champion's melee weapons, that attack inflicts a number of mortal wounds equal to that weapon's Damage characteristic and the attack sequence ends (do not make a wound or save roll).
|
10 |
Ephemeral Form |
With the ability to phase into and out of the material world, this champion is notoriously difficult to strike. |
Subtract 1 from wound rolls for attacks that target your champion.
|
11 |
Infernal Gaze |
A single look from this champion is so horrifying that it can freeze the blood of any onlooker that dares to meet its gaze. |
In your hero phase, pick an enemy unit within 8" of your champion and roll 2D6. If the roll is greater than that unit's Bravery characteristic, it suffers D3 mortal wounds.
|
12 |
Siphon Soul |
This champion has been blessed by necromantic magics so that its weapon can suck the soul out of a wounded foe and transfer its energy. So does this wraith kill to make itself stronger. |
When your champion fights, if they inflict any wounds with their melee weapons, you can heal 1 wound allocated to your champion after all of the champion's attacks have been made.
|
Destruction Warband Tables
Gloomspite Gitz
Found in the Battletome (January 2019).
Champions
Champion |
Follower Rolls
|
Webspinner Shaman on Arachnarok Spider |
2 rolls
|
Dankhold Troggboss |
2 rolls
|
Fungoid Cave-Shaman |
4 rolls
|
Madcap Shaman |
4 rolls
|
Loonboss |
4 rolls
|
Loonboss on Giant Cave Squig |
4 rolls
|
Loonboss on Mangler Squigs |
2 rolls
|
Loonboss with Giant Cave Squig |
4 rolls
|
Webspinner Shaman |
4 rolls
|
Scuttleboss on Gigantic Spider |
4 rolls
|
Zarbag* |
3 rolls
|
*You receive Zarbag's Gitz in addition to Zarbag. Zarbag is the warband's champion, and Zarbag's Gitz is a follower unit.
|
Followers
Retinue Followers
Split by allegiance.
D6 |
Moonclan |
Squig |
Spiderfang
|
1 |
10 Sneaky Snufflers |
5 Boingrot Bounderz |
5 Spider Riders
|
2-3 |
15 Shootas |
5 Squig Hoppers |
5 Spider Riders
|
4-6 |
15 Stabbas |
10 Cave Squigs & 2 Squig Herders |
5 Spider Riders
|
Hero Followers
Split by allegiance.
D6 |
Moonclan |
Spiderfang
|
1-2 |
1 Loonboss |
1 Scuttleboss on Gigantic Spider
|
3 |
1 Madcap Shaman |
1 Scuttleboss on Gigantic Spider
|
4 |
1 Loonboss with Giant Cave Squig |
1 Scuttleboss on Gigantic Spider
|
5 |
1 Loonboss on Giant Cave Squig |
1 Webspinner Shaman
|
6 |
1 Fungoid Cave-Shaman |
1 Webspinner Shaman
|
Fanatics Followers
These units cannot be given follower rewards.
D6 |
Followers
|
1-3 |
5 Loonsmasha Fanatics
|
4-6 |
5 Spiresplatta Fanatics
|
Gobbapalooza Followers
D6 |
Followers
|
1-6 |
Pick three different models from the following list: Scaremonger, Brewgit, Spiker, Boggleye, Shroomancer.
|
Big Stuff Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1-3 |
1 Mangler Squigs
|
4-6 |
1 Aleguzzler Giant
|
Troggoth Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1-2 |
1 Dankhold Troggoth
|
3-4 |
3 Fellwater Troggoths
|
5-6 |
3 Rockgut Troggoths
|
Arachnarok Followers
Requires 3 rolls, or 1 roll and 2 Glory Points.
D6 |
Followers
|
1-2 |
1 Arachnarok Spider with Flinger
|
3-4 |
1 Arachnarok Spider with Spiderfang Warparty
|
5-6 |
1 Skitterstrand Arachnarok
|
Follower Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Protection of the Bad Moon |
These grots call on the Bad Moon to shield them from harm, and their manic prayers are answered! |
Once per battle, at the start of your hero phase, you can say that this unit is calling upon the Bad Moon for protection. If you do so, you can re-roll save rolls for attacks that target this unit until your next hero phase.
|
2 |
Special Fungus Brew |
These followers have secured a supply of special fungus brew that drives them into a fighting frenzy! |
Once per battle, at the start of your hero phase, you can say that this unit will drink its special fungus brew. If you do so, add 1 to the Attacks characteristic of melee weapons used by this unit until your next hero phase.
|
3 |
Sneaky Gitz |
These diminutive but cunning warriors are experts at sneaking up on an unwary foe. |
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up sneaking up on the enemy as a reserve unit. If you do so, at the end of your first movement phase you must set up this unit on the battlefield more than 9" from any enemy units.
|
4 |
Get 'Em Lads! |
These warriors are full of the froth-jawed madness of the Gloomspite, and will do everything they can to drag down their foes. |
Add 1" to the Range characteristic of melee weapons used by this unit.
|
5 |
Vengeful Schemers |
These hate-filled backstabbers come up with evil schemes to help them prevail against their foes. |
At the start of the first battle round, pick a warscroll. Add 1 to hit rolls for attacks made by this unit that target an enemy unit that uses that warscroll.
|
6 |
Bully Boyz |
These grots have fought in and survived more than their fair share of fights, and have learned how to put their malice to best use shanking their enemies while staying clear of return blows. |
Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.
|
Champion Rewards
2D6 |
Reward |
Flavour Text |
Rules
|
2 |
Badly Beaten |
Your champion ended up in a fight that they couldn't win through cunning and trickery, and has been grievously wounded. |
You lose 1 Glory Point. In addition, subtract 1 from your champion's Wounds characteristic for the remainder of the campaign.
|
3 |
Razor-edged Blade |
Your champion hones the edge of their favourite weapon so that it is wickedly sharp. |
Pick 1 of your champion's melee weapons and note it down on your warband roster as having a razor-edge. Improve the Rend characteristic of that weapon by 1.
|
4 |
Can't Catch Me! |
Your champion is incredibly swift-footed and almost impossible to catch. |
Add 2" to your champion's Move characteristic. Add a further 4" to the distance they can move when they retreat.
|
5 |
Sinewy Toughness |
Although scrawny, your champion is incredibly hard to kill. |
Add 1 to the Wounds characteristic of your champion.
|
6 |
Cowardly Git |
Your champion is deathly afraid of being hurt, and is not above using their followers to shield himself from harm. |
Roll a dice each time you allocate a wound or mortal wound to your champion while they are within 3" of a friendly unit. On a 4+, that wound or mortal wound is negated, but you must pick 1 friendly unit within 3" of your champion and that unit suffers 1 mortal wound.
|
7 |
Dirty Fighter |
Your champion will use any trick they can think of to get the upper hand in a fight. |
Add 1 to hit rolls for attacks made by your champion.
|
8 |
Nimble |
Your champion is so swift that foes find them hard to hit. |
Subtract 1 from hit rolls for attacks that target your champion.
|
9 |
Bad Moon Weapon |
Your champion has a melee weapon crafted from a shard of loonstone, which glows with sickly yellow light. |
Pick one of your champion's melee weapons and note it down on your warband roster as being made from a Bad Moon fragment. Add 1 to that weapon's Damage characteristic.
|
10 |
Morkish Cunning |
Your champion is very canny, and almost always comes up with a battleplan that will help defeat the foe. |
If your champion is on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.
|
11 |
Loonstruck |
Your champion has spent too long under the light of the Bad Moon and is now constantly under its influence. |
Your champion is always treated as being affected by the light of the Bad Moon.
|
12 |
Savage Underhand Blow |
Your champion has become practised at waiting for the perfect moment to deliver a brutal killing strike. |
Once per battle, at the start of the combat phase, you can say your champion is attempting a savage underhand blow instead of fighting in that combat phase. If you do so, pick 1 enemy model within 1" of your champion and roll a dice. On a 4 or 5, the target model's unit suffers D3 mortal wounds. On a 6, the target model is slain.
|
Orruk Warclans
Found in the Battletome (October 2019).
Champions
Champion |
Follower Rolls
|
Megaboss on Maw-krusha |
1 roll
|
Orruk Megaboss |
4 rolls
|
Maniak Weirdnob |
4 rolls
|
Savage Big Boss |
4 rolls
|
Wurrgog Prophet |
4 rolls
|
Followers
Retinue Followers
Split by allegiance.
D6 |
Bonesplitterz |
Ironjawz
|
1-3 |
10 Savage Orruks |
10 Orruk Ardboys
|
4-5 |
10 Savage Orruk Arrowboys |
10 Orruk Ardboys
|
6 |
10 Savage Orruk Morboys |
10 Orruk Ardboys
|
Hero Followers
Split by allegiance.
D6 |
Bonesplitterz |
Ironjawz
|
1-2 |
1 Savage Big Boss |
1 Orruk Megaboss
|
3-4 |
1 Wardokk |
1 Orruk Warchanter
|
5 |
1 Maniak Weirdnob |
1 Orruk Weirdnob Shaman
|
6 |
1 Wurrgog Prophet |
1 Orruk Weirdnob Shaman
|
Bonesplitterz Boarboys Followers
D6 |
Followers
|
1-4 |
5 Savage Boarboys
|
5-6 |
5 Savage Boarboy Maniaks
|
Ironjawz Big 'Uns Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1-4 |
5 Orruk Brutes
|
5-6 |
3 Orruk Gore-gruntas
|
Follower Rewards
Orruk Warclans split these by allegiance, so there are multiple tables.
Bonesplitterz Orruks and Boarboys Followers Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Freezing Strike |
These warriors are armed with weapons made from shards of ice infused with Waaagh! energy, and they are capable of freezing whatever they hit right down to the marrow. |
If the unmodified wound roll for an attack made by this unit is 6, improve the Rend characteristic of that attack by 1.
|
2 |
Strength of Purpose |
The zealous self-belief of this mob disrupts the magic of daemons and turns spirits corporeal just long enough for the orruks to hit them. |
The Ethereal ability has no effect on attacks made by this unit. In addition, any ability that negates wounds has no effect on wounds inflicted by this unit.
|
3 |
Bring It On! |
The weapons used by this mob are made from amber-tipped bone that awakens the beast within their victims, causing the target to charge forward so the orruks can get 'em. |
Enemy units within 12" of this unit at the start of their charge phase must attempt to charge and must make a charge move if it is possible for them to do so. In addition, any enemy unit within 3" of this unit cannot retreat.
|
4 |
Shout Down da Magic! |
This mob shouts so loudly that it unbinds the spells cast by their enemies. |
This unit can attempt to unbind 1 spell in the enemy hero phase (no other units can attempt to unbind that spell).
|
5 |
Extra Warpaint |
When this mob gathers for battle, the shamans daub its warriors in an extra layer of warpaint making them especially lucky. |
When you use the Warpaint battle trait for this unit, you can re-roll the dice that determines if a wound or mortal wound is negated.
|
6 |
Dead Sneaky |
The orruks of this mob can be surprisingly sneaky when they want to be, catching out the foe with an unexpected advance or a sudden surprise attack. |
Once per battle, in your hero phase, this unit can make a normal move or shoot.
|
Ironjawz Orruks and Big 'Uns Followers Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Zog 'Em |
These orruks can't stand cowardly enemies attacking them from range. |
At the end of any phase, if any wounds or mortal wounds have been inflicted in that phase on this unit and it is more than 9" from any enemy units, this unit can move D6".
|
2 |
Up and At 'Em |
Urged on by their boss, this mob is forever rushing forwards to get stuck into the fight. |
Once in each of your hero phases, the leader of this unit can use the Mighty Destroyers command ability on this unit without spending 1 command point.
|
3 |
Weird Mob |
This mob is so filled with Waaagh! energy that it overcharges the spells of nearby Weirdnobs. |
If a friendly WEIRDNOB SHAMAN is wholly within 18" of this unit while this unit has 10 or more models, it can use its Brutal Power ability to attempt to cast Green Puke twice, in addition to any other spells it can cast, instead of only once.
|
4 |
Hunt and Crush |
This mob is always on the move, and they can cover the ground between them and their enemies in a terrifyingly short amount of time. |
Add 1 to run and charge rolls for this unit (this charge roll modifier is in addition to the Eager for Battle modifier).
|
5 |
Vandal Hordes |
There is nothing this rowdy mob enjoys more than ripping down and desecrating the monuments and structures of their enemies. |
You can re-roll charge rolls for this unit if it is within 12" of a terrain feature that is fully or partially in enemy territory.
|
6 |
Kunnin' Plans |
This mob has devised all kinds of cunning plans to avoid getting hit early on in the battle. |
In the first battle round, subtract 1 from hit rolls for attacks made by enemy units that target this unit.
|
Bonesplitterz Hero Followers Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1-2 |
Power of the Beast |
This huge orruk is filled with the life-sustaining power of the beasts it has slain. |
Add 2 to your hero's Wounds characteristic.
|
3-4 |
Glowin' Tattooz |
This hero's glowing tattoos protect them from harm. |
When you use the Warpaint battle trait to negate a wound or mortal wound allocated to your hero, it negates the wound or mortal wound on a 4+ instead of a 6.
|
5-6 |
Greatdrake Toof |
Weapons fashioned from the remains of dragons and drakes always stay sharp. |
Pick one of your hero's melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, double the damage inflicted by that attack.
|
Ironjawz Hero Followers Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1-2 |
Hulking Muscle-bound Brute |
Even by orruk standards, this hero is enormous. |
After your hero makes a charge move, you can pick 1 enemy unit within 1" of this hero and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.
|
3-4 |
Brutish Cunning |
After countless battles, your hero has learnt how to get their boys stuck into the enemy as quickly as possible. |
Once per battle round, your hero can use the Mighty Destroyers command ability without spending 1 command point.
|
5-6 |
Ironclad |
Incoming blows bounce harmlessly off your hero's impressively robust armour. |
Add 1 to save rolls for attacks that target your hero.
|
Champion Rewards
Orruk Warclans split these by allegiance, so there are multiple tables. Also, you only roll D6 instead of 2D6.
Bonesplitterz Champion Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Waaagh!-monger |
This mighty champion is not only brutal but very, very cunning. |
If your champion is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.
|
2 |
Power of the Beast |
This huge orruk is filled with the life-sustaining power of the beasts it has slain. |
Add 2 to your champion's Wounds characteristic.
|
3 |
Glowin' Tattooz |
The most potent tattoos are those that contain the spirits of powerful beasts, their glowing magic protecting the orruk from harm. |
When you use the Warpaint battle trait to negate a wound or mortal wound allocated to your champion, it negates the wound or mortal wound on a 4+ instead of a 6.
|
4 |
Greatdrake Toof |
Weapons fashioned from the remains of dragons and drakes always stay sharp, their edges able to hack off limbs from even the largest creatures. |
Pick one of your champion's melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, double the damage inflicted by that attack.
|
5 |
Mystic Waaagh! Paint |
This warpaint opens your champion's mind so that more of Gorkamorka's power can pour into it. |
At the start of your hero phase, roll on the Lore of the Savage Beast table (pg 69). Your champion can attempt to cast that spell in that hero phase, in addition to any other spells that they can normally attempt to cast.
|
6 |
A Right Monster |
Your champion has a particularly nasty reputation that strikes terror into the hearts of their foes. |
Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of your champion.
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Ironjawz Champion Rewards
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Hulking Muscle-bound Brute |
Even by orruk standards, your champion is enormous, and they are ever eager to throw their immense weight around in battle. |
After your champion makes a charge move, you can pick 1 enemy unit within 1" of this champion and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.
|
2 |
Brutish Cunning |
After countless battles, your champion has learnt how to get their boys stuck into the enemy as quickly as possible. |
Once per battle round, your champion can use the Mighty Destroyers command ability without spending 1 command point.
|
3 |
Ironclad |
Incoming blows bounce harmlessly off your champion's impressively robust armour. |
Add 1 to save rolls for attacks that target your champion.
|
4 |
Good at Finkin' |
Your champion is amongst the cleverest of their kind. |
At the start of the first battle round, you receive 1 additional command point.
|
5 |
The Golden Toof |
To acquire this prized fang, an orruk must first smash it out of the mouth of its previous owner. |
Do not take battleshock tests for friendly IRONJAWZ units while they are wholly within 12" of your champion.
|
6 |
Daubing of Mork |
The Daubing of Mork is a mark of great favour bestowed upon a particularly resilient orruk. |
Roll a dice each time a wound or mortal wound is allocated to your champion. On a 6, that wound or mortal wound is negated.
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Order Warband Tables
Cities of Sigmar
Found in the Battletome (October 2019).
Champions
Champion |
Follower Rolls
|
Anointed on Flamespyre Phoenix |
2 rolls
|
Anointed on Frostheart Phoenix |
2 rolls
|
Battlemage on Griffon |
2 rolls
|
Dreadlord on Black Dragon |
2 rolls
|
Freeguild General on Griffon |
2 rolls
|
Sorceress on Black Dragon |
2 rolls
|
Celestial Hurricanum with Celestial Battlemage |
3 rolls
|
Luminark of Hysh with White Battlemage |
3 rolls
|
Steam Tank with Commander |
3 rolls
|
Anointed |
4 rolls
|
Assassin |
4 rolls
|
Nomad Prince |
4 rolls
|
Warden King |
4 rolls
|
Black Ark Fleetmaster |
5 rolls
|
Followers
Army Regulars Followers
Split by allegiance.
D6 |
Aelf |
Duardin |
Human
|
1 |
10 Bleakswords |
10 Longbeards |
10 Freeguild Guard
|
2 |
10 Darkshards |
10 Longbeards |
10 Freeguild Guard
|
3 |
10 Dreadspears |
10 Ironbreakers |
10 Freeguild Crossbowmen
|
4 |
10 Black Ark Corsairs |
10 Ironbreakers |
10 Freeguild Handgunners
|
5 |
10 Wildwood Rangers |
10 Hammerers |
10 Flagellants
|
6 |
10 Shadow Warriors |
10 Hammerers |
10 Freeguild Greatswords
|
Cavalry Followers
Split by allegiance.
D6 |
Aelf |
Human
|
1 |
5 Dark Riders |
5 Freeguild Pistoliers
|
2 |
1 Scourgerunner Chariot |
5 Freeguild Pistoliers
|
3 |
1 Drakespawn Chariot |
5 Freeguild Outriders
|
4 |
5 Drakespawn Knights |
5 Freeguild Outriders
|
5 |
5 Wild Riders |
3 Demigryph Knights
|
6 |
5 Sisters of the Thorn |
3 Demigryph Knights
|
Hero Followers
D6 |
Followers
|
1 |
1 Freeguild General
|
2 |
1 Battlemage
|
3 |
1 Cogsmith
|
4 |
1 Runelord
|
5 |
1 Assassin
|
6 |
1 Sorceress
|
Elite Retinue Followers
Requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Followers
|
1 |
10 Black Guard
|
2 |
10 Executioners
|
3 |
10 Eternal Guard
|
4 |
10 Sisters of the Watch
|
5 |
10 Phoenix Guard
|
6 |
10 Irondrakes
|
Auxiliary Followers
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.
D6 |
Monsters |
Ironweld Arsenal
|
1-2 |
1 War Hydra |
1-3 Gyrocopters
|
3 |
1 War Hydra |
1-2 Gyrobombers
|
4 |
1 Kharibdyss |
1 Hellblaster Volley Gun
|
5 |
1 Kharibdyss |
1 Helstorm Rocket Battery
|
6 |
1 Kharibdyss |
1 Steam Tank
|
Auxiliary Followers
Split by allegiance and requires 3 rolls, or 1 roll and 2 Glory Point.
D6 |
Phoenix Temple |
Collegiate Arcane
|
1-3 |
1 Frostheart Phoenix |
1 Luminark of Hysh
|
4-6 |
1 Flamespyre Phoenix |
1 Celestial Hurricanum
|
Follower Rewards
Non-hero Followers
Army Regulars, Cavalry, Elite, Auxiliary, and Elite Auxiliary use this table.
D6 |
Reward |
Flavour Text |
Rules
|
1 |
Seasoned Veterans |
These warriors share a fighting spirit forged through countless battles. |
Add 1 to the Bravery characteristic of this unit.
|
2 |
Blademasters |
These warriors have dedicated themselves to the mastery of their weapons. |
Add 1 to hit rolls for attacks made with melee weapons by this unit.
|
3 |
Hardened Fighters |
A life of endless battle has toughened these warriors and given them a hardy resilience. |
Add 1 to the Wounds characteristic of this unit.
|
4 |
Fleet of Foot |
These warriors are oft ordered to scout ahead and spy the enemy locations, and they have become skilled in traversing battlefield terrain. |
Add 1 to the Move characteristic of this unit.
|
5 |
Skilled Marksmen |
These warriors are famed as marksmen without peer. |
Add 1 to hit rolls for attacks made with missile weapons by this unit. Pick another reward if this unit does not have any missile weapons.
|
6 |
Favoured Warriors |
These warriors have an uncanny fortune in battle and can emerge from seemingly dire situations unscathed. |
Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6, that wound or mortal wound is negated.
|
Hero Followers
D6 |
Reward |
Flavour Text |
Rules
|
1-2 |
Hardy Warrior |
This warrior shows great resilience in battle. |
Add 1 to the Wounds characteristic of this HERO.
|
3-4 |
Relic of Legend |
This champion carries a legendary artefact into battle. |
Randomly generate an artefact of power for this HERO by rolling on the Artefacts of Power table for the city from which your warband hails. If this HERO already has an artefact of power, pick another reward from this rewards table.
|
5-6 |
Master of Magic |
Exhaustive study of the arcane has seen this mage expand their magical powers. |
This HERO knows one spell from the Spell Lores table for the city from which your warband hails. If this HERO is not a WIZARD, pick another reward from this rewards table.
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Champion Rewards
You only roll D6 instead of 2D6.
2D6 |
Reward |
Flavour Text |
Rules
|
1 |
Inspiring Leader |
This champion is revered by the warriors in their command. |
Add 1 to the Bravery characteristic of friendly units while they are wholly within 12" of this champion.
|
2 |
Impervious |
This champion is as stubborn and resilient as granite. |
Add 1 to the Wounds characteristic of this champion.
|
3 |
Tactician |
This champion is a master of strategy and tactics. |
At the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.
|
4 |
Artefact of Power |
An ancient artefact of power has fallen into this champion's possession. |
Randomly generate an artefact of power for your champion by rolling on the Artefacts of Power table for the city from which your warband hails. If your champion already has an artefact of power, pick another reward from this rewards table.
|
5 |
Tricks of the Trade |
This champion has mastered a variety of unconventional tactics. |
Randomly generate a command trait by rolling on the Command Traits table for the city from which your warband hails. If your champion already has a command trait, pick another reward from this rewards table.
|
6 |
Arcane Might |
This champion is a powerful spellcaster. |
This champion knows 1 spell from the Spell Lores table for the city from which your warband hails. If your champion is not a WIZARD, pick another reward from this rewards table.
|
Old - will be deleted as new stuff is added
Stormcast Eternals
- Lord-Celestant on Stardrake - 2 units
- Lord-Celestant on Dracoth - 3 units
- Lord-Celestant - 4 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
Sylvaneth
- Treelord Ancient or Spirit of Durthu - 4 units
- Branchwych or Branchwaith - 6 units
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
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
Stormcast Eternals
- 2. Next time your General dies in battle, you lose D3 GPs and they lose every reward they got (to represent that a new Lord-Celestant took their 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 they reroll 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+ they are 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 their 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 they charged.
- 11. General can heal D6 wound once per battle.
- 12. Once per battle, instead of dealing their 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.
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, they 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+ they are reborn (must be spawned within 1" from a Sylvaneth Wyldwood)
Retinue Rewards
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.
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.