0% found this document useful (0 votes)
18 views11 pages

Age of Unification

Uploaded by

Gregory Prest
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
18 views11 pages

Age of Unification

Uploaded by

Gregory Prest
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Uno

e following rules may be used to enhance your Path to Glory experience when playing an Age of Uni cation
Campaign, these are uno cial rules designed to be used alongside the Age of Sigmar Path to Glory system.

PATH TO GLORY - AGE OF UNIFICATION

ENTER THE UNIFICATION WARS


For centuries in the Age of Strife humanity has found itself cut off, isolated from the greater galactic empire it once lay claim to. In these testing times rather
than come together for the good of Terra its populace have descended into bitter rivalry as they consume one another for what precious land and resources
can be scoured from the homeworld.

As genecrafting and radioative fallous from bitter con icts pushes the species to the extremes, psykers become more commonplace be they willing or enslaves
to the armies with which they ght. Phosphex, Thermonuclear weapons and Chemical Warfare all seek to choke the last vestiges of life from Terra Divided.

Nation turns against nation,


Demagogues rise up seeking power in exchange for false promises of salvation,
Madness drives the Techobarbarians to loot and destroy.
And somewhere, buried deep in secret laboratories an ancient gure prepares to reveal him presence.

Terra is Divided
And so begin to Uni cation Wars

Convert up a Uni cation War Era (40K) army to match an Age Fight, gain territories, develop your great nations legacy in an
of Sigmar Battletome faction in Path to Glory. era of the Warhammer 40,000 lore as of yet
unexplored.
Build up over the course of months hitting that months themes, With the veil of mystyery lingering over
unit or target to assemble a Uni cation Era Great Nation, Army or the warring great nations, where
Technobarbarian Rabble. genecra ing, proto-dreadnoughts, and
psy-o cers are used on the eld of
Choose your eme: e uni cation wars played host to countless battle. Enter an Age before the
nations, warlords, barbarian tribes and more across the divided Imperium where thermonuclear
continents of Terra. ere is scope from Genecra ed Soldiers led war, phosphex and the ambition of
by Psychic O cers, to Techno Barbarians, through conscripted tyrants seeks to choke the very life
militaries wielding lascarbines to the early Custodes and under out of Terra
Warriors of the rst sights of the Imperial Army. Each theme
brings the potential for new and unique conversions to deliver a Take advantage of the unknown
beautiful nished army. to convert your own take on
the Great Nations, pulling
Pick the AoS Battletome that best ts the themes in your mind, from the awesome sculpts in
Radiation spewing armoured Legions represented with the the Necromunda, Age of
Maggotkin of Nurgle to show the radiation they choke others with Sigmar, 40k and
modelling massive environment choking virus bombs as the 30k ranges to
feculant Gnarlmaws. make
something
under Warriors and Imperial army t well Stormcast and a new and
Stormkeep garrison allowing you to present a varied force with a unique!
united theme.

Technobarbarians using the full scope of the Orruk Warclans


battletome to bring exciting and savage weaponry to bear

Skaven represent mining cultures well as they emerge from hidden


bunkers providing safe refuge from an irradiated surface world,
bringing dangerous and poorly understood Dark Age of
Technology to bear.

Kharadron Overlords could represent skyfaring nations using grav


haulers and drone automata to deploy elite troops to the battle eld,
with Sky Wardens represented by Jump harness drop troops.
Th
Th
ffi
ft
fi
ffi
Th
fi
fi
fi
Th
Th
fi
fi
ffi
fi
fi
fi
fi
fl
ft
fi
Th
fi
fi
PATH TO GLORY - AGE OF UNIFICATION

ASSEMBLING YOUR FORCES


During the Age of Strife the great nations of Terra descended into Akkad -
anarchy, cut o from their growing galactic empire by unrelenting Heraldry Unknown
warp storms the planet began to consume itself as tyrants and dictators Deployed Udug Hul, Genetically enhanced slaved with vastly superior strength
vied for control for dwindling resources and war scarred landmasses. and poisoned blood
At the beginning of the War of Uni cation the man who would come
Attlan -
to be worshipped as the Emperor revealed himself with legions of Heraldry Unknown
genetically modi ed under Warriors and Custodes as he sought to Little Known
conquer Terra and unite her in fresh conquest. He however did not
nd himself unopposed, each of the great nations having amassed Boeotia -
technology from the dark age of tech and armies of gene modi ed Heraldry Unknown
soldiers of their own. Some sought to employ dark warp magics to Monarchy under King Kadmus, known for vast repositories of knowledge
hold onto their territories whilst others resorted to chemical warfare to
keep the enemy at bay, elsewhere hordes of Technobarbarians sought More available at:
to take advantage of a planet constantly at war with itself to forge their https://wh40k.lexicanum.com/wiki/Uni cation_Wars
own empires for the ages.

THE GREAT NATIONS THE TECHNOBARBARIANS


Albia - War breeds war, as humanity descent into desperation peaked so did the
Heraldry of White and Crimson appetites of many across the planet. Many great nations militaries, and roving
Deployed Proto-dreadnoughts and Armoured Ironsides militias fall under the catagory of the Technobarbarians, those who technology
Reknown for their Martial Discipline and appetites for war have dwarfed all else. Savage, unrelenting and wielding
weapons able of brutalising their foes these were not the technologically
Albyon - primitive barbarians of old, instead they brought to bear formative power
Heraldry Unknown armour with unstable power packs to provide movement, its very design
Rumoured to have been led by a cannibal who consumed blood favouring aggression and increased strength over protection with many leaving
Little else known their lower body entirely unarmoured to aid ease of movement.

Aechaemenid Empire - THE IMPERIAL ARMY


Heraldry Unknown under Warriors
Tribal Factions Custodes
Genetically did not mutate or degrade making for prime recruiting stock Human auxliary soldiers
Reknown for love of Truth and Discourse

PATH TO GLORY - AGE OF UNIFICATION

THE STORY BEHIND THE STATS


Using the Age of Sigmar ruleset grants a whole host of warscrolls to create your forces from, but a key part of doing so is seeing the potential
behind the stats of an existing Warscroll. Below is the warscroll of an Orruk Megaboss with simple name changes to abilities without e ecting the
game mechanics of the warscroll.

Adding your story to the existing game mechanics.


fi
Th
ff
fi
Th
fi
fi
fi
ff
PATH TO GLORY - AGE OF UNIFICATION

FINDING THE RIGHT BATTLETOME


A big part of what drew me to using Age of Sigmar battletomes for the basis for the Age of Uni cation is the breadth and scope of the themes each
brings to the table and the myriad of di erent units each could come to represent.

When selecting your Battletome you're looking for thematic rules that speak to the concept you are trying to portray rather than the speci c lore of
that battletome vs your faction. For example if you are looking for something slow but resilient, that poisons its environment you could look at
Maggotkin of Nurgle, their default Blightking Warscroll packs an impressive 4 wounds, strong save and the faction provides a war that could be
re ective of stimm injectors, force elds or more. is could be used to represent heavy proto-power armour, using their disease rules that infect
anyone nearby to channel that poorly contained reactor on their back bleeding radiation into the environment around them. is way you build a
sci- lumbering power armoured faction whose very presence chokes and poisons the battle elds they ght upon, perfect for waging war in the
Age of Uni cation.
To help with this here are some archtypes for the Age of Sigmar battletomes, not the lore the represent, but the themes that might relate to your
Age of Uni cation armies:

Cities of Sigmar: Default troop is armoured, resilient and handy in combat.


Plentiful Infantry centric warscrolls, ideal for more traditional Ideal proto-power armoured faction
military forces employing alot of ak armoured personnel
Diverse range of weapon options (Hangun-Lascarbine, Long ri e- Idoneth
Long Las, Sisters of Watch bow - Radium Ri e) High mobility, rules to represent sensor disruption and active
Speci c sub themes: Living City (Ambush), Hammerhal (Banners camo age
and `Heraldry), Tempest Eye (Access to Kharadrons for Drones) Two di erent warscrolls ideal for jetbikes, gravboards and bikers for
melee
Stormcast Eternals Ranged and melee infantry choices
Ideal for under Warriors/Custodes, mix of melee and ranged Rules for high wound high resilience ier, potentially portable
warscrolls command station or airship
Warscrolls for Artillery pieces
Can "Deepstrike" representing teleporarums, and explode of death Orruk Warclans
(unstable reactors) Ideal for Technobarbarians
Can access infantry from Cities of Sigmar to represent Imperial Warscrolls for poorly armoured, well armoured and heavy armoured
Army infantry
Heavy Cavalry warscrolls
Kharadron Overlords Kruleboyz warscrolls give the potential for artillery, and personal
Flying Vehicular Warscrolls, ideal to represent combat drones, grav mounted heavy weapons
haulers, hovercra Myriad of monster warscrolls for automata and manned machines
Ranged/Melee battleline unit, ideal for small arms and personal Ossiarch Bonereapers
defence weapons Ideal bionic/automata centric faction
Dedicated shooting unit, ideal for heavy weapons Heavy infantry focus but with resilience as a key trait
Warscrolls for jump infantry for rudimentary jump/jetpacks, grav Relentless disciline to re ect highly trained, highly communicative
boards and more forces
(Credit Lancer Chris on twitter: Can also represent Termite drills to Genecra ed/bionic infantry force
represent tunneling factions hitting underground complexes)
Sons of Behemat
Sylvaneth Big
Plentiful monster sized Walker warscrolls (Treelords 3 variants, Stompy
Kurnoth hunters) for representing manned walkers or Automata Walkers
Deployable terrain, representing shield bubbles, teleport stations,
bunker hatches etc
Teleporting troops choices, high stealth and mobility

Maggotkin of Nurgle
Slow and Resilient
Envrionment choking rules
"Summoning" could represent rad-ghouls coming to the battle eld,
or mutated local creatures
fl
fi
fi
fl
ff
ft
Th
fi
fi
ft
fl
fl
fi
fl
ff
fl
Th
fi
fl
fi
fi
fi
Th
fi
PATH TO GLORY - AGE OF UNIFICATION

ACTIVE TERRITORIES
A er selecting a narrative Battleplan for a Path to Glory battle each player may select up-to 1 of their owned Territories to become Active for that
battle, an active territory represents an army pulling on the resources or attacking out of a speci c held territory conferring a related narrative
army bonus but risking the territory itself. Players may instead choose not to make any territory active, if they do so no bonus is gained but no
territory is put at risk for that battle.

Players gain the Active bonus listed on their selected Territory for the duration of the battle and when the battle has concluded in the A er Battle
Sequence a player that won a Victory against an opponent with an Active Territory selected may choose to either that territory or complete an
exploration roll as normal. If they choose to seize the Active Territory that territory removed from the defeated players Order of Battle and added
to the Victors, Territory won in this way does not cost Glory.

Example: Two players choose to play a path to glory battle, the “Cities of Sigmar” General choosing to make his Teleportarum territory active to
re ect his army using it to rapidly deploy to the battle, by doing so he gains the active bene t of the Teleportarum for the duration of the battle
(A er both sides have setup, but before determining who has rst turn a player with this active territory may removed D3 friendly units and set
them up again following the setup for that Battleplan).

eir Opponent the “Orruk” Warlord chooses to make their Old Gods Temple active, with the Shamans channeling the raw energy of the Temple
to bring about their magics for the battle (Once per turn a player with this Active Territory may reroll a failed casting attempt).

A er the battle is concluded, if the “Cities of Sigmar” general was victorious they may choose to seize the Old Gods Temple following the trail of
magic from the “Orruk” shamans to their source of “power and seizing it for themselves. Doing so the Old Gods Temple is removed from the
“Orruk” Warlords order of battle and added to the Cities of Sigmar” warlords, alternatively the general may choose not the pursue that
territory, randomly rolling for one as normal and allowing his opponent to keep their active territory.

PRIME GENESTOCK AUTOMATA MANUFACTORUM ACTIVE SILO

ACTIVE ABILITIES ACTIVE ABILITIES ACTIVE ABILITIES

When using the Heroic Leadership Once per turn a friendly Monster may A er both sides have setup you may
heroic ability, you may reroll failed use a Monstrous Rampage already declare a missile stike on a single
rolls for the duration of the battle. used by a friendly Monster that phase. Terrain feature, if you do so that
Terrain feature is Deadly in addition
to any other e ects it has.

WARPFIRE CONDUIT OLD GODS TEMPLE HIVE CITY

ACTIVE ABILITIES ACTIVE ABILITIES ACTIVE ABILITIES

Once per turn you may reroll a failed Once per turn you may reroll a failed One of your units may march to battle
casting attempt for a single friendly chanting attempt for a single friendly bearing the coat of arms of your vassal
Wizard Priest settlement, for the duration of the
battle add 1 to this units Bravery
Characteristic

TELEPORTARUM

ACTIVE ABILITIES

A er both players have nished Setup


but before determining who has rst
turn, you may remove D3 friendly
units from the table and set them up
again following the rules of the
Battleplan
Th
ft
ft
ft
ft
fl
ft
ff
fi
fi
fi
fi
fi
ft
PATH TO GLORY - AGE OF UNIFICATION

COHORT BATTALIONS
When playing a Path to Glory campaign Cohort Battalions may be selected in addition to Core or Warscroll Battalions, each re ecting a
themed culture or profession to further personalise your forces on the eld of battle. Cohort Battalions are designed speci cally for path to
glory and reward completing narrative objectives tailors to that speci c Cohorts themes, from siphoning Dark Warp Magic to stealing Dark
Age Tech to sell on the Black Market

A unique feature of Cohort Battalions is their twofold e ects split between Bene ts and Additional, a Bene t applies to the units within the
Cohort on the eld of battle and provides an ability, theme or e ect for units when playing Path to Glory games of Age of Sigmar.
Additionals* meanwhile provide bonuses in the A er Battle Sequence of a Path to Glory campaign, and reward playing to that Cohorts
theme.

*A Cohort only confers its Additional E ect in the A er Battle Sequence if it was used as part of your army in the last battle fought.

BLACK MARKET COHORT PILLAGER COHORT MERCENARY COHORT

Composition: Composition: Composition:


1 Commander 1 Commander 1 Commander*, 3 Troops*
3 Troops 3 Troops
Bene t:
Bene t: Bene t: e Commander from this Battalion
Once per battle in the combat phase Once per Battle at the end of the may be assigned an Artefact of Power
you may select one unit from this Charge Phase a single unit from this your army has access to and that is in
battalion to exploit their thieves guild Battalion may make a Smash to Rubble your vault if they have the relevant
connections, if you do so until the end Monstrous Rampage as though they Keywords as an exception to the
of that phase add 1 to Wound rolls for were a Monster. normal Allied units rule
attacks made with this unit that target
an enemy Hero that carries an Additional: Additional:
Artefact of Power At the end of a Path to Glory battle, if In the A er Battle sequence units that
you are playing using the Active fought as part of this Battalion in your
Additional: Territory mechanic and secure a last battle may not be reinforced,
At the end of a Path to Glory battle, if Victory, instead of seizing your however you may subtract 1 Glory (To
any units from this Battalion have slain opponents Territory or rolling for a a minimum of 0) from the cost of
an enemy Hero with an Artefact of new one you may Pillage it. If you do Recuperating losses they have su ered.
Power roll a D6, on a 4+ that Artefact so immediately gain D6 Glory Points
of Power is removed from that players and remove that Territory from their *Only Allied units may be selected for this Battalion

Vault Order of Battle.

EXCAVATOR COHORT CARDINAL COHORT WARPFIRE COHORT

Composition: Composition: Composition:


1 Commander 1 Commander 1 Commander* (Must be a Wizard)
3 Troops 3 Troops 3 Troops

Bene t: Bene t: Bene t:


Instead of setting one unit from this Once per battle a unit from this Once per battle when the Commander
Battalion up on the battle eld you may battalion can make an Unbind roll as from this Battalion dispels an endless
set it up in the Subterranean Depths, if though they were a Wizard. spell they may immediately attempt to
you do so set that unit up at the end of cast it as though they had all relevant
your rst Movement Phase wholly Additional: keywords
within 6 inches of the edge of the At the end of a Path to Glory battle, if
battle eld and more than 9 inches the Commander from this Battalion Additional:
from any enemy models. has slain any enemy Wizards during At the end of a Path to Glory battle, if
the course of that battle they gain 1 the Commander from this Battalion
Additional: additional Renown in the A er Battle has successfully cast an Endless Spell
At the end of a Path to Glory battle, if Sequence. using this Battalions bene t you may
any units from this Battalion are add it to your Vault.. If that endless
wholly within your opponents spell requires a faction speci c
territory you may reroll the result of keyword this Commander is assumed
your exploration roll in the A er to have the relevant keyword for the
Battle Sequence purposes of casting that endless spell.
Th
fi
fi
fi
fi
fi
fi
fi
fi
ft
fi
fi
fi
ft
fi
ft
ff
ff
ft
ft
ff
ff
fi
fi
fi
fi
fi
fl
PATH TO GLORY - AGE OF UNIFICATION

ADVANCED INJURY TABLES


e Advanced Injury Table may be used in a Path to Glory campaign during the A er Battle Sequence instead of using the Injury
table for Heroes located in the Age of Sigmar corebook.

Healing Injuries
In the A er Battle Sequence, before determining fresh injuries from that battle a Hero may declare they are consulting a Doctor,
Wiseman, Shamans or Bio-Engineer to heal ailments they sustained earlier in the campaign. If they do so removed D3 Renown
from that Hero select one existing Injury that Hero currently su ers from and roll a D6, on a 4 or more that injury is removed. On a
1 however immediately roll for a fresh injury for that Hero.

D66 INJURY TABLE

11-16 Dead 35-36 Arrogant


is Warriors tale has come to a tragic end, perhaps as their Too o en this once glorious hero blames their loss upon others
light burns out a brighter one might take its place. For now who sought to take command. Now none may lead whilst he
however Terra is a much darker place. remains standing lest their weakness get in his way.
Remove this Hero from your Order of Battle. Whilst this Hero is on the Battle eld, no other friendly Hero
may use the Heroic Leadership heroic ability.
21-22 Lasting Wound
ough their legend grows, battle has taken a toll on this 41-42 Reckless
warrior that shall never truly be recovered. Surviving a mortal blow has le its mark on his warriors
Permanently reduce this Heroes Wound Characteristic by 1. psyche, believing themselves to be untouchable.
If this injury is applied for a second time treat it as Dead is Hero may not issue or receive the All out Defence
instead. command ability.

23-24 Degrading Genecra 43-44 Blood Drunk


Death would have been a mercy, instead this malignant wound ere is a sickness of the soul that grows rampant on the eld of
slowly eats away at the hero. In time it will claim them, we can battle, those upon whom it takes root nd themselves unable to
only hope they have ght the good ght rst. tear away from the battle haze.
is Hero may not be Healed by any means during a battle. is Hero may not make Retreat moves.

25-26 Rad Sickness 45-46 Cowardly Reputation


Terra itself rots beneath the burden of radiative scars wrought Word has begun to spread that more o en than not this warrior
upon it, perhaps it is ghting this warrior share that fate. seemingly falls to injury only to crawl out of their hiding hole
At the end of the Battleshock Phase in any turn in which this when the battle ends.
Hero su ered any unsaved wounds roll a D6, on a 4+ this Subtract 1 from the Bravery Characteristic of friendly units
model su ers an additional Mortal Wound. within 6 inches of this Hero.

31-32 Blind in One Eye 51-52 Forgetful


e blow could easily have removed the head entirely, so Nightmares plague this once keen strategist, even the rare peace
perhaps it was lucky it simply plucked eye from socket. ough of mind they once found is gone. In the heat of battle too o en
maybe give it a while before positing that thought to this their own thoughts threaten to overwhelm them
warrior. At the start of your Hero Phase, roll a d6. On a roll of a 1 you
Subtract 1 from Hit Rolls for attacks made by this Hero in the immediately remove 1 Command Point.
Shooting and Combat Phase, this does not apply to any
attacks made by a Mount. 53-62 Fully Recovered
is injury roll has no e ect
33-34 Injured Limb
Injured, entirely removed… battle is a dangerous place. 63-66 Legendary Tale
Subtract 1 from Wound Rolls for attacks made by this Hero in ough others would have fallen to such wounds or ed to safer
the Combat Phase, this does not apply to any attacks made by lands, this Hero returns from the battle eld adorned with scars
a Mount that tell their heroic tales.
Add D3 to this Heroes Renown.
Th
Th
Th
Th
Th
Th
Th
Th
Th
Th
ft
ff
ft
ff
fi
fi
ff
f
ft
fi
fi
fi
ft
fi
fi
fl
Th
fi
ft
ff
ft
PATH TO GLORY - AGE OF UNIFICATION

CASUALTIES AND RECUPERATION


In the course of a Path to Glory campaign your units may sustain injuries and casualties, reducing their combat e ectiveness as their
numbers dwindle. In the A er Battle Sequence the Path to Glory core rules provide the ability to recuperate models lost from your
units, however in an Age of Uni cation Campaign these rules have been revised to re ect new untrained soldiers being added to a
unit limiting the impact of the units expertise as they do so.

When playing an Age of Uni cation campaign use the revised costs for Unit recuperation, however the Fresh Blood rule is also in
e ect. Certain factions have unique mechanics for recuperation to better re ect their own unique narrative, some are shown below.

RECUPERATION RECUPERATION COSTS


In Step 7 of the Path to Glory A er Battle Sequence you may
Recuperate any units that have su ered casualties in the campaign. If Unit Points Cost Recuperation Cost (Glory)
you do so spend the required Glory on the table below and roll a 0-100 0
number of dice equal to that units Casualty score. For every 4+
reduce that units Casualty Score by 1. If that unit did not take part in 101-150 1
the last battle reduce that units Casualty Score by 1 for every 2+ 151-200 2
instead.
201-250 3
FRESH BLOOD 251-300 4
When making a recuperation roll for a unit from your Order of
Battle, if that roll is successful in lowering a units Casualty Score 301-360 5
immediately reduce that units Renown by D3 (up to a maximum loss
351-400 6
of the number their Casualty Score was reduced by) to a minimum of
0. If this loss of Renown would take the unit below a Veteran 400 7
reshold pick one of that units Veteran Abilities to remove.

PATH TO GLORY - AGE OF UNIFICATION

QUESTS

When playing a Path to Glory: Age of Uni cation Campaign you may Hunt the Endless Spell: You may choose to study the Endless Spell,
not spend Glory to complete quests, in addition the following gaining a Spellsword Cohort instead of an Endless Spell if you do so.
amendments are made to quests:
Scout Fertile Lands: You may choose to form a Path- nder Cohort
Form Warriors into a Battaion: You may choose to instead select a instead of making the additional exploration roll as a result of this
Cohort Battalion as the Reward for this Quest quest

Search for the Artefact: You may choose to sell your artefact to the
ieves guild, gaining a ieves Guild Cohort instead of an Artefact
if you do so.
Th
Th
ff
Th
ft
fi
ft
fi
ff
fi
fi
fl
fl
ff

You might also like