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Age of Heresy


Oldenhaller

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So here I am merrily leafing through my files on my PC and I find a compy of the 'Path to Glory' warbands combat game for warhammer which was realease a while back. Now while this PDF and any associated material has been destroyed by GW's new look website (which is a pain in the ass) it got me to thinking...why not play some 30k warband combat?? The material seems to revolve around central characters...they have a few close loyal followers and there are options for reinforcements and additional characters throughout the stories. This also gives me (and by extension the chaps at the local GW) an excuse to do some pre-heresy modeling.

 

Now, while i'm sure that all and sundry here would love to have a set of the rules here and now I really need to finish writing them first. To this end I humbly request your suggestions for a couple of points I can't quite work out. I'll give the basic premise of how things are going to work and then hopefully you'll be able to fill in the blanks where my mind is just refusing to work.

 

Step 1 - Creating a warband

- Pick an allegiance and a Legion

There are three different allegiances which will determine both the legion you pick and how your games will progress. The options are based upon where the legions stood at istvaan and beyond. Three legions (Salamanders, Raven Guard and Iron Hands) are not included in the possible Legions to choose from due to the drop site masacres effectivly taking them out of the war. Loyalist Legions and Traitor Legions gain benefits from playing against their each other. Un-Alligned Legions gain no specific benefits for playing against anyone until their loyalty is chosen.

The Allegiances and Legions are;

 

- Loyalist

>Blood Angels

>Imperial Fists

>Space Wolves

>Ultra Marines

>White Scars

 

-Un-Alligned

>Dark Angels

>Death Guard

>Emperor's Children

>Sons of Horus

>World Eaters

 

-Traitor

>Alpha Legion

>Iron Warriors

>Night Lords

>Thousand Sons

>Word Bearers

 

Once your allegance and Legion have been chosen then you need to move on to picking your champion - more of that in the next post. Once your legion is picked you have the option of picking from the basic or advanced troop selection. The basic troop selection is the same for all Legions (it will just be what they look like which is different) however the advanced list is split into traitor and loyalist lists. there is some correclation between these lists but there are specifically loyal and traitor units in there. The interesting one here is the unalligned Legions. they may roll on either list up until the point when they choose a specifically Loyal or traitor unit...at which point their allegiance becomes traitor - meaning they always now roll on the traitor list and gain the favours of the traitors also. But that's getting ahead of myself. Next post - the Champions - which is where there are blanks to fill in...

 

~O

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- Choose your Champion

Once you've picked your Legion there are two champions from each which can be chosen from to start your warband. Each is a leader in his own right but will bring a different playstyle to your game. All champions are of a similar ability and power and thus each only affects how you play and how your warband appears. This is where I initially need some help fleshing things out. the default for each legion is a Chapter captain, however not all legions use these. In addition some chapters have not been fleshed out enough to suggest what other options would be available. Any suggestions for Champions and what sort of style of play they would have are welcomed.

 

Champions by Legion;

- Loyalist Legions

>White Scars - Bondsman, Khan

>Space wolves - Wolf Lord, Wolf Touched

>Imperial Fists - Chapter Captain, Master of Ordinance

> Blood Angels - Chapter Captain, Sanguinary Priest

> Ultra Marines - Chapter Captain,

 

- Un-Alligned Legions

>Dark Angels - Chapter Captain, Lore Keeper

>Emperor’s Children - Chapter Captain, Virtuoso

>World Eaters - Chapter Captain, Chapter Champion

>Death Guard - Chapter Captain, Shroud

>Sons of Horus - Ancient, Chapter Captain

 

- Traitor Legions

>Iron Warriors - Techmarine, Warsmith

>Night Lords - Chapter Captain, Weapon Master

>Thousand Sons - Librarium Guard, Sorcerer Lord

>Word Bearers - Battle Chaplain, Chapter Captain

>Alpha Legion - Chapter Captain,

 

Any of these are changable or removable. Please feeel free to suggest away.

 

~O

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- Selecting your warband

Now you've picked your champion you can start building his retinue. There are two tables which can be rolled on, the Basic Troops Table (rolled on by all loyaltiees) and the Advanced Troops Table (split between loyalist and traitor, the Un-Alligned Legions pick which they'll roll on). Each Campion starts with 35 command points to spend on his retinue. A roll on the Basic Troops Table costs 1 command point, the respective Advanced Troops Table 2 points. Each roll is a 2D6 roll which may be moddified by one point up or down for the cost of one command point each time the roll is modified. Each entry on the tables has a cost per model - when rolled the models may be all purchased, partiaally purchased (if there are a variable numble of models available) or ignored. If all of the models are not purchased they are not available latter and if the roll is ignored then the command points are still spent.

Onto the tables;

 

- Basic Troop Table

2d6 Roll - Follower - Number - Command Points

2 - Apothecary - 1 - 4

3-4 - Assault Marines - D3 - 3

5-6 - Scouts - D6 - 1

7-8 - Tactical Marines - D3 - 2

9-10 - Jet Bikes - D3 - 4

11 - Battle Leader/Lietenant - 1 - 4

12 - Roll on Advanced Troops Table - N/A

 

- Loyalist Advanced Troops Table

2d6 Roll - Follower - Number - Command Points

2 - Undecided- dreadnought? - 1 - Undecided

3 - Terminator Battle Leader - 1 - 6

4 - Terminator - 1 - 5

5 - Veteran Assault Marine - 1 - 4

6 - Inner Circle Veteran - 1 - 4

7 - Veteran Marine - 1 - 3

8 - Chaplain - 1 - 6

9-10 - Devestator Marine - 1 - 4

11 - Sister of Silence - 1 - 4

12 - Custodes - 1 - 4

 

- Traitor Advanced Troops Table

2d6 Roll - Follower - Number - Command Points

2 - Robot - 1 - Undecided

3 - Terminator Battle Leader - 1 - 6

4 - Terminator - 1 - 5

5 - Veteran Assault Marine - 1 - 4

6 - Chosen Veteran - 1 - 4

7 - Veteran Marine - 1 - 3

8 - Icon Bearer - 1 - 6

9-10 - Devestator Marine - 1 - 7

11 - Librarian Sorceror - 1 - 8

12 - Dark Mechanicus - 1 - 7

 

 

Again all is malleable and moveable. Each model may operate individually or as a unit and in each case there will be pro's and con's to working as such. Skills, Stats and equipment available as part of the book - skills will be chosen at a later date. Additional weaponry charts might be an option...there'lll definately be one for heavy/special weapons for tacs/assaults etc etc etc.

 

C&C as ever welcome

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Example Warband :

 

Loyalty : Loyal

Legion : Imperial Fists

Champion : Master of Ordinance

Roll 1 : 5 points

Basic Table : 7 : D3 Tactical Marines, 2 - Both Purchased

Roll 2 : 10 points

Advanced table : 8 :Add one point : Devestator Marine - Purchased

Roll 3 : 1 point

Basic Table : 5 Ignored

Roll 4 : 9 points

Basic Table : 10 : D3 Jet Bikes, 2 - Both Purchased

Roll 5 : 6

Advanced Table : 6 : Inner Circle Veteran - Purchased

Roll 6 : 4

Basic Table : 4 : D3 Asssault Marines - 3, 1 Purchased

 

So the starting warband looks like this;

Champion : Justerian, Master of Ordinance of the 4th Chapter of the Imperial Fists

2 Tactical Marines

1 Assault Marine

2 Jet Bikes

1 Devestator

1 Inner Circle Veteran

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Step 2 - Battles

So you've created your warband, it's now time to have a fight with it. All models within the warband may fight together or as units. The following rules apply to this.

 

- All models may operate as independent characters or as part of a unit

- A unit comprises of 2 models or more

- Each unit must be comprised of models of the same type (no jetbikes with foot sloggers or jump infantry for instance)

- Models within a unit count as part of that unit unless they are a true independant character for the purposes of targetting

- Models in a unit may use their unit ability

- Models in a unit may not use their Individual ability

- All models may be assigned to units at the start of the game

- Models purchased together need not be included in the same unit

- During the game a unit may gain and loose members as per the rules for independent characters.

 

Once you've put together ypur units iot's then down to fight. All missions remain the same as the 40k main rulebook but any individual may hold an objective and kill points are on a individual basis.

 

After the game, once the victor is decided additional command points are gained. There is a main command table in addition to which each Loyalty has it's own command table which governs how many additional command points are gained after each battle. The basic Table is as follows;

 

Basic Command Table

- Playing a battle - 2 CP's

- Playing a battle against a warband with a ranking of 10 or higher than your own - +4 CP's

- Taking an enemy out of action (awarded once) - 2 CP's

- Winning a battle - 2 CP's

- Winning a battle against a warband with a ranking of 10 or higher than your own - +4 CP's

- Wiping out an enemy warband - 2

- Champion failing a morale check (Awarded once) - -2 CP's

 

And the tables by Loyalty;

 

Loyal Legions Command table

- Taking a Traitor Champion out of action - +2 CP's

- Taking an Enemy with 3 or more wounds out of action - +2 CP's

- Failing 2 or more morale checks during the game - -2 CP's

 

Un-Alligned Legions Command Table

- Taking an opposing champion out of action - +2 CP's

 

Traitor Legions Command Table

- Taking a Loyal Champion out of action - +2 CP's

- Causing 3 or more failed morale checks during the game - +2 CP's

- Champion causing less unsaved wounds than any other member of the warband during the game

 

The command points gained in this manner can be spent (with any left over points from the warband's creation) on the tables in the same way as when the list was being built. To work out the warband's Comand Rating add together all model's within the warband's command point cost in addition to 6 points for the champion and 2 points for each favour roll which is made (more on these in a moment) ignoring the first one. Unspent command points are not factored into this total.

 

From Justerian's example earlier that warband would have a Command Rating of 32

 

This system is lifted straight from Path to Glory although the Loyalty specific additional and negative command points are different. Do these seem balanced?

 

ta

 

~O

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So your Champion starts with an advancement and can gian more? I'd probably better write those then. Before the campaign starts and every time you earn 6 Command points your champion is entitled to a roll on the Champion Advancement Table. ommand points may be spent on a 1 for 1 basis to modify the roll by one point. This is the same for the Legion Advancement tables but not the Gift from the Emperor/Warmaster table.

 

Champion Advancement table : 2D6

2 - Gift from the Emperor/Warmaster

3-5 - Legion Advancement - Rioll on the Legion specific advancement table

6 - Characteristic Increase - Roll D6

- 1-3 = +1S

- 4-6 = +1A

7 - Characteristic Increase - Roll D6

- 1-3 = +1WS

- 4-6 = +1BS

8 - Characteristic Increase - Roll D6

- 1-3 = +1I

- 4-6 = +1Ld

9 - Characteristic Increase - Roll D6

- 1-3 = +1W

- 4-6 = +1T

10-11 - Legion Advancement - Rioll on the Legion specific advancement table

12 - Gift from the Emperor/Warmaster

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So likewise the gift from the Emperor/Warmaster table probably needs doing...

 

Gift from Emperor/Warmaster : Roll D6

1 - Staunch supporter - The champion's Master recognises them as a herald to their cause. Morale checks made by enemys who have suffered wounds caused by ranged attacks by the champion are made at -1Ld

2 - Artificier Armour - Roll again :

- 1-3 = Improved motorfibre bundles : Legs - the champion may add +1 to their Run rolls

- 4-6 = Improved armour plating : Armour Compostion - +1Sv to a maximum of 2+

3 - Servant - Be it huscarl or gibbering cyber mutant the servant allows the champion to ignore one wound before it is rolled. The servant should be represented by an appropriate minature and removed when the wound is ignored. the servant is replaced between games.

4 - Personal Heraldry - Gifted a personal mark by their Master, the champion becomes more stedfast. The Champion may ignore 1 morale check they are called to make each game. They must declare that they will pass this roll before any roll is made.

5 - Artificier Armour - Roll again :

- 1-3 = Improved motorfibre bundles : Arms - the champion may add +1" to their assault move. they must stay in uniot coherancy with anyone in the same unit as them after their assault move.

- 4-6 = Improved armour plating : Ablative armour - +1 to cover saves that are made by the champion

6 - Scion of the Legion - The champion's Master recognises them as a true son of their legion. Morale checks made by enemys in close combat with the champion are made at -1Ld

 

again C&C on if these are balanced is welcome

 

~O

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Righto - Advancement by Legion, wrangled out this afternoon. Each is done on a 2D6 roll which as noted above may be modified by 1 point up or down per Command Point spent. Starting with the Loyalists...gaps need filling with some thing appropriate.

 

- Loyalist Legions

 

>Blood Angels

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers.

3-4 - Emperor's Gift - Roll once on the Emperor's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 - Furious Charge - The champion gains the furious charge USR

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Gift of foresight - Move D3 models up to 6" after setup. The models may be from either warband

8 -

9 - Fire Chariot - A fire chariot attack jetbike is attatched to the champion's band for the next game

10-11 - Relic Sword - +1I, +1S Power Weapon which can be used in conjunction with other weapons in CC for additional attacks

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Assault Champion - The champion gains a jump-pack.

- 4th elevation - Red Thirst - The champion gains +1W and gains the eternal warrior USR

 

>Imperial Fists

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers.

3-4 - Emperor's Gift - Roll once on the Emperor's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 - Crushing Blows - Any enemy hit by the champion strikes at -1I in the next round of combat

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Preliminary Bombardment. Roll 1d6 per enemy unit, on a roll of a 5-6 that unit is must pass a pinning check or start the game pinned.

8 - Ranging Servitor - Acompanied by a servitor for the next D6 games the servitor increases the range of the weapons in the champions unit by 50%. This does not increase rapid fire range. The servitor cannot normally be targetted but is removed if the champion is taken out of action. The Servitor follows the rules for regular followers for recovery.

9 -

10-11 - Assault Boltgun - Range-18", Assault 2, S4, AP 5, Rending

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation -

 

>Space Wolves

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers.

3-4 - Emperor's Gift - Roll once on the Emperor's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 - Mark of the Wulfen - The champion and all members of his unit always strike on a 3+, they are always hit on a 3+ also

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Look Snorri, Trolls!! - Each model and unit advances D6" before the game begins

8 - Cyber Raven - The cyber raven joins the Champion for D6 games prenting enemys from outwitting him. The cyber raven prevents any model from infiltrating or outflanking on a roll of 4+. The cyber raven cannot normally be targetted but is removed if the champion is taken out of action. The cyber raven follows the rules for regular followers for recovery.

9 - Wolf Pack - The champion is joined by D6 fenrisian wolves for the next battle

10-11 - Relic Frost Blade - +1S +1A Power Weapon which can be used in conjunction with other weapons in CC for additional attacks

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation - Belt of Russ - The champion's invulnerable save is increased to 4+. Additionally thechampion gains the Furious Attack USR

 

>Ultra Marines

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers.

3-4 - Emperor's Gift - Roll once on the Emperor's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 - Phalanx - All friendly models in base to base contact gain a 6+ invulnerable save

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Atartes Un-numbered - The champion aways has the full number of followers available to them on any random roll

8 - Chapter Armour Artificier - The artificier acompanies the champion to battle for the next D6 games. His prescence means that the champion automatically passes one armour save - even if there would not normally be one. The use of this ability must be declared before any roll is made. The artificier cannot normally be targetted but is removed if the champion is taken out of action. The artificier follows the rules for regular followers for recovery if the champion is injured

9 -

10-11 - Gladius - Power Weapon, all enemys in base to base with the champion lose 1 attack to a mnimum of 1

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation -

 

>White Scars

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers

3-4 - Emperor's Gift - Roll once on the Emperor's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 - Ritual Scarification - The champion earns his steed and may go to battle on a Jetbike. If they have a jump-pack they may choose which to use each battle.

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Hit and Run - All freiendly models within the champion's command range may use the hit and run USR

8 -

9 - White Scars Bikers - D3 Newly recruited Scout Bikers join the champion for the next battle.

10-11 -

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Assault Champion - The champion gains a jump-pack. If they have jetbike they may choose which to use each battle.

- 4th elevation -

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- Un-Alligned Legions

 

>Dark Angels

2 - Elevated - The champion is elevated to the larger battles of the heresy and replaced by one of his followers.

3-4 - Emperor's/Warmaster's Gift - Roll once on the Emperor's/Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 - The Winding Path - If charged, the champion may move up to 6", remaining in combat before attackers are decided.

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics -

8 - Lorekeeper -

9 - Ravenwing Bikers - D3 Ravenwing scout bikers join the champion for the next battle.

10-11 -

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Jetbike - The champion gains a jetbike which they may now ride to battle

- 4th elevation -

 

>Death Guard

2 - Elevated - The champion is elevated to the larger battles of the heresy and replaced by one of his followers.

3-4 - Emperor's/Warmaster's Gift - Roll once on the Emperor's/Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 -

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Unbroken Blade - The champion gains the Feel No Pain USR

8 -

9 - Test of the Chalice - D3 legionaires gain the Feel No Pain USR for the next battle. The player may choose which models gain this rule.

10-11 -

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation - +1T

 

>Emperor’s Children

2 - Elevated - The champion is elevated to the larger battles of the heresy and replaced by one of his followers.

3-4 - Emperor's/Warmaster's Gift - Roll once on the Emperor's/Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 -

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics -

8 -

9 -

10-11 -

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation -

 

>Sons of Horus

2 - Elevated - The champion is elevated to the larger battles of the heresy and replaced by one of his followers.

3-4 - Emperor's/Warmaster's Gift - Roll once on the Emperor's/Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 -

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics -

8 -

9 -

10-11 -

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation -

 

>World Eaters

2 - Elevated - The champion is elevated to the larger battles of the heresy and replaced by one of his followers.

3-4 - Emperor's/Warmaster's Gift - Roll once on the Emperor's/Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 -

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Beserk Charge - If the champion charges every initial attack which hits generates a second attack at I1

8 -

9 -

10-11 -

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation -

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- TraitorLegions

 

>Alpha Legion

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers.

3-4 - Warmaster's Gift - Roll once on the Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 -

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - We are Legion - once per game the champion may exchange places with any other Alpha Legion model in his warband anywhere on the table.

8 -

9 -

10-11 -

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation -

 

>Iron Warriors

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers.

3-4 - Warmaster's Gift - Roll once on the Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated5 -

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Fortifications - The champion may fortify D3 (rolled before each battle) ruins or buildings prior to each battle increasing the cover save they afford by +1

8 -

9 -

10-11 - Power Fist - The champion is gifted a power fist

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation -

 

>Night Lords

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers.

3-4 - Warmaster's Gift - Roll once on the Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 -

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Terror Tactics - After setup roll a D6 for each unit and individual in the opposing warband. On a 4+ they must make an unmodified Ld check or be placed in reserve

8 -

9 -

10-11 -

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Assault Champion - The champion gains a jump-pack.

- 4th elevation -

 

>Thousand Sons

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers

3-4 - Warmaster's Gift - Roll once on the Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 - Combat casting - The Champion may cast ranged psychic abilities if they are enguaged in combat at any target in base to base contact with them

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics - Sorcerer's Supreme - The champion gains one additional psychic power or the ability to cast one additional power per turn, player's choice.

8 - Power Familiar - The champion is accompanied by a familiar for D6 games. The familiar knows one psychic power (rolled from the psycvhic powers list) and enables the champion to cast it in addition to any other psychic powers he knows once per turn, all other rules for psychic powers apply. The familiar cannot normally be targetted but is removed if the champion is taken out of action. The familiar follows the rules for regular followers for recovery.

9 - Daemonic Pact - the champion has summoned D6 Screamers for the next battle

10-11 - Force Weapon - The champion gains a Force Weapon.

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation - Terminator - The champion gains a suit of terminator armour, power weapon and combi bolter. If the champion has other weapons he may use those instead of the ones listed.

- 4th elevation -

 

>Word Bearers

2 - Elevated - The champion is elevated to the larger battles and replaced by one of his followers

3-4 - Warmaster's Gift - Roll once on the Warmaster's gift table. If the Champion ever has 5 or more gifts he is imediately elevated

5 - Commanding Voice - The champion may target any model within their command range aafter assault moves have been made. That model must pass a leadership check or their attacks may be directed at any valid target of the champion's choice for that assault phase.

6 - Call to Glorious Battle - Roll once on the Basic Troops Table re-rolling a result of 12. Add any followers gained to your roster for free

7 - Legion Tactics -

8 -

9 -

10-11 - Cursed Crozius - The champion gains a power weapon which forces a morale check any time it causes an unsaved wound. If this check is failed the target of the attacks (and any unit they are in automatically loose the combat no matter the combat result. If this occurs before opponents strike their attacks are lost.

12 - Legion Advancement : the champion is elevated within the heiarchy of the Legion

- 1st elevation - Refractor Field - The Champion gains a 5+ invulnerable save

- 2nd elevation -

- 3rd elevation -

- 4th elevation -

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So things are coming along nicely - I've got lots of things down....all i need to do now is write out the stats for everything available in AoH so that it's playable and then finish the chapter specific advancement lists...they're about 2/3rds done at the moment. Should be done by tomorrow, converted to PDF and then printed...then should be able to have a play test at Vets night.

 

Watch this space as they say

 

~O

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Why are the Sons of Horus, World Eaters, Emperor's Children and Death Guard unalligned? If this is the Age of Heresy and after the Drop Site Massacre it would mean that their loyalist ranks have already been purged (Istvaan III), all that is left are traitors!

 

- Loyalist Advanced Troops Table

2d6 Roll - Follower - Number - Command Points

2 - Undecided- dreadnought? - 1 - Undecided

3 - Terminator Battle Leader - 1 - 6

4 - Terminator - 1 - 5

5 - Veteran Assault Marine - 1 - 4

6 - Inner Circle Veteran - 1 - 4

7 - Veteran Marine - 1 - 3

8 - Chaplain - 1 - 6

9-10 - Devestator Marine - 1 - 4

11 - Sister of Silence - 1 - 4

12 - Custodes - 1 - 4

What's an "Inner Circle Veteran"? Wouldn't he be better than a normal Veteran? I would remove the Sisters of Silence and the Adeptus Custodes from this list and add them as sort of separate allies, kind of like how Hired Guns work in Necromunda. Maybe add a scout and a normal assault marine (without jumppack) instead.

 

- Traitor Advanced Troops Table

2d6 Roll - Follower - Number - Command Points

2 - Robot - 1 - Undecided

3 - Terminator Battle Leader - 1 - 6

4 - Terminator - 1 - 5

5 - Veteran Assault Marine - 1 - 4

6 - Chosen Veteran - 1 - 4

7 - Veteran Marine - 1 - 3

8 - Icon Bearer - 1 - 6

9-10 - Devestator Marine - 1 - 7

11 - Librarian Sorceror - 1 - 8

12 - Dark Mechanicus - 1 - 7

I assume that the Librarian Sorceror is the Sister of Silence counterpart. Perhaps that might be fitting. I would replace the Dark Mechanicus with another marine unit. Keep the non-marine stuff as allied forced. Perhaps they could have allied Daemons, Cultists (for Word Bearers as human shield and Alpha Legion as operatives) and Dark Mechanicus (give the Loyalist a loyal AdMech option)

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Hi malika, thanks for the feeedback.

 

The idea of the advanced lists is that it will allow each player to expand upon the basic lists. Troops which one would expect any marine army to have are in the basic list - such as the scouts, veterans and assault marines.

 

The idea for having the Unaligned, Traitor and Loyalist Legions was to balance things. the legions which are sitting on the fence are wthose which had the ranks purged and before/during istvaan. It basically allows for those legions with loyal troops to still be played...either at istvaan or elsewhere (world eater in the hold of the abyss for instance). But yeah...justify it either way it's mainly game balance. The loyalist/traitor list can be used by unaligned warbands...there is a rule for purging the ranks.

 

Yup - the opposite of the librarian is the sister of silkence. Wanted to include some hard to get characterful units within the lists which would add to the game. Things like daemons and other allies will be in the legion specific advancements.

 

~O

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