Paths to Choose

While most factions have their own specific paths available, you are welcome to choose from the campaign specific paths for heroes and units with the prerequisite renown. Below is the Required Renown and the campaign specific paths.

Earning Renown

Each unit that takes part in a battle and was not destroyed gains D3 Renown Points. Each unit that took part in a battle and was destroyed gains 1 Renown Point. In addition to these methods, you can pick one unit as your Favoured Warriorsthis unit gains D6 Renown points. Units can also gain bonus Renown Points by using the 'Purify the Lands' ability during a battle.

  • 5 - 14 Renown Points              ASPIRING
  • 15 - 29 Renown Points            ELITE
  • 30 - 44 Renown                        MIGHTY
  • 45+ Renown Points                 LEGENDARY

Hero Path: Path of the Sacrifice Master

ASPIRING

WILLING SACRIFICE : (passive) Effect: add 1 to wound rolls for this unit's combat attack while there are no friendly units in its combat range.

SEIZE NEW OFFERINGS : (passive) Effect: add one to hit rolls for this units attacks that target an enemy unit that has no other enemy units in its combat range.

ELITE

PREPARE THE GIFT : (passive) Effect: add 1 rend to this unit's melee weapons for attacks that target an enemy unit that is not damaged.

THE WILDERNESS DEMANDS : (any combat phase) Effect: if this unit did not charge this turn, it can move 3". it can move into combat.

MIGHTY

AN OFFERING IN KIND: (End of any turn) Effect: If an enemy unit was destroyed this turn by this unit's combat attacks, heal (5) this unit. If the slain unit was a hero, heal (X) this unit instead, where X is the number of damage points allocated to this unit.

MARKED FOR THE ALTAR : (Once per battle, any combat phase) Declare: Pick an enemy unit in combat with this unit to be the target. Then pick one of this units weapons to be the Sacrificial weapon. 

Effect: for the rest of the turn, add this targets control characteristic, to a max of 5, to the attacks characteristic of the sacrificial weapon, but all of its combat attacks must target that enemy unit.

LEGENDARY

WE ALL MUST MAKE SACRIFICES... : (Reaction: your opponent declared a command for a unit within 6" of this unit) Effect: Roll a dice. if the roll equals or exceeds the number of command points your opponent has, after the command has been resolved , inflict an amount of mortal damage equal to the roll on the unit using the command. This unit can use this ability more than once per phase, but only once per command.

LORD OF BLOOD AND BRIAR : (Passive) Effect: While an enemy unit is in combat with this unit: 

  • That enemy has a max control of 1.
  • Subtract 1 from that enemy's power level, to a minimum of 0.
  • That enemy unit's attacks cannot score critical hits( treat them as regular hits instead).

Hero Path: Path of the Thyrian Druid

ASPIRING

BOUND TO THYRIA : (any hero phase) Effect: Heal (1) this unit.

FOREST STRIDER : (passive) Effect: This unit can pass through terrain features as though it had FLY.

ELITE

SKILLED HEALER : (your hero phase) Declare: Pick either another visible friendly unit or a visible friendly faction terrain feature wholly within 12" of this unit to be the target.

Effect: Heal (D3) the target.

DEEPWOOD SHADOWS : Effect: Friendly units wholly within this unit's combat range are not visible to enemy units that are more than 12" away.

MIGHTY

A GHOST IN THE TREES : (your movement phase) Effect: if this unit is wholly within 3" of a terrain feature, remove it from the battlefield and set it up again wholly within friendly territory and more than 9" from enemy units.

SHIELD OF THORNS : (any combat phase) Declare: pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: subtract 1 from the Attacks characteristic of the  targets melee weapons for the rest of the turn.

LEGENDARY

BOUND TO THE CYCLE : (once per battle, any movement phase) Declare: This unit can only use this ability if it has been destroyed.

Effect: Roll a dice. If the roll is equal to or less than the current battle round, set up a replacement unit wholly within 3" of a terrain feature and more than 9" from enemy units.

NEXUS OF REGENERATION : (once per battle, end of any turn) Declare: Pick each friendly unit wholly within 12" of this unit to be the target.

Effect: Pick 1 of the following effects for each target:

  • Return 1 slain model to the target unit.
  • Heal (D6) if the unit is not a Monster.
  • Heal (2D6) if the unit is a Monster.

Non-Hero Path: Path of the Weald-Born

ASPIRING

BURSTING WITH VIGOUR : (passive) Effect: add 2 to run rolls for this unit while it is undamaged.

SACRIFICIAL FRENZY :  (passive) Effect: If no slain models have been returned to this unit this battle, add 1 to hit rolls for this unit's combat attacks while it is damaged or any models in this unit have been slain.

ELITE

GREENWOAD SPIRALS : (passive) Effect: this unit has Ward(5+) against damage dealt by spells and manifestations.

GROWING WILDNESS : (passive) Effect: add the current battle round to this unit's control score. 

MIGHTY

SURGE OF GHYRAN : (passive) Effect: if this unit is destroyed, before removing it from combat, deal D6 mortal damage to each unit in combat with it.

THE EARTH REBELS : (once per turn [army], reaction: opponent declared a charge for a unit within 12" of this unit) Effect: roll a dice. you can replace one of the dice in the charge roll with your dice roll.

LEGENDARY

WATCHERS IN THE GREEN : (any hero phase) Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: for the rest of this turn, each time your opponent declares a command for the target, roll a dice as a reaction. on a 5+, unless your opponent spends an additional command point to use that command, the command has no effect, still counts as being used, and the command points spent to use it are still lost.

DANDEGRYPH BLOWBALLS : (enemy combat phase) Declare: pick an enemy unit in combat with this unit to be the target.

Effect: roll a dice. on a 3+, for the rest of the turn, each unmodified hit roll of a 1 for a combat attack made by the target inflicts 1 mortal damage on the target after the fight ability has been resolved.

Non-Hero Path: Path of the Foresters

ASPIRING

ABOREAL CONCEALMENT :(passive) Effect: subtract 1 from hit rolls for shooting attacks that target this unit.

DEFENSIVE THICKET : (any combat phase) Effect: if this unit did not charge this turn, roll a dice. on a 3+, for the rest of the turn, subtract 1 from wound rolls for combat attacks that target this unit.

ELITE

FLEET-FOOTED FIGHTERS : (enemy movement phase) Effect: roll a D3. if there are no enemies within 9" of this unit, roll a D6 instead. on a 2+, this unit can move a number of inches equal to the roll. It can move through combat ranges, but can't end in combat.

BRAMBLEBARB BURSTPODS : (any charge phase) Declare: if this unit did not charge this turn, pick an enemy unit in combat with it.

Effect: Inflict D3 damage on the target.

MIGHTY

VITAL SOULS : (once per battle, your movement phase) Effect: if this unit is not in combat, return up to D3 models with a combined health characteristic of up to 12. 

HUNTER'S CALL : (passive) Effect: each time this unit makes a pile in move, it moves as if it had FLY  and can move 6" instead of 3"

LEGENDARY

TRAP MASTERY : (any combat phase) Declare: pick an enemy unit in combat with this unit to be the target.

Effect: roll a dice. on a 3+, subtract 1 from the Attacks characteristics of the target's melee weapons for the rest of the turn.

ROOTED IN THE UNDERGROWTH : (passive) Effect: ignore all modifiers to save rolls for this unit (positive and negative).

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